Supplement for an intervention to increase HIV Testing Uptake among Adolescents and Young Adults
Supplement for an intervention to increase HIV Testing Uptake among Adolescents and Young Adults
批准号:
10881477
负责人:
Amanda Derryck Castel
金额:
$10.0万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2023
资助国家:
美国
项目状态:
未结题
起止时间:
2023-08-01 至 2025-03-31
关键词:
Adolescent and Young AdultAgeAttitudeBehavior TherapyCaringDevelopmentEducational MaterialsEnrollmentEnsureEnvironmentFocus GroupsHIVHIV InfectionsHIV SeronegativityHIV riskHealth educationHuman immunodeficiency virus testIncentivesInterventionKnowledgeLearningLifeLocationMedicalModelingNaturePatient Self-ReportPhasePlayPopulationPopulations at RiskPreventionPreventive carePublic HealthRandomizedRandomized, Controlled TrialsRiskRisk AssessmentRisk BehaviorsRisk Reduction BehaviorTechnologyTestingTimeTreatment EfficacyVideo GamesYouthbehavior changecostdisorder preventionefficacy evaluationefficacy testingevidence baseexperiencefield studyinnovationmultidisciplinarynovelprevention servicequality assurancerecruitsexsexually activesimulation gamesocial mediatesting servicestesting uptakeusabilityuser-friendly
中文摘要
本补编用于支付在#年时无法预见的费用。
申请费用,包括招聘费用和奖励费用。这项研究旨在评估
使用最先进的社交媒体和游戏技术的可接受性、可用性和有效性
加强对13-24岁青少年和青壮年(Aya)的艾滋病毒检测。艾滋病毒感染率
在Aya中的检测很低,导致Aya中不知道自己感染艾滋病毒的比例很高
感染。由于许多Aya高度参与社交媒体和游戏,这些技术
可能掌握着接触到这一人群的关键。虽然之前的行为改变游戏已经
利用游戏的诱惑性进行健康教育,取得了积极的效果
娱乐性和改变对疾病预防的态度,这一干预措施建议
整合了一项新的创新,改变了使用视频游戏来增加艾滋病毒的方式
测试和联动到护理。预期的结果是一种像玩游戏一样的新奇体验
同时促进关于艾滋病毒风险评估、检测以及与预防的联系的对话
与传统的公共卫生信息相比,Aya可能更容易接受的方式。
我们已经开发了一款阿雅知情游戏,玩家可以在游戏中创建如下角色
他们自己模拟不同形式的约会和性行为,以了解在
模拟的、非健康或危及生命的环境,并确定艾滋病毒检测和
预防服务。我们试图测试这个游戏的有效性,并假设它的使用将
结果增加了艾滋病毒检测,并导致在有风险的Aya中减少危险行为
爱滋病毒。在这个第二阶段的应用中,我们的多学科团队招募了Aya进行迭代聚焦
小组确认额外的游戏增强的可接受性。然后我们进行了试点
对Aya(n=10)之间的游戏干预进行现场测试,以确保可用性、可接受性和
进行质量保证测试。我们现在计划进行一项随机对照试验,
确定干预措施对HIV检测吸收率的效果。我们将招收300名性别者
活跃的HIV阴性的Aya并随机让他们接受生活模拟游戏
干预或包含艾滋病毒教育材料的应用程序。我们将比较自我报告
两个研究组之间的艾滋病毒检测。这些目标的成功实现将
演示此产品如何推动基于证据的
行为干预,以增加艾滋病毒检测,并将其与青年预防保健联系起来。
这项核心技术的成功开发也可以修改为适用于其他
医疗条件。
英文摘要
This supplement is to cover expenses that could not have been foreseen at the time of
application, including recruiting costs and incentive costs. The study aims to assess the
acceptability, usability, and efficacy of using state-of-the-art social media and game technology
to increase HIV testing among adolescents and young adults (AYA) ages 13-24. Rates of HIV
testing among AYA are low, resulting in high proportions of AYA who are unaware of their HIV
infection. Since many AYA are highly engaged with social media and games, these technologies
may hold the key to reaching this population. While previous behavior-change games have
shown positive results by using the compelling nature of gameplay to make health education
entertaining and shift attitudes towards disease prevention, this intervention proposes to
incorporate a new innovation which changes the way video games are used to increase HIV
testing and linkage to care. The intended result is a novel experience which plays like a game
while prompting dialogue about HIV risk assessment, testing, and linkage to prevention in a
manner that may be more acceptable to AYA compared to traditional public health messages.
We have developed an AYA-informed game in which players can create characters like
themselves, model different forms of dating and sex practices to learn the consequences in a
simulated, non-health or life-threatening environment, and identify locations for HIV testing and
prevention services. We seek to test the efficacy of this game and hypothesize that its use will
result in increased HIV testing and lead to a reduction in risky behaviors among AYA at risk for
HIV. In this Phase II application, our multidisciplinary team recruited AYA for iterative focus
groups to confirm the acceptability of additional game enhancements. We then conducted pilot
field testing of the game intervention among AYA (n=10) to ensure usability, acceptability and to
conduct quality assurance testing. We now plan to conduct a randomized controlled trial to
determine the efficacy of the intervention on HIV testing uptake. We will enroll 300 sexually
active HIV negative AYA and randomize them to receive either the life-simulation game
intervention or an app which contains HIV educational materials. We will compare self-reported
HIV testing between the two study groups. Successful completion of these aims will
demonstrate how this product may advance the effective implementation of an evidence-based
behavioral intervention for increased HIV testing and linkage to preventive care among youth.
Successful development of this core technology could also be revised to be applicable to other
medical conditions.
期刊论文(1)
专著(0)
科研奖励(0)
会议论文
DOI:
10.2196/29792
发表时间:
2021-06-24
期刊:
JMIR research protocols
影响因子:
1.7
作者:
[Castel AD, Wilbourn B, Trexler C, D'Angelo LD, Greenberg D]
通讯作者:
Greenberg D
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