Efficacy of an Interactive Life Simulation Gaming App on Improving HIV Testing Uptake Among Adolescents and Young Adults at Risk for HIV: Results of a Randomized Controlled Trial.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-09-04 DOI:10.2196/82297
Amanda D Castel, Irene Kuo, Adam Ciarleglio, Lucas Kauzlarich, Constance Trexler, Sachi Banerji, Tamara C Moscovich, John C Banas, Constanza Carney, Callen Shaw, Daniel Greenberg
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引用次数: 0

Abstract

Background: Adolescents and young adults account for a disproportionate number of new HIV diagnoses in the United States due to missed opportunities for education, testing, and prevention.

Objective: We tested the efficacy of an interactive life-simulation gaming intervention to provide HIV education and improve HIV testing uptake and preventive services among youths ages 13-24 years in the Washington, DC area.

Methods: We conducted a parallel randomized controlled trial testing the efficacy of an HIV-focused gaming intervention app to a control app in increasing HIV testing uptake. Participants were recruited via social media and peer referral. Eligible participants were randomized 1:1 by age (13-17 vs 18-24 years) and sexual orientation (lesbian, gay, bisexual, or "other" vs heterosexual). Participants accessed their assigned app for 3 months and completed baseline, 1-, 3-, and 6-month surveys. The primary outcome was self-reported HIV testing within 6 months after enrollment; secondary outcomes included intent to test for HIV, HIV knowledge, and intention to start pre-exposure prophylaxis (PrEP). Analyses were conducted as intent-to-treat and stratified by sexual orientation.

Results: From November 2023 to May 2024, we randomized 309 participants (intervention: n=156; control: n=153) with 80% and 88% retention at 6 months, respectively. Among the analyzed participants (intervention: n=150; control: n=149), the mean age was 20.7 (SD 1.84) years, 49% (145/299) were women, and 34% (103/299) were non-Hispanic White. Overall, 53% (158/299) self-reported as gay, lesbian, bisexual, or "other" sexual orientation. A total of 48% (144/299) had previously tested for HIV. Compared to the control app, game participants were 32% less likely to test for HIV within 6 months (relative risk 0.68, 95% CI 0.47-0.98). The two groups showed no statistically significant differences regarding their intention to get tested for HIV or to start PrEP. A significantly higher difference in mean HIV knowledge scores at 3 months (0.99, 95% CI 0.33-1.65; P<.01) and 6 months (0.81, 95% CI 0.14-1.48; P=.02) was observed in the game arm compared to the control arm. Additionally, heterosexual participants in the game arm had statistically significant increases in PrEP intention (0.53, 95% CI 0.05-1.00; P=.03) across all time points compared to controls.

Conclusions: Our interactive gaming app was less effective than an information control app in increasing HIV testing and changing testing and prevention intentions among adolescents and young adults. In the game arm, we did observe increased HIV knowledge and increased PrEP intention among heterosexual adolescents and young adults. Few life-simulation apps integrating HIV testing and prevention features have been rigorously tested among adolescents and young adults. Our efficacy findings suggest that while these interventions are feasible and acceptable to adolescents and young adults, they require additional tailoring to improve their reach, use, and potential effectiveness in real-world settings.

一项随机对照试验的结果:一款交互式生活模拟游戏应用程序对提高艾滋病毒感染风险的青少年和年轻人接受艾滋病毒检测的有效性
背景:在美国,由于错过了教育、检测和预防的机会,青少年和年轻人在新诊断的艾滋病毒中占不成比例的比例。目的:我们测试了交互式生活模拟游戏干预在华盛顿特区13-24岁青少年中提供艾滋病毒教育和改善艾滋病毒检测和预防服务的有效性。方法:我们进行了一项平行的随机对照试验,测试以HIV为重点的游戏干预应用程序与对照应用程序在增加HIV检测使用率方面的功效。参与者是通过社交媒体和同伴推荐招募的。符合条件的参与者按年龄(13-17岁vs 18-24岁)和性取向(女同性恋、男同性恋、双性恋或“其他”vs异性恋)按1:1随机分组。参与者使用他们指定的应用程序3个月,完成基线、1个月、3个月和6个月的调查。主要结局为入组后6个月内自我报告的HIV检测;次要结局包括HIV检测意愿、HIV知识和开始接触前预防(PrEP)的意愿。分析按意向治疗进行,并按性取向分层。结果:从2023年11月至2024年5月,我们随机抽取了309名参与者(干预组:n=156,对照组:n=153), 6个月时保留率分别为80%和88%。在分析的参与者(干预组:n=150;对照组:n=149)中,平均年龄为20.7岁(SD 1.84), 49%(145/299)为女性,34%(103/299)为非西班牙裔白人。总体而言,53%(158/299)的人自称是男同性恋、女同性恋、双性恋或“其他”性取向。共有48%(144/299)曾接受过艾滋病毒检测。与对照应用程序相比,游戏参与者在6个月内检测艾滋病毒的可能性降低32%(相对风险0.68,95% CI 0.47-0.98)。两组在接受艾滋病毒检测或开始PrEP的意愿方面没有统计学上的显著差异。3个月时,游戏组的艾滋病毒知识平均分差异显著(0.99,95% CI 0.33-1.65; PP= 0.02)。此外,与对照组相比,游戏组的异性恋参与者在所有时间点上的PrEP意图都有统计学上的显著增加(0.53,95% CI 0.05-1.00; P=.03)。结论:我们的互动游戏应用程序在增加艾滋病毒检测和改变青少年和年轻人的检测和预防意愿方面不如信息控制应用程序有效。在游戏组中,我们确实观察到异性恋青少年和年轻人中艾滋病毒知识和PrEP意愿的增加。很少有整合艾滋病毒检测和预防功能的生活模拟应用程序在青少年和年轻人中进行了严格的测试。我们的疗效研究结果表明,虽然这些干预措施对青少年和年轻人来说是可行和可接受的,但它们需要额外的调整,以提高其在现实环境中的覆盖范围、使用和潜在有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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