The SOLVE-IT National Randomized Trial

Sponsor
University of Southern California (Other)
Overall Status
Completed
CT.gov ID
NCT00653991
Collaborator
National Institute of Mental Health (NIMH) (NIH)
2,020
1
2
23
87.8

Study Details

Study Description

Brief Summary

This study will evaluate the effectiveness of an interactive virtual environment computer game in reducing risky sexual behaviors among men who have sex with men.

Condition or Disease Intervention/Treatment Phase
  • Behavioral: SOLVE-IT
N/A

Detailed Description

HIV and sexually transmitted diseases (STDs) are a major public health concern worldwide. Although prevalent across all groups of people, HIV/STDs have had a remarkable effect on men who have sex with men (MSM), who accounted for 71% of all HIV infections among American males in 2005. After years of decline, the number of HIV diagnoses appears to have increased for MSM, especially within the black MSM population. Thus, new approaches geared for HIV prevention and education and built on past HIV prevention methods are needed. New technologies, such as interactive computer games, delivered in a modern and appealing manner may gain or recapture the attention of MSM who have disregarded more traditional HIV prevention and educational services. Socially Optimized Learning in a Virtual Environment (SOLVE)-IT is an interactive virtual environment computer game, designed specifically for MSMs, that simulates the emotional, interpersonal, and contextual narrative of an actual sexual encounter and provides challenging decision-making opportunities. By promoting development of self-regulatory and behavioral skills, SOLVE-IT may be an effective approach to reduce sexual risk behaviors. This study will evaluate the effectiveness of SOLVE-IT in reducing risky sexual behaviors among MSM.

Participation in this study will last 6 months from the beginning of treatment. All participants will first undergo baseline assessments that will include questionnaires about sexual behavior, drug use, health history, feelings, and beliefs. Participants will then be assigned randomly to receive SOLVE-IT immediately or after a 6-month waitlist period. SOLVE-IT will include two 1-hour sessions conducted on a computer over the Internet, occurring at baseline and 6 months later. During sessions, participants will play an interactive computer game that presents dating or sexual scenarios and allows participants to choose how the scenarios unfold. Participants will repeat baseline questionnaires at Months 3 and 6 of follow-up. Participants in the waitlist group will be offered to receive SOLVE-IT after completion of the Month 6 follow-up.

Study Design

Study Type:
Interventional
Actual Enrollment :
2020 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
None (Open Label)
Primary Purpose:
Prevention
Official Title:
SOLVE IT: Real Risk Reduction for MSM
Study Start Date :
Jun 1, 2011
Actual Primary Completion Date :
Oct 1, 2012
Actual Study Completion Date :
May 1, 2013

Arms and Interventions

Arm Intervention/Treatment
Experimental: SOLVE-IT

Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM).

Behavioral: SOLVE-IT
SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
Other Names:
  • Socially Optimized Learning in Virtual Environments
  • Active Comparator: Waitlist Control

    Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period.

    Behavioral: SOLVE-IT
    SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    Other Names:
  • Socially Optimized Learning in Virtual Environments
  • Outcome Measures

    Primary Outcome Measures

    1. Residualized Change in Counts of Unprotected Anal Intercourse at 3 Months [Measured at baseline and 3 month follow-up]

      Counts of unprotected anal intercourse (one each for insertive and receptive; UAI) in the past 3 months with a non-primary partner were reported by participants at baseline, and 3 month follow-up. Reports of insertive and receptive anal intercourse per time period were summed. Change in unprotected anal intercourse was calculated at 3 months using residualized change scores (regressing 3-month reported UAI (Y) on baseline UAI. Negative numbers reflect a reduction in UAI over time). Although raw counts of UAI are heavily tailed, residualized change scores yield a normal distribution.

    2. Residualized Change in Counts of Unprotected Anal Intercourse at 6 Months [Measured at baseline and 6 month follow-up]

      Counts of unprotected anal intercourse (one each for insertive and receptive) in the past 3 months with a non-primary partner were reported by participants at baseline, and 6 month follow-up. Reports of insertive and receptive anal intercourse per time period were summed. Change in unprotected anal intercourse from baseline, was calculated at 6 months using residualized change scores (regressing 6-month reported UAI (Y) on baseline UAI. Negative numbers reflect a reduction in UAI over time). Raw counts of UAI are heavily tailed, but residualized change scores are normally distributed.

    Secondary Outcome Measures

    1. Shame Residualized Change [Measured at baseline and Immediate post]

      Measures of reported shame (five items from an existing subscale of Watson and Clark's (1994) Positive and Negative Affect Schedule- Expanded Form-- designed to assess State Shame): ashamed, blameworthy, angry at self, disgusted with self, dissatisfied with self. Participants indicate to what extent they experienced emotions that were part of this sub scale, responding on a scale from 1 (very slightly or not at all) to 5(extremely). Values reported represent the mean value per participant on the State Shame subscale; values per participant on this subscale therefore ranged from 1 to 5. Higher scores represent a higher level of reported state shame. Scores on this scale are heavily tailed. Therefore, we have consistently used residualized change scores: This is calculated from baseline to immediate post; negative numbers for residualized change mean reduced shame baseline to immediate post.

    Eligibility Criteria

    Criteria

    Ages Eligible for Study:
    18 Years to 24 Years
    Sexes Eligible for Study:
    Male
    Accepts Healthy Volunteers:
    No
    Inclusion Criteria:
    • Self-identifies as Latino, black, or Caucasian

    • Men who have sex with men

    • Not HIV infected

    • Engaged in unprotected anal sex at least twice in the 90 days before study entry with a nonprimary male partner

    • Has broadband access during course of study

    • Lives in United States

    • Biological male

    Exclusion Criteria:
    • History of nonprescription drug injection use

    • Has participated in SOLVE-IT at any phase

    Contacts and Locations

    Locations

    Site City State Country Postal Code
    1 University of Southern California (University Village) Los Angeles California United States 90007

    Sponsors and Collaborators

    • University of Southern California
    • National Institute of Mental Health (NIMH)

    Investigators

    • Principal Investigator: Lynn C. Miller, PhD, University of Southern California

    Study Documents (Full-Text)

    None provided.

    More Information

    Publications

    Responsible Party:
    Lynn Miller, Study Principal Investigator, University of Southern California
    ClinicalTrials.gov Identifier:
    NCT00653991
    Other Study ID Numbers:
    • R01MH082671
    • R01MH082671
    • DAHBR 9A-ASPQ
    First Posted:
    Apr 7, 2008
    Last Update Posted:
    Jul 16, 2019
    Last Verified:
    Jun 1, 2019
    Keywords provided by Lynn Miller, Study Principal Investigator, University of Southern California
    Additional relevant MeSH terms:

    Study Results

    Participant Flow

    Recruitment Details
    Pre-assignment Detail Allocation 1284 SOLVE-IT (Met exclusion: 573 incomplete baseline; 257 didn't play game; 10 technical glitch) Allocation 736 Control (Met exclusion: 202 didn't complete baseline; 43 had technical glitch).
    Arm/Group Title SOLVE-IT Waitlist Control
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    Period Title: 3 Month Follow-up
    STARTED 444 491
    COMPLETED 294 334
    NOT COMPLETED 150 157
    Period Title: 3 Month Follow-up
    STARTED 444 491
    COMPLETED 311 350
    NOT COMPLETED 133 141

    Baseline Characteristics

    Arm/Group Title SOLVE-IT Waitlist Control Total
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. Total of all reporting groups
    Overall Participants 444 491 935
    Age (Count of Participants)
    <=18 years
    0
    0%
    0
    0%
    0
    0%
    Between 18 and 65 years
    444
    100%
    491
    100%
    935
    100%
    >=65 years
    0
    0%
    0
    0%
    0
    0%
    Age (years) [Mean (Standard Deviation) ]
    Mean (Standard Deviation) [years]
    21.3
    (1.7)
    21.3
    (1.8)
    21.3
    (1.8)
    Sex: Female, Male (Count of Participants)
    Female
    0
    0%
    0
    0%
    0
    0%
    Male
    444
    100%
    491
    100%
    935
    100%
    Race/Ethnicity, Customized (participants) [Number]
    White/Caucasian
    338
    76.1%
    349
    71.1%
    687
    73.5%
    Latino/Hispanic
    55
    12.4%
    76
    15.5%
    131
    14%
    Black/African American
    51
    11.5%
    66
    13.4%
    117
    12.5%
    Region of Enrollment (participants) [Number]
    United States
    444
    100%
    491
    100%
    935
    100%
    Counts of unprotected anal intercourse (UAI) past 3 months (counts) [Mean (Standard Deviation) ]
    Mean (Standard Deviation) [counts]
    11.7
    (12.5)
    12.5
    (11.8)
    12.12
    (12.14)
    Level of shame (units on a scale) [Mean (Standard Deviation) ]
    Mean (Standard Deviation) [units on a scale]
    1.7
    (.77)
    1.7
    (.82)
    1.7
    (.80)

    Outcome Measures

    1. Primary Outcome
    Title Residualized Change in Counts of Unprotected Anal Intercourse at 3 Months
    Description Counts of unprotected anal intercourse (one each for insertive and receptive; UAI) in the past 3 months with a non-primary partner were reported by participants at baseline, and 3 month follow-up. Reports of insertive and receptive anal intercourse per time period were summed. Change in unprotected anal intercourse was calculated at 3 months using residualized change scores (regressing 3-month reported UAI (Y) on baseline UAI. Negative numbers reflect a reduction in UAI over time). Although raw counts of UAI are heavily tailed, residualized change scores yield a normal distribution.
    Time Frame Measured at baseline and 3 month follow-up

    Outcome Measure Data

    Analysis Population Description
    In SOLVE-IT at 3 months, 10 multivariate outliers were excluded based on Mahalanobis distance; in Wait-list Control 12 multivariate outliers were excluded.
    Arm/Group Title SOLVE-IT Waitlist Control
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. After a 3-month waitlist period, participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    Measure Participants 284 322
    Mean (Standard Deviation) [Res. Change in Counts of UAI at 3 months]
    .10
    (6.67)
    -.09
    (9.95)
    2. Primary Outcome
    Title Residualized Change in Counts of Unprotected Anal Intercourse at 6 Months
    Description Counts of unprotected anal intercourse (one each for insertive and receptive) in the past 3 months with a non-primary partner were reported by participants at baseline, and 6 month follow-up. Reports of insertive and receptive anal intercourse per time period were summed. Change in unprotected anal intercourse from baseline, was calculated at 6 months using residualized change scores (regressing 6-month reported UAI (Y) on baseline UAI. Negative numbers reflect a reduction in UAI over time). Raw counts of UAI are heavily tailed, but residualized change scores are normally distributed.
    Time Frame Measured at baseline and 6 month follow-up

    Outcome Measure Data

    Analysis Population Description
    Here we use only complete data for a given analysis. Using Mahlolanobis distance critical values 11 participants in the SOLVE-IT group and 5 participants in the Waitlist Control were multivariate outliers.
    Arm/Group Title SOLVE-IT Waitlist Control
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. After a 6-month waitlist period, participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    Measure Participants 300 345
    Mean (Standard Deviation) [Change in Counts of UAI at 6 months]
    -.48
    (3.95)
    .41
    (4.68)
    Statistical Analysis 1
    Statistical Analysis Overview Comparison Group Selection SOLVE-IT, Waitlist Control
    Comments
    Type of Statistical Test Superiority
    Comments
    Statistical Test of Hypothesis p-Value <.001
    Comments
    Method t-test, 2 sided
    Comments
    3. Secondary Outcome
    Title Shame Residualized Change
    Description Measures of reported shame (five items from an existing subscale of Watson and Clark's (1994) Positive and Negative Affect Schedule- Expanded Form-- designed to assess State Shame): ashamed, blameworthy, angry at self, disgusted with self, dissatisfied with self. Participants indicate to what extent they experienced emotions that were part of this sub scale, responding on a scale from 1 (very slightly or not at all) to 5(extremely). Values reported represent the mean value per participant on the State Shame subscale; values per participant on this subscale therefore ranged from 1 to 5. Higher scores represent a higher level of reported state shame. Scores on this scale are heavily tailed. Therefore, we have consistently used residualized change scores: This is calculated from baseline to immediate post; negative numbers for residualized change mean reduced shame baseline to immediate post.
    Time Frame Measured at baseline and Immediate post

    Outcome Measure Data

    Analysis Population Description
    At baseline 443 (of 444) SOLVE-IT and 491 WLC filled out the shame measure, but 7 per condition responded with "refuse to answer". A technical glitch post-game (that affected immediate post baseline measures only) resulted in 337 participants in SOLVE-IT but 482 WLC responding to immediate post.
    Arm/Group Title SOLVE-IT Waitlist Control
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    Measure Participants 337 482
    Mean (Standard Deviation) [score on a scale]
    -.13
    (.65)
    .09
    (.03)

    Adverse Events

    Time Frame 6 months per participant in the main study
    Adverse Event Reporting Description An approved data and safety monitoring plan stated that if three or more adverse events (e.g., distress, upset) occurred in a single arm, the trial would be stopped and evaluated. An adverse event form was developed for this purpose. Staff was trained to notify the Co-PI (and he the PI) immediately if one occurred (no adverse event occurred).
    Arm/Group Title SOLVE-IT Waitlist Control
    Arm/Group Description Participants will receive the intervention SOLVE-IT. The SOLVE-IT intervention is a videogame designed to optimize self-regulation, reduce shame, and reduce risky choices for young men who have sex with men (YMSM). SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context. Participants will receive the intervention, SOLVE-IT, a video game designed to optimize self-regulation reduce shame, and reduce risky sexual choices for YMSM, after a 6-month waitlist period. SOLVE-IT: SOLVE-IT, a video game using computer-generated virtual agents, is the next generation of interactive media aimed at reducing risky sex among young MSM. Participants will interact in a virtual environment that focuses upon HIV prevention in a dating context.
    All Cause Mortality
    SOLVE-IT Waitlist Control
    Affected / at Risk (%) # Events Affected / at Risk (%) # Events
    Total / (NaN) / (NaN)
    Serious Adverse Events
    SOLVE-IT Waitlist Control
    Affected / at Risk (%) # Events Affected / at Risk (%) # Events
    Total 0/444 (0%) 0/491 (0%)
    Other (Not Including Serious) Adverse Events
    SOLVE-IT Waitlist Control
    Affected / at Risk (%) # Events Affected / at Risk (%) # Events
    Total 0/444 (0%) 0/491 (0%)

    Limitations/Caveats

    [Not Specified]

    More Information

    Certain Agreements

    Principal Investigators are NOT employed by the organization sponsoring the study.

    There is NOT an agreement between Principal Investigators and the Sponsor (or its agents) that restricts the PI's rights to discuss or publish trial results after the trial is completed.

    Results Point of Contact

    Name/Title Professor Lynn Carol Miller
    Organization Annenberg School for Communication and Journalism, University of Southern California
    Phone 310-874-3402
    Email lmiller@usc.edu
    Responsible Party:
    Lynn Miller, Study Principal Investigator, University of Southern California
    ClinicalTrials.gov Identifier:
    NCT00653991
    Other Study ID Numbers:
    • R01MH082671
    • R01MH082671
    • DAHBR 9A-ASPQ
    First Posted:
    Apr 7, 2008
    Last Update Posted:
    Jul 16, 2019
    Last Verified:
    Jun 1, 2019