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Featured researches published by Tyra Pendergrass.


Clinical Trials | 2016

The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories

Lynn E. Fiellin; Tassos C. Kyriakides; Kimberly Hieftje; Tyra Pendergrass; Lindsay R Duncan; James Dziura; Benjamin G. Sawyer; David A. Fiellin

Background: To address the need for risk behavior reduction and human immunodeficiency virus prevention interventions that capture adolescents “where they live,” we created a tablet-based videogame to teach skills and knowledge and influence psychosocial antecedents for decreasing risk and preventing human immunodeficiency virus infection in minority youth in schools, after-school programs, and summer camps. Methods: We developed PlayForward: Elm City Stories over a 2-year period, working with researchers, commercial game designers, and staff and teens from community programs. The videogame PlayForward provides an interactive world where players, using an avatar, “travel” through time, facing challenges such as peer pressure to drink alcohol or engage in risky sexual behaviors. Players experience how their choices affect their future and then are able to go back in time and change their choices, creating different outcomes. A randomized controlled trial was designed to evaluate the efficacy of PlayForward. Participants were randomly assigned to play PlayForward or a set of attention/time control games on a tablet at their community-based program. Assessment data were collected during face-to-face study visits and entered into a web-based platform and unique real-time “in-game” PlayForward data were collected as players engaged in the game. The innovative methods of this randomized controlled trial are described. We highlight the logistical issues of conducting a large-scale trial using mobile technology such as the iPad®, and collecting, transferring, and storing large amounts of in-game data. We outline the methods used to analyze the in-game data alone and in conjunction with standardized assessment data to establish correlations between behaviors during gameplay and those reported in real life. We also describe the use of the in-game data as a measure of fidelity to the intervention. Results: In total, 333 boys and girls, aged 11–14 years, were randomized over a 14-month period: 166 were assigned to play PlayForward and 167 to play the control games. To date (as of 1 March 2016), 18 have withdrawn from the study; the following have completed the protocol-defined assessments: 6 weeks: 271 (83%), 3 months: 269 (84%), 6 months: 254 (79%), 12 months: 259 (82%), and 24 months: is ongoing with 152 having completed out of the 199 participants (76%) who were eligible to date (assessment windows were still open). Conclusion: Videogames can be developed to address complex behaviors and can be subject to empiric testing using community-based randomized controlled trials. Although mobile technologies pose challenges in their use as interventions and in the collection and storage of data they produce, they provide unique opportunities as new sources of potentially valid data and novel methods to measure the fidelity of digitally delivered behavioral interventions.


Journal of Medical Internet Research | 2017

Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial

Lynn E. Fiellin; Kimberly Hieftje; Tyra Pendergrass; Tassos C. Kyriakides; Lindsay R Duncan; James Dziura; Benjamin G. Sawyer; Linda Mayes; Cindy A. Crusto; Brian Wc Forsyth; David A. Fiellin

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).


Journal of Adolescent Health | 2014

A Videogame Intervention for Risk Reduction and Prevention in Young Minority Teens

Tyra Pendergrass; Lynn E. Fiellin; Kimberly Hieftje; Lindsay R Duncan


International Journal of Serious Games | 2016

Development of an HIV Prevention Videogame: Lessons Learned

Kimberly Hieftje; Lynn E. Fiellin; Tyra Pendergrass; Lindsay R Duncan


Games for health journal | 2016

If we build it, will they come? A qualitative study of key stakeholder opinions on the implementation of a videogame intervention for risk reduction in adolescents

Tyra Pendergrass; Kimberly Hieftje; Cindy A. Crusto; Erika Montanaro; Lynn E. Fiellin


ieee international conference on serious games and applications for health | 2018

“But do they like it?” Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents

Kimberly Hieftje; Tyra Pendergrass; Erika Montanaro; Tassos C. Kyriakides; Orli K Florsheim; Lynn E. Fiellin


Substance Abuse | 2018

Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents

Lindsay R Duncan; Kimberly Hieftje; Tyra Pendergrass; Benjamin G. Sawyer; Lynn E. Fiellin


Proceedings of the Technology, Mind, and Society on | 2018

A Pilot Intervention to Encourage HIV Testing and Counseling Among Minority Adolescents

Tyra Pendergrass; Kimberly Hieftje; Lindsay R Duncan; Trisha Arora; Lynn E. Fiellin


Journal of Adolescent Health | 2018

A Videogame Intervention for Tobacco Product Use Prevention in Adolescents

Lynn E. Fiellin; Kimberly Hieftje; Tyra Pendergrass; Mengyu Liu; Hilary A. Tindle; Suchitra Krishnan-Sarin; Stephanie Brito; Mary Ann Pentz


Games for health journal | 2018

Development and Feasibility Testing of a Videogame Intervention to Reduce High-Risk Sexual Behavior in Black and Hispanic Adolescents

Aileen M. Gariepy; Kimberly Hieftje; Tyra Pendergrass; Erica Miller; James Dziura; Lynn E. Fiellin

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Erika Montanaro

University of Colorado Boulder

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