Evidence map›Paper›PMID 32632364›Full record

ArticlemHealth2020

Videogame intervention to encourage HIV testing and counseling among adolescents.

Tyra Pendergrass, Kimberly Hieftje, Lindsay Duncan, Lynn Fiellin

Open access · diamondAbstract read
In one paragraph

Article in mHealth, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed, 1 pooled it
2.2field-weighted citation impact, top 10% of its field
1 · What the graph read from 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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

8 citing papers in PubMed, 1 synthesis or guideline pooled it, 13 citations in OpenAlex.

  1. Pooled it
  2. A Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial.The Journal of adolescent health : official publication of the Society for Adolescent Medicine · 2024
    Trial
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 1 institution in 1 country.

Tyra PendergrassYale Center for Health and Learning Games, Yale School of Medicine, New Haven, CT, USA.
Kimberly HieftjeDepartment of Kinesiology and Physical Education, McGill University, Montreal, Canada.
Lindsay DuncanYale Center for Health and Learning Games, Yale School of Medicine, New Haven, CT, USA.
Lynn FiellinYale Center for Health and Learning Games, Yale School of Medicine, New Haven, CT, USA.
McGill University · CA

Funding

Yale Scholars in Implementation Science (YSIS)K12HL138037 · NHLBI · YALE UNIVERSITY · PI SHARIFI, MAHNOOSH · 2017 to 2021
$3.0M
An Accessible Digital Intervention to Promote HIV Testing/Counseling and Prevention Among AdolescentsR42HD088317 · NICHD · SCHELL GAMES, LLC · PI FIELLIN, LYNN ELIZABETH, SCHELL, JESSE · 2017 to 2018
$1.5M
Intervention to encourage HIV Testing and Counseling among AdolescentsR41HD088317 · NICHD · SCHELL GAMES, LLC · PI FIELLIN, LYNN ELIZABETH, SCHELL, JESSE · 2016 to 2016
$225k
NHLBI NIH HHS K12 HL138037NICHD NIH HHS L40 HD109895NICHD NIH HHS R41 HD088317NICHD NIH HHS R42 HD088317NIDA NIH HHS L40 DA049272NIMHD NIH HHS L60 MD009367
6 · The paper itself

Abstract

backgroundAdolescents in the United States account for one-fifth of new HIV cases, and have the highest rate of undiagnosed HIV, with more than half (51%) not knowing their status. It is a crucial public health concern to help equip youth with the information and autonomy to minimize their risk and know their status. Serious videogames are emerging as valuable tools for health and behavior change in adolescents, and have potential to engage this population and increase their use of HIV testing and counseling (HTC). The purpose of this study was to: (I) modify an original serious game targeting risk reduction and HIV prevention developed by the play2PREVENT Lab and create a new serious game that focuses on HTC; (II) evaluate its feasibility and acceptability; (III) pilot-test the assessment measures that are subsequently being used in a large randomized controlled trial.

methodsThree focus groups with adolescents, aged 14-17 (n=13, mean age =15), informed artwork and storylines for

resultsFor the focus groups used in the game development, four major themes emerged: (I) adolescents have strong misperceptions about HTC, including who should get tested and what the test entails; (II) adolescents have incorrect knowledge about how HIV is contracted, spread, and treated; (III) adolescents are supportive of their peers getting tested for HIV, but are not likely to get tested themselves; (IV) while the majority of adolescents know where to get tested for HIV, social stigma, misperceptions around HTC, and fear of having a positive diagnosis keep them from seeking it. For the pilot study, overall, participant experience with the game was highly favorable. The assessments were sensitive enough to capture changes in our target variables: intentions (P=0.037) and knowledge (P=0.025) related to HTC at follow-up.

conclusionsThe

Indexed as

behavior changeHIV Testing & Counseling (HTC)Serious gamevideogame, adolescents

Identifiers

PMID32632364
PMCPMC7327291
OpenAlexW3011759598

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

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.