- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT03820609
Interactive Digital Intervention to Prevent Violence Among Young Adults
April 1, 2019 updated by: Happy People Games, LLC
The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product.
Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices.
Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability.
A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal.
This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.
Study Overview
Status
Completed
Conditions
Intervention / Treatment
Detailed Description
Sexual assault (SA) is prevalent among students at 2- and 4-year colleges.
The rate of SA among college students is three times greater than the rate in the general population, making prevention on college campuses a public health priority.
There are no college SA prevention programs that document reductions in SA in a rigorous research design.
Digital applications that use the theory and strategies of serious games integrate proven theories of behavior change (social cognitive theory, self-determination theory) to produce sustained, measurable behavioral outcomes, and are effective for promoting change in a range of health behaviors.
Digital applications have high market potential in light of widespread use of mobile devices among young adults.
Problematically, there are no commercially-available digital applications for SA prevention with efficacy in reducing SA.
Accordingly, in this proposal, the Interactive Digital Intervention to Prevent Violence among Young Adults team will design, create and pilot the Make a Change digital application.
Make a Change is a universal prevention program that aligns with best-practices in prevention, utilizes the theory and strategies of serious games for health, and addresses risk and protective factors for SA across the social ecology of individual, peer and community factors that foster SA.
This novel digital application also leverages theories of behavior change within serious games for health, and integrates successful practices in videogame design to promote engagement, learning and skill-building.
This team consists of experts in SA prevention, commercial videogame production, the development and testing of serious games for health, and business development and marketing.
The primary aim of this Phase I SBIR is to create and test an alpha version of Make a Change for mobile devices, and to document the technical merit, commercial viability, and proof of concept of the product.
Successful completion of this proposal will result in the creation of two assets: 1) an "Intervention Manual" that (similar to a logic model) will align key game mechanics with theory and behavior change goals and, 2) the digital application for mobile devices.
Focus groups and interviews with students, as well as interviews with campus stakeholders, will be used to inform development of the digital application and ensure its commercial viability.
A non-randomized open trial with a 1-month follow up will assess preliminary effects on attitudes and behaviors, and will establish procedures for assessing change in proximal (attitude) and distal (behavioral) outcomes in preparation for large-scale evaluation in a Phase 2 SBIR proposal.
This line of research and development has the potential to develop a commercially viable product with high public health impact that can be disseminated to 1700+ community colleges and 3,000+ 4-year colleges, and readily adapted to high schools, clinics and military settings.
Study Type
Interventional
Enrollment (Actual)
41
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
-
-
Rhode Island
-
Warwick, Rhode Island, United States, 02886
- Community College of Rhode Island
-
-
South Carolina
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Clemson, South Carolina, United States, 29634
- Clemson University
-
-
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
18 years to 24 years (Adult)
Accepts Healthy Volunteers
No
Genders Eligible for Study
All
Description
Inclusion Criteria:
- Between the ages of 18 and 24
- Enrolled as a student at one of the study sites
Exclusion Criteria:
- None
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: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Digital Intervention
Make a Change is a universal sexual assault (SA) prevention program that aligns with best-practices in prevention, utilizes the theory and strategies of serious games for health, and addresses risk and protective factors for SA across the social ecology of individual, peer and community factors that foster SA.
This novel digital application also leverages theories of behavior change within serious games for health, and integrates successful practices in videogame design to promote engagement, learning and skill-building.
|
This digital application for sexual assault prevention can be completed on a tablet computer.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Sexual aggression
Time Frame: 1-month follow-up
|
Assessed via the Sexual Experiences Survey - Revised
|
1-month follow-up
|
|
Sexual victimization
Time Frame: 1-month follow-up
|
Assessed via the Sexual Experiences Survey - Revised
|
1-month follow-up
|
|
Bystander intervention
Time Frame: 1-month follow-up
|
Assessed via the Bystander Attitudes Survey
|
1-month follow-up
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Rape supportive beliefs
Time Frame: 1-month follow-up
|
Assessed via the Short-Form Illinois Rape Myth Acceptance Scale
|
1-month follow-up
|
|
Perception of peer support for sexual aggression
Time Frame: 1-month follow-up
|
Assess through items from Boeringer's Social Norms Measure and Clemson's Peer Pressure Measure
|
1-month follow-up
|
|
Perceived peer norms
Time Frame: 1-month follow-up
|
Change in the accuracy in perception of peer norms (assessed via responses to in-app questions)
|
1-month follow-up
|
|
Bystander intervention confidence
Time Frame: 1-month follow-up
|
Assessed via the Bystander Efficacy Scale from ARC-3
|
1-month follow-up
|
|
Communication of consent
Time Frame: 1-month follow-up
|
Assessed via the Consent Experiences Scale
|
1-month follow-up
|
|
Self-protective behavior
Time Frame: 1-month follow-up
|
Assessed via the Alcohol Use Self-Protective Behavior Scale
|
1-month follow-up
|
|
Psychological barriers to resistance
Time Frame: 1-month follow-up
|
Assessed via the Psychological Barriers to Resistance Instrument
|
1-month follow-up
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Sponsor
Collaborators
Investigators
- Principal Investigator: Sharon Wood, Happy People Games
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)
June 5, 2018
Primary Completion (Actual)
July 15, 2018
Study Completion (Actual)
August 15, 2018
Study Registration Dates
First Submitted
October 30, 2018
First Submitted That Met QC Criteria
January 28, 2019
First Posted (Actual)
January 29, 2019
Study Record Updates
Last Update Posted (Actual)
April 3, 2019
Last Update Submitted That Met QC Criteria
April 1, 2019
Last Verified
April 1, 2019
More Information
Terms related to this study
Keywords
Other Study ID Numbers
- HappyPeopleGames
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
No
IPD Plan Description
There is no IPD sharing plan.
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
No
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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-
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