850 Participants Needed

Videogame Intervention for Birth Control

Recruiting at 8 trial locations
AG
MR
Overseen ByMiah Roberts Miah Roberts
Age: < 65
Sex: Any
Trial Phase: Academic
Sponsor: Weill Medical College of Cornell University
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial examines the effectiveness of a specially designed video game intervention in encouraging teens to use birth control compared to a regular commercial game. The study aims to determine if playing this game can reduce the number of teens not using contraception. Teens aged 15 to 20 who can read English or Spanish and have a smartphone or email may find this a suitable opportunity. As an unphased trial, this study offers a unique chance to contribute to innovative research that could positively impact teen health.

Do I have to stop taking my current medications for the trial?

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

What prior data suggests that this videogame intervention is safe for adolescents?

Research has shown that using video games for learning is safe. One study found that a mobile game improved children's safety knowledge and positively influenced their behavior. Another study discovered that video games can help with hyperactivity and attention in children.

No specific evidence indicates negative side effects from using video games in these ways. Overall, these findings suggest that video games used for educational purposes are generally well-received.12345

Why are researchers excited about this trial?

Researchers are excited about this trial because it explores a fresh approach to birth control education through a videogame intervention. Unlike traditional methods that rely on clinics, pamphlets, or counseling sessions, this intervention uses engaging gameplay to potentially improve understanding and retention of birth control information. By integrating educational content into a videogame format, it aims to reach a younger audience more effectively and provide a more interactive and enjoyable learning experience. This innovative approach could pave the way for new, tech-savvy methods of delivering health education.

What evidence suggests that this videogame intervention is effective for reducing contraceptive non-use among adolescents?

Research shows that playing video games can help young people use birth control more effectively. In this trial, participants in the "No Baby No Videogame Intervention" arm will engage with a video game designed to improve attitudes about sexual health. In contrast, those in the "Commercial game control" arm will play a commercial game as a sham comparator. Previous studies have shown that educational video games can increase knowledge about sexual health, although results vary. These findings suggest that video games could be helpful, but their success depends on how the game is designed and used.13678

Who Is on the Research Team?

AG

Aileen Gariepy, MD, MPH, MHS

Principal Investigator

Weill Medical College of Cornell University

Are You a Good Fit for This Trial?

This trial is for English or Spanish-speaking males and females aged 15-20 who have a smartphone or personal email. It's designed to see if a videogame can help them use contraception more consistently.

Inclusion Criteria

I am either male or female.
Have a smart phone (to scan QR code) or personal email account (to take screening questionnaire)
I can speak and read English or Spanish.
See 1 more

Exclusion Criteria

I am either younger than 15 or older than 20.
I cannot speak or read English or Spanish.
Do not have a smart phone or personal email account

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks

Intervention

Participants engage in the No Baby No videogame intervention or a commercial game control for 120 minutes over two sessions within two weeks.

2 weeks
2 sessions (in-person)

Follow-up

Participants are monitored for changes in contraception use and other outcomes at 2 weeks and 9 months after the intervention.

9 months
2 follow-up assessments (virtual)

What Are the Treatments Tested in This Trial?

Interventions

  • Videogame Intervention
Trial Overview The study compares the effectiveness of a specific videogame intervention against a commercial game control in encouraging contraceptive use among adolescents.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Placebo Group
Group I: No Baby No Videogame InterventionExperimental Treatment1 Intervention
Group II: Commercial game controlPlacebo Group1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Weill Medical College of Cornell University

Lead Sponsor

Trials
1,103
Recruited
1,157,000+

Department of Health and Human Services

Collaborator

Trials
240
Recruited
944,000+

Citations

Effectiveness Testing of a Videogame Intervention (No ...The purpose of this study is to evaluate the effectiveness of a videogame compared to an attention/time control at reducing contraceptive non-use among ...
Using Video Games to Improve the Sexual Health of Young ...In summary, studies on the effects of video game interventions on contraceptive use have shown inconsistent results. ... The extended period between intervention ...
Videogame Intervention for Birth ControlTrial Overview The study compares the effectiveness of a specific videogame intervention against a commercial game control in encouraging contraceptive use ...
View of Effectiveness of an educational game on ...The effectiveness of the educational game was analyzed using statistical tests, comparing the difference in knowledge before and after the intervention. Results ...
Video Game Intervention for Sexual Risk Reduction in ...Over 12 months, the intervention group demonstrated improved sexual health attitudes overall compared to the control group (least squares means ...
6.pubmed.ncbi.nlm.nih.govpubmed.ncbi.nlm.nih.gov/38354042/
Effect of a Mobile Game-Based Intervention to Enhance ...This study aimed to investigate the potential of a mobile game-based safety education program in improving children's safety and psychosocial outcomes.
Effect of a Mobile Game–Based Intervention to Enhance ...This study demonstrated a medium-to-large intervention effect on hyperactivity or inattention symptoms among healthy Hong Kong children aged 9- ...
Evaluation of the impact of an online video game as an ...The primary objective of this study is to assess the impact of a training intervention on STI prevention, detection, and treatment in primary care ...
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