%0 Journal Article %@ 1438-8871 %I JMIR Publications %V 19 %N 9 %P e314 %T Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial %A Fiellin,Lynn E %A Hieftje,Kimberly D %A Pendergrass,Tyra M %A Kyriakides,Tassos C %A Duncan,Lindsay R %A Dziura,James D %A Sawyer,Benjamin G %A Mayes,Linda %A Crusto,Cindy A %A Forsyth,Brian WC %A Fiellin,David A %+ play2PREVENT Lab, Yale School of Medicine, Yale University, 367 Cedar Street, New Haven, CT, 06510, United States, 1 203 737 3347, lynn.fiellin@yale.edu %K adolescent %K videogame %K intervention %K randomized controlled trial %K human immunodeficiency virus %K risk reduction %K primary prevention %D 2017 %7 18.09.2017 %9 Original Paper %J J Med Internet Res %G English %X 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. Trial Registration: Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6syumc9C0). %M 28923788 %R 10.2196/jmir.8148 %U http://www.jmir.org/2017/9/e314/ %U https://doi.org/10.2196/jmir.8148 %U http://www.ncbi.nlm.nih.gov/pubmed/28923788