Skip to main content
. 2019 Feb 15;8(2):e12164. doi: 10.2196/12164

Table 4.

Exploratory outcomes, research questions, and assessments.

Exploratory outcome Exploratory question Assessment
Implementation procedures

Enrollment period How long does it take to get 240 people to enroll in the study? Measured as number of months between enrollment of first and last participant.

Recruitment venues How many people were recruited from which venue? Assessed using unique links that track the number of clicks on each advertisement.

Survey completion time How many days before participants completed each survey? Measured as the number of days between the first survey invitation was sent to the participant and the day they completed the survey.

Game completion How many intervention condition participants completed the game? Assessed via game play data from the secure file-transfer-protocol (FTP) system as well as T2a and T3b surveys: Did you complete the game? Yes; No; Unsure

Game milestones What milestones did the participants achieve in the game? Assessed via game play data from the secure file-transfer-protocol (FTP) system.
Integration

Computer access How many youths were excluded because they were without a personal computer or Mac? Assessed via the screening questionnaire: Do you have a laptop or desktop computer (either personal computer or Mac) where you can download games? Yes; No; Unsure

Email address access How many youths were excluded because they were without an email address? Assessed via the screening questionnaire: do you have an email address? Yes; No

Ease of download How easily was the game downloaded without contacting our research coordinator? Assessed via the number of emails to our project email address.

Personal computer versus Mac use What participants used personal computer and Mac computers to download the game? Assessed as percentages via the game download materials in REDCap.

Ease of participation How many times was the research staff contacted by participants with questions about surveys or intervention materials? Assessed via the number and types of emails to our project email address.

Game problems How many problems and what types of problems did participants encounter with the game? Assessed via T2 and T3 surveys: Did you have any problems in the game?—Yes; No; If yes, please describe; Open-ended text box

Game security How important was the use of password protection in the game? Assessed via T2 and T3 surveys: How important was it to have the game be protected by a password?—Very Important; Important; Moderately Important; Slightly Important; Not Important

Game privacy How safe did our participants feel playing the game? Assessed via T2 and T3 surveys: How often were you concerned about other people seeing you play the game?—Always; Very Often; Sometimes; Rarely; Never

Game interference Did the gaming intervention interfere with participants’ regular activities? Assessed via T2 and T3 surveys: During the past 30 days, how many times did playing the game interfere with school, work, or other responsibilities (like being late, missing school, or making it hard to concentrate)—Never; 1 time; 2 times; 3 times; 4 times; 5 or more times
Adaptation and expansion

Future gaming platforms Would our participants like to play the game on other platforms, such as phone? Assessed via T2 and T3 surveys: In the future where would you like to play this game? My computer only; My phone only; Both my computer and phone

Gaming experience [92] by demographics Were there certain groups that had better or worse experiences with the game? We will examine whether the Gaming Experience Questionnaire [92] subscale scores (assessed via T2 and T3 surveys) differed by participants’ gender, sexual orientation, race, ethnicity, and age.

Future appeal to sexual and gender minority youth Will other sexual and gender minority youth enjoy the game? Assessed via T2 and T3 surveys: Do you think other LGBTQ people your age would like to play this game? Definitely; Very Probably; Probably; Possibly; Probably Not; Definitely Not

Recommended game changes What would participants change about the game? Assessed via T2 and T3 surveys: What would you change about the game? Open-ended text box

Favorite parts of game What did participants like best about the game? Assessed via T2 and T3 surveys: What were your favorite parts of the game? Open-ended text box

Least favorite arts of game What did participants like least about the game? Assessed via T2 and T3 surveys: What were your least favorite parts of the game? Open-ended text box

Recommended game improvements How would participants improve the game? Assessed via T2 and T3 surveys: How would you improve the game? Open-ended text box

aT2: first follow-up.

bT3: final follow-up.