- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT01666496
An Interactive Game for HIV Prevention in Early Adolescents
June 26, 2017 updated by: Lynn E. Fiellin, Yale University
An Interactive Video Game for HIV Prevention in Early Adolescents
The purpose of this study is to evaluate, through a randomized clinical trial, the efficacy of an interactive video game the investigators are developing at reducing risk behaviors in at-risk teens.
Study Overview
Status
Completed
Conditions
Intervention / Treatment
Detailed Description
The purpose of this study is to evaluate, through a randomized clinical trial, the efficacy of an interactive video game the investigators are developing at reducing risk behaviors in at-risk teens.
The investigators are using proven components of HIV prevention interventions, social cognitive theory, self-efficacy, prospect theory, message framing, and video gaming principles to develop and evaluate this interactive HIV prevention video game.
In Phase 1 of this project, the investigators have been working with Schell Games of Pittsburgh, PA, Digitalmill of Portland, ME, and the Farnam Neighborhood House in New Haven, CT to develop our interactive video game with the input from our experts and focus groups and interviews with adolescents.
Phase 1 has been a developmental iterative process in which the investigators have been building the software for the game for the purposes of targeting HIV prevention in our population of interest: young minority adolescents.
Following development of the video game, the investigators will move to Phase 2 in which the investigators will enroll 330 minority adolescents who are attendees at one of several after-school programs in the greater New Haven area and assign them to play either the experimental game or a control game.
In the experimental game, the player will be presented with a series of "risk challenges" thereby helping them to develop sex, drug and alcohol negotiation and refusal skills.
Study Type
Interventional
Enrollment (Actual)
333
Phase
- Not Applicable
Contacts and Locations
This section provides the contact details for those conducting the study, and information on where this study is being conducted.
Study Locations
-
-
Connecticut
-
New Haven, Connecticut, United States, 06510
- Yale School of Medicine
-
-
Participation Criteria
Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.
Eligibility Criteria
Ages Eligible for Study
11 years to 14 years (CHILD)
Accepts Healthy Volunteers
Yes
Genders Eligible for Study
All
Description
Inclusion Criteria:
- Ages 11-14 years
- Able to provide assent/parental/guardian consent
- Agree to participate in a computer-based videogame (willing to sit at a computer for 75 minutes twice weekly to play the game)
- English-speaking
Exclusion Criteria:
- Not between the ages of 11-14 years
- Not able to provide assent/parental/guardian consent
- Not willing to sit at a computer for 75 minutes twice weekly to play the game
- Non-English speaking
Study Plan
This section provides details of the study plan, including how the study is designed and what the study is measuring.
How is the study designed?
Design Details
- Primary Purpose: PREVENTION
- Allocation: RANDOMIZED
- Interventional Model: PARALLEL
- Masking: NONE
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
EXPERIMENTAL: Experimental Video Game
Participants will play the experimental videogame for 6 weeks.
The intervention will be provided during 12 sessions, twice weekly for 6 weeks; each session will involve one and one-quarter hour of game play.
|
Participants will play either the experimental or the control videogame for 6 weeks.
Both interventions will be provided during 12 sessions, twice weekly for 6 weeks; each session will involve one and one-quarter hour of game play.
|
|
OTHER: Off the Shelf Video Game
Participants will play the off the shelf videogame for 6 weeks.
The intervention be provided during 12 sessions, twice weekly for 6 weeks; each session will involve one and one-quarter hour of game play.
|
Participants will play either the experimental or the control videogame for 6 weeks.
Both interventions will be provided during 12 sessions, twice weekly for 6 weeks; each session will involve one and one-quarter hour of game play.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Delay in the initiation of sexual activity
Time Frame: 3 weeks
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
3 weeks
|
|
Delay in the initiation of sexual activity
Time Frame: 6 weeks
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
6 weeks
|
|
Delay in the initiation of sexual activity
Time Frame: 3 months
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
3 months
|
|
Delay in the initiation of sexual activity
Time Frame: 6 months
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
6 months
|
|
Delay in the initiation of sexual activity
Time Frame: 12 months
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
12 months
|
|
Delay in the initiation of sexual activity
Time Frame: 24 months
|
The primary outcome measure will be delay in initiating sexual activity.
Delay in initiation of sexual activity will be defined as individuals who report having never had voluntary sexual intercourse prior to the baseline assessment and continue to not initiate sexual activity.
Those who report initiating sex between baseline and the follow-up period are defined as having initiated sexual activity.
|
24 months
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
3 weeks
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.
Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
3 weeks
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
3 weeks
|
|
Drug and alcohol use behaviors
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
3 weeks
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
3 weeks
|
|
Overall risk-taking behaviors
Time Frame: 3 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
3 weeks
|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
6 weeks
|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
3 months
|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
6 months
|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
12 months
|
|
Knowledge about HIV/AIDS risk behaviors and transmission
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases HIV risk knowledge in minority early adolescents.
|
24 months
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
6 weeks
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
3 months
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
6 months
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.
Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
12 months
|
|
Level of social competency in using negotiating and refusal skills in the virtual environment
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases social competency in using negotiating and refusal skills in the virtual environment in minority early adolescents.Social competency is defined as skills that allow the individual to achieve personal goals in social interaction while maintaining positive relationships with others over time and across situations.
This will be captured through data collected during the game play, including the participant's ability to negotiate social situations and successfully refuse risky situations.
|
24 months
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
6 weeks
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
3 months
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
6 months
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
12 months
|
|
Level of self-efficacy regarding negotiation around initiation of sexual activity
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy regarding negotiation around initiation of sexual activity in minority adolescents.We will use 7 items to assess self-efficacy to refuse sexual behaviors.
Participants will be presented with the situation "imagine you are alone with someone you like very much" and then asked to indicate how confident they are that they could stop the person if he or she wanted to (a) kiss them on the lips, (b) touch their chest or breasts, (c) touch their private parts below the waist, (d) have oral sex, or (e) have vaginal sex.
Participants will report how confident they are that they could refuse sex if they had been drinking or had strong sexual feelings for someone.
Self-efficacy for condom use will be measured using 5 items (e.g., "If you wanted to get a condom, how sure are you that you could go to the store and buy one?").
|
24 months
|
|
Drug and alcohol use behaviors
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
6 weeks
|
|
Drug and alcohol use behaviors
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
3 months
|
|
Drug and alcohol use behaviors
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
6 months
|
|
Drug and alcohol use behaviors
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
12 months
|
|
Drug and alcohol use behaviors
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, decreases drug and alcohol use behaviors in minority early adolescents.
|
24 months
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
6 weeks
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
3 months
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
6 months
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
12 months
|
|
Level of self-efficacy in negotiating situations involving offers of drugs and alcohol
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game, increases self-efficacy in negotiating situations involving offers of drugs and alcohol in minority adolescents.To assess participants' self-efficacy to refuse drugs we will use 6 items adapted from the Drug Use Resistance Self-Efficacy (DURSE) Scale for Young Adolescents (Carpenter & Howard, 2009).
We will administer 2 items each for cigarettes, alcohol, and marijuana assessing participants' confidence to refuse the drug if it is offered by (a) a friend or (b) an older friend of family member.
|
24 months
|
|
Overall risk-taking behaviors
Time Frame: 6 weeks
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
6 weeks
|
|
Overall risk-taking behaviors
Time Frame: 3 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
3 months
|
|
Overall risk-taking behaviors
Time Frame: 6 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
6 months
|
|
Overall risk-taking behaviors
Time Frame: 12 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
12 months
|
|
Overall risk-taking behaviors
Time Frame: 24 months
|
To determine if an interactive videogame focused on developing sex, drug and alcohol negotiation and refusal skills, compared to a control game,reduces overall risk-taking behaviors in minority early adolescents.
|
24 months
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Sponsor
Investigators
- Principal Investigator: Lynn E Fiellin, MD, Yale School of Medicine
Publications and helpful links
The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.
General Publications
- Fiellin LE, Hieftje KD, Pendergrass TM, Kyriakides TC, Duncan LR, Dziura JD, Sawyer BG, Mayes L, Crusto CA, Forsyth BW, Fiellin DA. Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial. J Med Internet Res. 2017 Sep 18;19(9):e314. doi: 10.2196/jmir.8148.
- Montanaro E, Fiellin LE, Fakhouri T, Kyriakides TC, Duncan LR. Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery. J Med Internet Res. 2015 Oct 28;17(10):e245. doi: 10.2196/jmir.4377.
Helpful Links
Study record dates
These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.
Study Major Dates
Study Start (ACTUAL)
January 1, 2013
Primary Completion (ACTUAL)
June 18, 2016
Study Completion (ACTUAL)
June 18, 2016
Study Registration Dates
First Submitted
August 9, 2012
First Submitted That Met QC Criteria
August 13, 2012
First Posted (ESTIMATE)
August 16, 2012
Study Record Updates
Last Update Posted (ACTUAL)
June 27, 2017
Last Update Submitted That Met QC Criteria
June 26, 2017
Last Verified
February 1, 2017
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- 1208010715
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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