Abstract

BackgroundSexual and gender minority youth (SGMY; eg, lesbian, gay, bisexual, and transgender youth) experience myriad substance use and mental health disparities compared with their cisgender (nontransgender) heterosexual peers. Despite much research showing these disparities are driven by experiences of bullying and cyberbullying victimization, few interventions have aimed to improve the health of bullied SGMY. One possible way to improve the health of bullied SGMY is via a Web-accessible game intervention. Nevertheless, little research has examined the feasibility of using a Web-accessible game intervention with SGMY.ObjectiveThis study aimed to describe the protocol for a randomized controlled trial (RCT) pilot, testing the feasibility and limited efficacy of a game-based intervention for increasing help-seeking–related knowledge, intentions, self-efficacy, behaviors, productive coping skills use, and coping flexibility and reducing health risk factors and behaviors among SGMY.MethodsWe enrolled 240 SGMY aged 14 to 18 years residing in the United States into a 2-arm prospective RCT. The intervention is a theory-based, community-informed, computer-based, role playing game with 3 primary components: encouraging help-seeking behaviors, encouraging use of productive coping, and raising awareness of Web-based resources. SGMY randomized to both the intervention and control conditions will receive a list of SGMY-inclusive resources, covering a variety of health-related topics. Control condition participants received only the list of resources. Notably, all study procedures are conducted via the internet. We conveniently sampled SGMY using Web-based advertisements. Study assessments occur at enrollment, 1 month after enrollment, and 2 months after enrollment. The primary outcomes of this feasibility study include implementation procedures, game demand, and game acceptability. Secondary outcomes include help-seeking intentions, self-efficacy, and behaviors; productive coping strategies and coping flexibility; and knowledge and use of Web-based resources. Tertiary outcomes include bullying and cyberbullying victimization, loneliness, mental health issues, substance use, and internalized sexual and gender minority stigma.ResultsFrom April to July 2018, 240 participants were enrolled and randomized. Half of the enrolled participants (n=120) were randomized into the intervention condition and half (n=120) into the control condition. At baseline, 52.1% (125/240) of the participants identified as gay or lesbian, 26.7% (64/240) as bisexual, 24.2% (58/240) as queer, and 11.7% (28/240) as another nonheterosexual identity. Nearly half (113/240) of participants were a gender minority: 36.7% (88/240) were cisgender boys, and 16.3% (39/240) were cisgender girls. There were no differences in demographic characteristics between intervention and control condition participants.ConclusionsWeb-accessible game interventions overcome common impediments of face-to-face interventions and present a unique opportunity to reach SGMY and improve their health. This trial will provide data on feasibility and limited efficacy that can inform future Web-based studies and a larger RCT aimed at improving health equity for SGMY.Trial RegistrationClinicalTrials.gov NCT03501264; https://clinicaltrials.gov/ct2/show/NCT03501264 (Archived by WebCite at http://www.webcitation.org/72HpafarW)International Registered Report Identifier (IRRID)DERR1-10.2196/12164

Highlights

  • IntroductionBackgroundSexual minority youth (eg, lesbian, gay, bisexual, or queer youth) and gender minority youth (ie, youth who identify as a gender different from their sex assigned at birth) experience myriad substance use and mental health disparities [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27]

  • Web-accessible game interventions overcome common impediments of face-to-face interventions and present a unique opportunity to reach Sexual and gender minority youth (SGMY) and improve their health. This trial will provide data on feasibility and limited efficacy that can inform future Web-based studies and a larger randomized controlled trial (RCT) aimed at improving health equity for SGMY

  • This paper describes the protocol for a pilot RCT assessing the feasibility and limited efficacy of the game-based intervention to increase help-seeking–related knowledge, intentions, self-efficacy and behaviors, productive coping skills use, and coping flexibility and reduce health risk factors and behaviors among SGMY

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Summary

Introduction

BackgroundSexual minority youth (eg, lesbian, gay, bisexual, or queer youth) and gender minority youth (ie, youth who identify as a gender different from their sex assigned at birth) experience myriad substance use and mental health disparities [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27]. Compared with cisgender (ie, nontransgender) youth, gender minority youth have significantly higher use of cigarettes, alcohol, and marijuana [5,27] These sexual and gender minority youth (SGMY) disparities are present for novel substances, such as electronic cigarette use [5]. Meta-analyses show that sexual minority youth, compared with heterosexual youth, have 96% higher odds of having suicidal thoughts, 120% higher odds of making suicide plans, and 218% higher odds of making suicide attempts [20] These substantial and persistent health disparities make SGMY a priority population for interventions that attempt to reduce health inequities. Sexual and gender minority youth (SGMY; eg, lesbian, gay, bisexual, and transgender youth) experience myriad substance use and mental health disparities compared with their cisgender (nontransgender) heterosexual peers. Little research has examined the feasibility of using a Web-accessible game intervention with SGMY

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