80 Participants Needed

Virtual Reality Gaming for HIV-Related Health Prevention

(LEARN Trial)

PI
Overseen ByPrincipal Investigator
Age: 18+
Sex: Male
Trial Phase: Academic
Sponsor: Yale University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

The investigator is testing a virtual environment to address prevention of HIV-related comorbidities.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Gaming in a virtual environment for HIV-related health prevention?

Research shows that digital games, including those using virtual reality, can effectively improve health behaviors and support education. For example, a mobile game called Tumaini demonstrated promise in helping young Africans learn about HIV prevention through interactive storytelling and role-playing, which can motivate behavior change and increase knowledge.12345

Is virtual reality gaming safe for health prevention purposes?

Digital games, including those using virtual reality, are generally considered safe for health prevention purposes. They provide a nonconfrontational and safe environment for learning and behavior change without real-world consequences.25678

How does the virtual reality gaming treatment for HIV prevention differ from other treatments?

This virtual reality gaming treatment is unique because it uses interactive and immersive game mechanics to educate and motivate behavior change, offering a safe environment for experiential learning, unlike traditional educational methods or medical treatments.12456

Research Team

SR

S. Raquel Ramos, PhD, MBA, MSN, FNP-BC

Principal Investigator

Yale University School of Nursing

Eligibility Criteria

This trial is for gay, same-gender-loving, or MSM individuals who are ethnic/racial minorities with HIV. Participants must understand English and have a computer to run the virtual environment software. They should not have had serious heart or brain events or cognitive impairments.

Inclusion Criteria

I have no history of serious heart or brain health issues.
Able to read and understand English
Identify as an ethnic/racial minority with HIV
See 2 more

Exclusion Criteria

History of cognitive impairment
I have never had a heart attack.
I have had a heart bypass surgery.
See 2 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Immediate Intervention

Participants enter an online game and learn about how to prevent cardiovascular and metabolic conditions

3 months
Online participation

Waitlist Control

Participants enter an online game at a later date and learn about how to prevent cardiovascular and metabolic conditions

3 months
Online participation

Follow-up

Participants are monitored for changes in health behaviors and perceptions after the intervention

6 months

Treatment Details

Interventions

  • Gaming in a virtual environment
Trial OverviewThe study tests a virtual gaming environment aimed at preventing cardiovascular diseases in people living with HIV. It explores whether this innovative approach can improve health outcomes compared to traditional methods.
Participant Groups
2Treatment groups
Experimental Treatment
Group I: Waitlist Control GroupExperimental Treatment1 Intervention
Participants will enter an online game at a later date after the immediate intervention group and learn about how to prevent cardiovascular and metabolic conditions.
Group II: Immediate Intervention GroupExperimental Treatment1 Intervention
Participants will enter an online game and learn about how to prevent cardiovascular and metabolic conditions.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Yale University

Lead Sponsor

Trials
1,963
Recruited
3,046,000+

National Heart, Lung, and Blood Institute (NHLBI)

Collaborator

Trials
3,987
Recruited
47,860,000+

References

Qualitative evaluation of the relevance and acceptability of a web-based HIV prevention game for rural adolescents. [2022]
The future of digital games for HIV prevention and care. [2022]
Achieving HIV risk reduction through HealthMpowerment.org, a user-driven eHealth intervention for young Black men who have sex with men and transgender women who have sex with men. [2020]
Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans. [2020]
The Male Domain-Digital Game-Based Learning for Human Papillomavirus Vaccination Among Young Males. [2022]
A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention. [2021]
A Review of Serious Gaming as an Intervention for HIV Prevention. [2023]
A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games. [2022]