Trial reportJMIR mHealth and uHealth2019
A Smartphone Game to Prevent HIV Among Young Africans (Tumaini): Assessing Intervention and Study Acceptability Among Adolescents and Their Parents in a Randomized Controlled Trial.
Trial report in JMIR mHealth and uHealth, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT03054051 (A Mobile Phone Game to Prevent HIV Among Young Africans), which is not on this map. Cited by 31 papers, 5 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
A Mobile Phone Game to Prevent HIV Among Young Africans
Who cites it
31 citing papers in PubMed, 5 syntheses or guidelines pooled it, 46 citations in OpenAlex.
- Systematic Review of mHealth Interventions for Adolescent and Young Adult HIV Prevention and the Adolescent HIV Continuum of Care in Low to Middle Income Countries.AIDS and behavior · 2023Pooled it
- Using serious mobile games to improve health literacy in rural Sub-Saharan Africa: A literature review.Frontiers in public health · 2022Pooled it
- Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Using mobile phones to improve young people sexual and reproductive health in low and middle-income countries: a systematic review to identify barriers, facilitators, and range of mHealth solutions.Reproductive health · 2021Pooled it
- Efficacy of a smartphone game to increase age and condom use at first sex among adolescents in Kenya (Tumaini): a randomised controlled trial.The Lancet. Child & adolescent health · 2026Trial
- Longitudinal Effects of a Smartphone Game (Tumaini) for HIV Prevention Among Kenyan Adolescents: 45-Month Trajectories of Condom Use-Related Proximal Outcomes From a Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- Trial
- Article
- Behavioral Intervention to Prevent HIV/AIDS Among Young Adults Using Motivational Culture-Based Communication: Protocol for a Research and Development Study.JMIR research protocols · 2025Article
- Technology-Assisted Interventions in the Delivery of HIV Prevention, Care, and Treatment Services in Sub-Saharan Africa: Scoping Review.Journal of medical Internet research · 2025Article
- Implementation Strategies for Digital HIV Prevention and Care Interventions for Youth: A Scoping Review.Current HIV/AIDS reports · 2025Article
- Pervasive Games for Sexual Health Promotion: Scoping Literature Review.JMIR serious games · 2025Review
- Views and experiences of young people on using mHealth platforms for sexual and reproductive health services in rural low-and middle-income countries: A qualitative systematic review.PLOS digital health · 2024Article
- The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review.JMIR serious games · 2023Article
- Implementation Science for the Prevention and Treatment of HIV among Adolescents and Young Adults in Sub-Saharan Africa: A Scoping Review.AIDS and behavior · 2023Article
- Scoping review of health information technology usability methods leveraged in Africa.Journal of the American Medical Informatics Association : JAMIA · 2023Article
- "It gives you a road map of what to do to solve your problems": acceptability of a combination HIV prevention intervention among adolescent girls in Uganda.BMC public health · 2023Article
- Digital Solutions Observed in Clinical Trials: A Formative Feasibility Scoping Review.AMIA ... Annual Symposium proceedings. AMIA Symposium · 2023Article
- "International journal of environmental research and public health · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors at 2 institutions in 2 countries.
Funding
Abstract
backgroundYoung people aged 15 to 24 years account for one-third of new adult HIV infections. Controlling the HIV epidemic requires effective interventions targeted toward young people and their needs. Smartphone games offer a promising avenue for reaching this population with evidence-based HIV prevention interventions. It is crucial to the effectiveness of these interventions that they be acceptable and intrinsically motivating to adolescents as well as acceptable to their parents.
objectiveTumaini is a narrative-based smartphone game designed to help prevent HIV among young Africans aged 11 to 14 years by delaying first sex and increasing condom use at first sex. Following a 16-day feasibility study of Tumaini, we assessed the acceptability (1) of the intervention, where acceptability was operationalized as appeal, relevance, value, usability, and understandability, and (2) of this study and a planned future randomized controlled efficacy trial.
methodsDuring the randomized feasibility study (n=60) of Tumaini in western Kenya in spring 2017, 30 participants used the intervention on a study-provided smartphone. The app automatically logged participant interaction with the game in time-stamped log files. All 30 participants completed an Audio Computer-Assisted Self-Interview-based game experience survey, and 27 took part in 4 focus group discussions (FGDs) about the game's appeal, relevance, value, usability, and understandability. Their parents (n=22) also participated in 4 FGDs about the acceptability of the intervention, of this study, and of a planned efficacy trial. Survey data were analyzed using SAS software (SAS Institute Inc); FGD transcripts were coded and analyzed in MAXQDA 12 (Verbi GmbH); and gameplay log files were analyzed using Microsoft Excel.
resultsAdolescent participants' survey responses indicated that Tumaini scored well with players on all indicators of acceptability (appeal, relevance, value, usability, and understandability). Focus group analyses aligned with these findings and emphasized a high degree of player engagement with the game, which was supported by log file analysis. Adolescent participants were eager for additional content, and parents were receptive to a longer study involving biomarkers, based on their positive experiences with this study. There is scope to improve communication with parents about their role in the intervention. As the game was tested in beta version, there is also scope to fine-tune some of the game mechanics to increase usability.
conclusionsThis study shows the strong acceptability of an interactive smartphone-based game both to adolescents and their parents in western Kenya and that of the study methods used to pilot-test the intervention. It also suggests that longitudinal efficacy studies of this type of intervention, including those using biomarkers, have the potential to be acceptable among parents.
trial registrationClinicalTrials.gov NCT03054051; https://clinicaltrials.gov/ct2/show/NCT03054051 (Archived by WebCite at http://www.webcitation.org/70U2gCNtW).
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.