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dc.contributor.author | Fiellin, Lynn E.![]() |
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dc.contributor.author | Hieftje, Kimberly D.![]() |
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dc.contributor.author | Pendergrass, Tyra M.![]() |
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dc.contributor.author | Kyriakides, Tassos C.![]() |
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dc.contributor.author | Duncan, Lindsay R.![]() |
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dc.contributor.author | Dziura, James D.![]() |
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dc.contributor.author | Sawyer, Benjamin G.![]() |
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dc.contributor.author | Mayes, Linda![]() |
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dc.contributor.author | Crusto, Cindy A.![]() |
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dc.contributor.author | Forsyth, Brian WC![]() |
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dc.contributor.author | Fiellin, David A.![]() |
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dc.date.accessioned | 2017-11-10T12:46:47Z | |
dc.date.available | 2017-11-10T12:46:47Z | |
dc.date.issued | 2017 | |
dc.description.abstract | BACKGROUND : Human immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed. OBJECTIVE : We hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents. METHODS : Participants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks. Assessments were conducted at 6 weeks and at 3, 6, and 12 months. Primary outcome was delay of initiation of vaginal/anal intercourse. Secondary outcomes included sexual health attitudes, knowledge, and intentions. We examined outcomes by gender and age. RESULTS : A total of 333 participants were randomized to play the intervention (n=166) or control games (n=167): 295 (88.6%) were racial/ethnic minorities, 177 (53.2%) were boys, and the mean age was 12.9 (1.1) years. At 12 months, for the 258 (84.6%) participants with available data, 94.6% (122/129) in the intervention group versus 95.4% (123/129) in the control group delayed initiation of intercourse (relative risk=0.99, 95% CI 0.94-1.05, P=.77). Over 12 months, the intervention group demonstrated improved sexual health attitudes overall compared to the control group (least squares means [LS means] difference 0.37, 95% CI 0.01-0.72, P=.04). This improvement was observed in boys (LS means difference 0.67, P=.008), but not girls (LS means difference 0.06, P=.81), and in younger (LS means difference 0.71, P=.005), but not older participants (LS means difference 0.03, P=.92). The intervention group also demonstrated increased sexual health knowledge overall (LS means difference 1.13, 95% CI 0.64-1.61, P<.001), in girls (LS means difference 1.16, P=.001), boys (LS means difference 1.10, P=.001), younger (LS means difference 1.18, P=.001), and older (LS means difference=1.08, P=.002) participants. There were no differences in intentions to delay the initiation of intercourse between the two groups (LS means difference 0.10, P=.56). CONCLUSIONS : An interactive video game intervention improves sexual health attitudes and knowledge in minority adolescents for at least 12 months. | en_ZA |
dc.description.department | Psychology | en_ZA |
dc.description.librarian | am2017 | en_ZA |
dc.description.sponsorship | Grant R01HD062080 from the Eunice Kennedy Shriver National Institute of Child Health and Human Development. | en_ZA |
dc.description.uri | http://www.jmir.org | en_ZA |
dc.identifier.citation | Fiellin et al. 2017, 'Video game intervention for sexual risk reduction in minority adolescents : randomized controlled trial', Journal of Medical Internet Research, vol. 19, no. 9, pp. 1-13. | en_ZA |
dc.identifier.issn | 1439-4456 (print) | |
dc.identifier.issn | 1438-8871 (online) | |
dc.identifier.other | 10.2196/jmir.8148 | |
dc.identifier.uri | http://hdl.handle.net/2263/63102 | |
dc.language.iso | en | en_ZA |
dc.publisher | JMIR Publications | en_ZA |
dc.rights | © Lynn E Fiellin, Kimberly D Hieftje, Tyra M Pendergrass, Tassos C Kyriakides, Lindsay R Duncan, James D Dziura, Benjamin G Sawyer, Linda Mayes, Cindy A Crusto, Brian WC Forsyth, David A Fiellin. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 18.09.2017. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/). | en_ZA |
dc.subject | Adolescent | en_ZA |
dc.subject | Videogame | en_ZA |
dc.subject | Intervention | en_ZA |
dc.subject | Randomized controlled trial | en_ZA |
dc.subject | Risk reduction | en_ZA |
dc.subject | Primary prevention | en_ZA |
dc.subject | Diffusion | en_ZA |
dc.subject | Youth | en_ZA |
dc.subject | Self-efficacy | en_ZA |
dc.subject | Human immunodeficiency virus (HIV) | en_ZA |
dc.title | Video game intervention for sexual risk reduction in minority adolescents : randomized controlled trial | en_ZA |
dc.type | Article | en_ZA |