CClinicalTrials.gg
CompletedNCT01887210Updated Sep 26, 2018Results posted

A Pilot Gaming Adherence Program for Youth Living With HIV

An interventional study of IMB Gaming Adherence Intervention and Enhanced treatment as usual in Adherence to HIV Treatment and Medication, sponsored by Rhode Island Hospital. Completed at 1 site in United States. Open to participants aged 14 Years to 26 Years. Per ClinicalTrials.gov, last updated 2018-09-26.

Sponsored by Rhode Island Hospital · Not applicable, Interventional, and Prevention

From the registry’s dates

  • Registered 9 months after the study started (first participant enrolled Sep 2012, registered Jun 2013).
Phase
Not applicable
Study type
Interventional
Enrollment
66
Allocation
Randomized
Ages
14 Years to 26 Years
Sex
All
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Study summary

This study will develop and test a novel, technology based intervention to improve treatment adherence among youth living with HIV who are taking antiretroviral medication. In the intervention youth will access an engaging and immersive app/game on their smartphone.Data about the opening of the smart pill bottle will be transferred from the bottle cap wirelessly and will trigger a text message about their adherence. While gaming, participants will gain information about their health, improve motivation for ARV and medical appointment adherence, and practice healthy behaviors. If the Intervention is found to be effective, it can be tested in a larger study and then disseminated to other youth on antiretroviral medications.

Read the detailed description

Despite need for consistent adherence to medical care, youth living with HIV (YLWH) have suboptimal rates of retention in care and adherence to antiretroviral medication (ARV) treatment. There are few adherence studies with YLWH and the results are mixed, so there is a great need for the development of novel interventions. Results of adult HIV adherence studies indicate that participants are interested in using technology-based methods and are most receptive toward interventions that couple technological devices with motivational components. Pill taking monitoring devices have been found to be a sensitive measure of adherence to ARV medications, but do not lead to sustained improvements in adherence or intrinsic motivation when used alone. Building on this knowledge, this study will examine a multi-level technology that integrates a medication monitoring device WITH an interactive smartphone based app/game that is attractive and engaging to YLWH. This multi-level approach will integrate theory driven content with novel, but intuitive, technology to improve HIV treatment adherence.

In this study, data on opening of the pill bottle will be transferred wirelessly from the bottle cap and a text on adherence sent to the phone. This developmental project will adapt and refine a smartphone app/game to include content consistent with the Information-Motivation-Behavioral Skills (IMB) Model. Creation and adaptation will occur from in-depth interviews with YLWH on ART (n=25) and an open trial of the Intervention (n=20). While gaming, participants will experience absorbing action-oriented adventures that increase information about their health (e.g. knowledge about HIV treatment), improve motivation (e.g. action-figures experience health benefits of adherence), and build skills (e.g. utilize clinicians as partners). A small randomized controlled pilot study (24 weeks) among 60 YLWH will examine the preliminary efficacy of the IMB Gaming Adherence Intervention (integration of the smart cap with the IMB informed app/game) compared to a comparison group who receive the smart cap and smartphone but no IMB game, on adherence and biological measures.

02

Conditions studied

  • Adherence to HIV Treatment and Medication

Keywords

  • HIV
  • youth
  • medical adherence
03

In context

Lead sponsor

Rhode Island Hospital is the lead sponsor of 187 studies on the registry; 37 are open to participants now.

Of its 11 completed or terminated interventional studies of FDA-regulated products, 2 (18%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
14 Years to 26 Years
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

  • English speaking
  • in medical care for HIV and receiving antiretroviral treatment
  • aware of their HIV status as per clinician and clinical record
  • able to give consent/assent and not impaired by cognitive or medical limitations as per clinical assessment
  • detectable viral load

Exclusion criteria

Exclusion Criteria:

  • none
05

Study design

Phase
Not applicable
Primary purpose
Prevention
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Outcomes assessor)
Enrollment
66 participants (actual)

Study arms

  • Experimental
    IMB Gaming Adherence Intervention

    Combination of smart pill bottle cap with mobile gaming application tailored for those living with HIV

    Behavioral: IMB Gaming Adherence Intervention

  • Active comparator
    Enhanced treatment as usual

    Smart pill bottle cap and mobile phone but no game

    Behavioral: Enhanced treatment as usual

Interventions

  • BehavioralIMB Gaming Adherence Intervention

    Combination of smart pill bottle cap with mobile gaming application tailored for those living with HIV

  • BehavioralEnhanced treatment as usual

    Smart pill bottle cap and mobile phone but no game

06

What researchers measure

Primary outcomes

  1. Log10 HIV-1 Viral Load

    Log viral load at end of study for participants with available viral load data (Log10 copies/ml)

    Time frame: 24 weeks

Secondary outcomes

  1. Electronically Measured Past 7-day Adherence

    Past 7 day medication adherence as measured by electronic medication monitoring device.

    Time frame: 24 weeks

  2. Number of Kept Medical Appointments

    Number of kept medical appointments since baseline.

    Time frame: 24 weeks

Other outcomes

  1. Information-Motivation-Behavioral Skills (IMB) Antiretroviral Therapy (ART) Behavioral Skills Scale

    Behavioral Skills subscale from the Information-Motivation-Behavioral Skills (IMB) scale. This subscale measures self-efficacy for adherence to medical care related to antiretroviral medication and treatment. Five items were summed to get a total Behavioral Skills subscale score. Scores range from 5-25 where higher scores indicate greater self-efficacy for adherence to medical care related to ART medication and treatment.

    Time frame: 24 weeks

07

Results

Posted Sep 26, 2018
Limitations and caveats
This study had a small sample. Participants were recruited from Jackson, MS, so this sample is not nationally representative. There is no perfect measure of adherence. Self-report and electronic monitoring devices assessments differed.

Participant flow

Participant flow — Overall Study
MilestoneIMB Gaming Adherence InterventionEnhanced Treatment as Usual
Started3333
Completed3229
Not completed14
Withdrew: Withdrawal by subject13
Withdrew: Lost to follow-up01

Outcome measures

PrimaryLog10 HIV-1 Viral Load

Log viral load at end of study for participants with available viral load data (Log10 copies/ml)

Time frame:
24 weeks
Reported as:
Mean · Log10 copies/ml
Log10 HIV-1 Viral Load
Log10 copies/mlIMB Gaming Adherence InterventionEnhanced Treatment as Usual
Log10 HIV-1 Viral Load1.48 ± 2.071.82 ± 2.14
SecondaryElectronically Measured Past 7-day Adherence

Past 7 day medication adherence as measured by electronic medication monitoring device.

Time frame:
24 weeks
Reported as:
Mean · proportion of adherence
Electronically Measured Past 7-day Adherence
proportion of adherenceIMB Gaming Adherence InterventionEnhanced Treatment as Usual
Electronically Measured Past 7-day Adherence0.29 ± 0.360.32 ± 0.36
SecondaryNumber of Kept Medical Appointments

Number of kept medical appointments since baseline.

Time frame:
24 weeks
Reported as:
Mean · appointments kept since baseline
Number of Kept Medical Appointments
appointments kept since baselineIMB Gaming Adherence InterventionEnhanced Treatment as Usual
Number of Kept Medical Appointments1.78 ± 1.241.74 ± 1.32
Other pre-specifiedInformation-Motivation-Behavioral Skills (IMB) Antiretroviral Therapy (ART) Behavioral Skills Scale

Behavioral Skills subscale from the Information-Motivation-Behavioral Skills (IMB) scale. This subscale measures self-efficacy for adherence to medical care related to antiretroviral medication and treatment. Five items were summed to get a total Behavioral Skills subscale score. Scores range from 5-25 where higher scores indicate greater self-efficacy for adherence to medical care related to ART medication and treatment.

Time frame:
24 weeks
Reported as:
Mean · units on a scale
Information-Motivation-Behavioral Skills (IMB) Antiretroviral Therapy (ART) Behavioral Skills Scale
units on a scaleIMB Gaming Adherence InterventionEnhanced Treatment as Usual
Information-Motivation-Behavioral Skills (IMB) Antiretroviral Therapy (ART) Behavioral Skills Scale19.83 ± 4.6819.48 ± 5.12

Adverse events

Collected over Up to 24 weeks. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
IMB Gaming Adherence Intervention0/33 (0%)0/33 (0%)0/33 (0%)
Enhanced Treatment as Usual0/33 (0%)0/33 (0%)0/33 (0%)

Baseline characteristics

The baseline analysis population includes 61 participants. Participants that completed baseline and at least one follow-up assessment were included in the analytic sample.

Age, Continuous
Age, Continuous(years)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Mean22.5 ± 2.522.3 ± 2.522.4 ± 2.5
Sex: Female, Male
Sex: Female, Male(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Female7613
Male252348
Ethnicity (NIH/OMB)
Ethnicity (NIH/OMB)(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Hispanic or Latino000
Not Hispanic or Latino322961
Unknown or Not Reported000
Race (NIH/OMB)
Race (NIH/OMB)(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
American Indian or Alaska Native000
Asian000
Native Hawaiian or Other Pacific Islander000
Black or African American312859
White000
More than one race000
Unknown or Not Reported112
Started ARV in past 3 months
Started ARV in past 3 months(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Yes111122
No211839
Gaming Status
Gaming Status(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Daily or almost daily101222
Not everyday211738
Unknown or not reported101
Sexual Orientation
Sexual Orientation(Participants)IMB Gaming Adherence InterventionEnhanced Treatment as UsualTotal
Heterosexual9716
Homosexual171835
Bisexual527
Undecided123
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Study locations

1 site
  • Rhode Island Hospital
    Providence, Rhode Island 02903, United States
09

References and documents

Publications

  • Whiteley L, Brown L, Lally M, Heck N, van den Berg JJ. A Mobile Gaming Intervention to Increase Adherence to Antiretroviral Treatment for Youth Living With HIV: Development Guided by the Information, Motivation, and Behavioral Skills Model. JMIR Mhealth Uhealth. 2018 Apr 23;6(4):e96. doi: 10.2196/mhealth.8155. PubMed 29685863 ↗
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Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Sep 26, 2018, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
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Registry details

Key details

Study ID
NCT01887210
Lead sponsor
Rhode Island Hospital
Responsible party
Dr. Larry K. Brown (Professor of Psychiatry and Human Behavior, Rhode Island Hospital) — Principal investigator
First posted
Jun 26, 2013
Start date
Sep 2012
Primary completion
Jan 9, 2017
Completion
Aug 2017
Results posted
Sep 26, 2018
Last update
Sep 26, 2018

Study contacts

Larry K Brown, MD
principal investigator · Rhode Island Hospital
Laura Whiteley, MD
study director · Rhode Island Hospital

Oversight

Data monitoring committee
Yes
View the source record on ClinicalTrials.gov ↗

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