Lynn E. Fiellin's research while affiliated with Yale-New Haven Hospital and other places

Publications (79)

Article
Introduction: Novel prevention programs are developed to address the increase in e-cigarette use (vaping) among children. However, it remains paramount to test their feasibility in rural settings. This pilot study implemented and evaluated the feasibility and outcomes of two innovative programs, CATCH My Breath and smokeSCREEN, among youth in rura...
Article
Given increasing opioid overdose mortality rates in the USA over the past 20 years, accelerating the implementation of prevention interventions found to be effective is critical. The Helping End Addiction Long-Term (HEAL) Prevention Cooperative (HPC) is a consortium of research projects funded to implement and test interventions designed to prevent...
Article
Objective: To design a cognitive behavioral videogame intervention and to evaluate its preliminary effect on improving youth's perceptions about themselves, their future, and their ability by incorporating skill development in cognitive reappraisal, an emotion regulation strategy to change perceptions. Materials and Methods: We conducted a pilot RC...
Article
The Helping to End Addiction Long-Term (HEAL) Prevention Cooperative (HPC) is rapidly developing 10 distinct evidence-based interventions for implementation in a variety of settings to prevent opioid misuse and opioid use disorder. One HPC objective is to compare intervention impacts on opioid misuse initiation, escalation, severity, and disorder a...
Article
Full-text available
Background Suicide is the second leading cause of death in adolescents aged 14-18 years. Adolescents who misused prescription opioids are more likely to experience suicidal thoughts and behaviors than adolescents who did not. Compelling evidence shows “serious games” (ie, games for a purpose other than solely entertainment) can promote healthy beha...
Preprint
BACKGROUND Suicide is the second leading cause of death in adolescents aged 14-18 years. Adolescents who misused prescription opioids are more likely to experience suicidal thoughts and behaviors than adolescents who did not. Compelling evidence shows “serious games” (ie, games for a purpose other than solely entertainment) can promote healthy beha...
Article
Full-text available
Background: At-risk levels of alcohol use threaten the health of patients with HIV (PWH), yet evidence-based strategies to decrease alcohol use and improve HIV-related outcomes in this population are lacking. We examined the effectiveness of integrated stepped alcohol treatment (ISAT) on alcohol use and HIV outcomes among PWH and at-risk alcohol u...
Article
Objective To test the preliminary impact and participant experience/satisfaction of Invite Only VR: A Vaping Prevention Game (Invite Only VR), an electronic cigarette (e-cigarette) prevention game prototype using virtual reality (VR) hardware. Methods Forty-seven adolescents (38 boys; mean age = 14.23 years, SD = .914) were enrolled to test the pr...
Article
Full-text available
Background: Adolescents in the United States account for one-fifth of new HIV cases, and have the highest rate of undiagnosed HIV, with more than half (51%) not knowing their status. It is a crucial public health concern to help equip youth with the information and autonomy to minimize their risk and know their status. Serious videogames are emerg...
Article
Full-text available
Background: Preventing tobacco product initiation in youth is a critical need. While cigarette smoking among youth has been on the decline, tobacco use in other forms, such as e-cigarettes and vaping, continue to be a major concern. The purpose of this study was to conduct a real-world, quasi-experimental test of the effectiveness of a web-based vi...
Article
Introduction: Infrequent use of and poor retention on evidence-based medications for alcohol use disorder (MAUD) represent a treatment gap, particularly among people living with HIV (PLWH). We examined predictors of MAUD initiation and retention across HIV status. Methods: From Veterans Aging Cohort Study (VACS) data, we identified new alcohol u...
Article
Objective: To test the feasibility of a university health center-delivered smoking cessation intervention that adds a 6-week course of text messaging to brief advice and nicotine patch therapy. Participants: Young adult cigarette smokers (n = 40) from 2 universities from January 2015 to May 2016. Methods: Randomized controlled trial comparing brie...
Article
Background: There is no known safe level of alcohol use among patients with HIV and liver disease. We examined the effectiveness of integrated stepped alcohol treatment (ISAT) on alcohol use, HIV, and liver outcomes among patients with HIV and liver disease. Methods: In this multi-site, randomized trial conducted between January 28, 2013 through...
Article
Background: We examined the effectiveness of integrated stepped alcohol treatment (ISAT) on alcohol use and HIV outcomes among patients living with HIV and alcohol use disorder. Methods: In this multisite, randomised controlled trial, conducted in five Veterans Affairs-based HIV clinics in the USA (Atlanta, GA; Brooklyn-Manhattan, NY; Dallas and...
Article
Objective: To develop and test the feasibility and preliminary impact of the social card game prototype, One Night Stan, a theory-driven and evidence-based human immunodeficiency virus (HIV) prevention intervention for young black women. Materials and methods: The study included the enrollment of 21 young, heterosexual black women (mean age 19)...
Article
Full-text available
We sought to test the efficacy of extended-release naltrexone (XR-NTX) on HIV-related and drinking outcomes. From April 2011-February 2015, we conducted a 4-site randomized double-blind placebo controlled clinical trial involving 51 HIV-positive patients with heavy drinking and < 95% antiretroviral (ART) adherence. All participants received counsel...
Article
Purpose: This pilot study evaluated the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. A secondary aim was to evaluate players' game experience. Methods: Participants (N = 80 11-14 year olds) were recruited...
Article
Objective: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Materials and methods: Iterative design to develop intervention in partnership with target audience. Feasibility and preliminary impact data collected at baseline, following 2-3 hours of gameplay and...
Article
She stretched out 5 fingers when I walked in the room. “Five days until your birthday, right?” I said. She nodded with a small smile expressing victory.
Conference Paper
Full-text available
BACKGROUND: Among persons living with HIV (PLWH), alcohol use disorder (AUD) is prevalent, contributing to HIV transmission and poor health outcomes. Pharmacotherapy for AUD is substantially underutilized. To inform clinical practice and policies, we examined predictors of AUD pharmacotherapy initiation and retention among PLWH in comparison to uni...
Conference Paper
Despite adolescents accounting for 20% of new HIV cases, they are less likely than adults to undergo HIV testing and counseling (HTC). Videogame interventions are emerging as an effective way to teach adolescents skill building and knowledge, with evidence that skills acquired and practiced in a virtual environment can translate to real life. This...
Article
Introduction: Flavored tobacco products have been shown to appeal to youth, however tobacco control strategies have traditionally not focused on these products. To inform the adaptation of an existing videogame to focus on the prevention of flavored tobacco product use, this study explored adolescents' perceptions, beliefs, and social norms surrou...
Article
Background: Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowle...
Article
Introduction: Human immunodeficiency virus (HIV) has taken a disproportionate toll on the lives of African Americans, and many previous studies suggest HIV conspiracy beliefs and physician mistrust play important roles in this racial disparity. Because many HIV conspiracy theories tie government involvement with the origin and potential cure for H...
Article
Full-text available
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 1...
Article
Purpose of review: Although there has been a significant increase in mHealth interventions addressing the HIV prevention and care continuum, interventions using game mechanics have been less explored. Digital games are rapidly becoming an important tool for improving health behaviors and supporting the delivery of care and education. The purpose o...
Preprint
Development of early math skills is linked to future success in mathematics and other academics. Educational videogames have been shown to promote academic achievement; however, few rigorous studies have evaluated the use of educational videogames in supporting math development, especially in early primary education. In the current study, an open-l...
Article
Full-text available
Effective counseling and pharmacotherapy for unhealthy alcohol use are rarely provided in HIV treatment settings to patients. Our goal was to describe factors influencing implementation of a stepped care model to address unhealthy alcohol use in HIV clinics from the perspectives of social workers, psychologists and addiction psychiatrists. We condu...
Article
Full-text available
Unhealthy alcohol use is common among HIV-positive patients, yet effective evidence-based treatments are rarely provided in clinical settings providing HIV care. Further, given patient variability in response to initial treatments, stepped care approaches may be beneficial. We describe the rationale, aims and study design for the current Starting T...
Article
To determine whether treatment outcomes differed for prescription opioid and heroin use disorder patients, we conducted a secondary analysis of a 24-week (N = 140) randomized trial of Physician Management (PM) or PM plus Cognitive Behavioral Therapy (CBT) in primary care buprenorphine/naloxone treatment. Self-reported opioid use and urine toxicolog...
Article
Objective: We set out to examine physicians' perceptions of the provision of ancillary services for opioid dependent patients receiving buprenorphine. Methods: An e-mail invitation describing the study was sent out by the American Society of Addiction Medicine to its membership (approximately 3700 physicians) and other entities (for a total of a...
Article
Full-text available
The use of videogames interventions is becoming an increasingly popular and effective strategy in disease prevention and health promotion; however, few health videogame interventions have been scientifically rigorously evaluated for their efficacy. Moreover, few examples of the formative process used to develop and evaluate evidence-based health vi...
Article
Full-text available
Objective: Serious games are emerging as important tools that offer an innovative approach to teach adolescents behavioral skills to avoid risky situations. PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementat...
Article
Full-text available
Introduction: Individuals with HIV and hepatitis C (HCV) infection, alcohol use disorder, or who are prescribed potentially hepatotoxic medications may be at increased risk for buprenorphine (BUP) associated hepatotoxicity. Materials and methods: We examined a cohort of HIV-infected and uninfected patients receiving an initial BUP prescription b...
Article
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 minor...
Article
Full-text available
Harms of opioid analgesics, especially high-dose therapy among individuals with comorbidities and older age, are increasingly recognized. However, trends in opioid receipt among HIV-infected patients are not well characterized. We examined trends, from 1999 to 2010, in any and high-dose (≥120 mg/day) opioid receipt among patients with and without H...
Article
Background: HIV infected (HIV+) individuals may be more susceptible to alcohol-related harm than uninfected individuals. Methods: We analyzed data on HIV+ and uninfected individuals in the Veterans Aging Cohort Study (VACS) with an Alcohol Use Disorders Identification Test-Consumption AUDIT-C score from 2008 to 2012. We used Cox proportional haz...
Article
Full-text available
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best...
Article
Full-text available
Individuals recently released from prison engage in risky behaviors that predispose them to contracting HIV. Women may be at increased risk in the immediate period post-release, given higher rates of poverty, food insecurity, and substance dependence and lower educational attainment compared with men. We describe gender differences in HIV risk beha...
Article
Background: Post-traumatic stress disorder (PTSD) in Veterans is associated with increased sexual risk behaviors, but the nature of this association is not well understood. Typical PTSD measurement deriving a summary estimate of symptom severity over a period of time precludes inferences about symptom variability, and whether momentary changes in...
Article
Full-text available
Background: Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective: The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence...
Article
Full-text available
Background: The Patient Protection and Affordable Care Act encourages healthcare systems to track quality of care (QOC) measures; little is known about their impact on mortality. The objective was to assess associations between HIV QOC and mortality. Methods: Longitudinal survival analysis of the Veterans Aging Cohort Study. 3,038 HIV-infected p...
Article
Full-text available
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best...
Article
Full-text available
Food insecurity may be a modifiable and independent risk factor for worse control of medical conditions, but it has not been explored among veterans. We determined the prevalence of, and factors independently associated with, food insecurity among veterans in the Veterans Aging Cohort Study (VACS). Using data from VACS from 2002-2008, we determined...
Article
Full-text available
Adults who abuse substances are at increased risk for contracting sexually transmitted infections, including HIV. Within this population, sexual risk behaviors have been associated with increased impulsivity. Studies in non-clinical populations showing gender-related differences in sexual decision-making and casual sexual partnering suggest impulsi...
Article
We assessed the feasibility and preliminary efficacy of human immunodeficiency virus (HIV) testing with sexual risk reduction counseling for opioid-dependent patients initiating office-based buprenorphine/naloxone treatment. We conducted a 14-week randomized, controlled trial with 30 patients (original target of 114) assigned to receive buprenorphi...
Article
Full-text available
As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary te...
Article
Full-text available
Health interventions are increasingly focused on young adolescents, and as a result, discussions with this population have become a popular method in qualitative research. Traditional methods used to engage adults in discussions do not translate well to this population, who may have difficulty conceptualizing abstract thoughts and opinions and comm...
Article
Full-text available
Few studies have explored the application of message framing to promote health behaviors in adolescents. In this exploratory study, we examined young adolescents’ selection of gain- versus loss-framed images and messages when designing an HIV-prevention intervention to promote delayed sexual initiation. Twenty-six adolescents (aged 10–14 years) par...
Article
Full-text available
Importance Little research has been done on the efficacy of electronic media–based interventions, especially on their effect on health or safety behavior. The current review systematically identified and evaluated electronic media–based interventions that focused on promoting health and safety behavior change in youth. Objective To assess the type...
Article
Annually 700,000 individuals are released from U.S. prison, many at risk for food insecurity and HIV. The association between food insecurity and HIV risk behaviors has been established but not in this population. To investigate this association, we recruited 110 recently released prisoners to participate in a survey. Ninety-one percent of our samp...
Article
Purpose: There has been an increase in the abuse of prescription opioids, especially in younger individuals. The current study explores the association between alcohol, cigarette, and/or marijuana use during adolescence and subsequent abuse of prescription opioids during young adulthood. Methods: We used demographic/clinical data from community-...
Article
Untreated opioid dependence adversely affects HIV outcomes. Integrating buprenorphine/naloxone into HIV treatment settings is feasible; however, the optimal level of counseling has not been established. We conducted a 12-week randomized clinical trial of physician management (PM) versus PM plus enhanced medical management (EMM) in 47 subjects. At 1...
Article
Full-text available
To inform the development of an interactive video game focused on behavior change to reduce risk and promote HIV prevention in young minority adolescents. We used qualitative methods guided by community-partnered research principles to conduct and analyze 16 individual interviews and six focus groups with 10-15 year old boys and girls (36 unique pa...
Article
Full-text available
Background: HIV-infected patients with substance use experience suboptimal health outcomes, possibly because of variations in care. Objectives: To assess the association between substance use and the quality of HIV care (QOC) received. Research design: Retrospective cohort study. Subjects: HIV-infected patients enrolled in the Veterans Aging...
Article
Background: We sought to determine the feasibility and impact of brief alcohol/ sexual risk reduction counseling with rapid HIV testing in the emergency department (ED). Methods: We recruited 18-40 year olds with unhealthy alcohol use, sexual risk behaviors, and negative/unknown HIV status and assessed for differences in their alcohol consumptio...

Citations

... Harmonization of instruments across projects lends itself to identifying common ingredients associated with measurable benefits, thus providing valuable data for secondary analyses to accomplish this aim. Furthermore, Patel et al. (2022) discuss ways in which the HPC overcame barriers to progress for optimal execution of the studies. It should be noted, however, that the projects were not designed to isolate program components primarily responsible for exerting an impact. ...
... Virtual reality was the technology least employed among interventions in the review (3/39). Two interventions targeted tobacco/nicotine use and were both preventionoriented: Invite only VR, tested in two studies by Weser, et al. [102,103] and the Guo et al. intervention [100]. Invite Only VR targeted e-cigarette use and derived from behaviour change theories, the theory of planned behaviour and social cognitive theory [102,103], while the Guo et al. tobacco prevention intervention was based on Keller's ARCS (attention, relevance, confidence, and satisfaction) motivation model [100]. ...
... While not all symptoms can be remedied, unhealthy alcohol use is a modifiable driver of many bothersome symptoms for PWH and people without HIV (PWoH) [5]. Alcohol use is common among PWH and unhealthy alcohol use-defined as the spectrum ranging from drinking above recommended limits to meeting diagnostic criteria for alcohol use disorder (AUD)-is also highly prevalent [6,7]. ...
... Among them, game-based intervention has become a significant way to change healthy behaviors [7][8][9]. In recent years, some randomized controlled trials conducted in the United States and Africa targeting 11-15 years old adolescents have found that game-based AIDS education could improve knowledge, attitudes and behaviors related to AIDS, and increase the effectiveness of AIDS prevention education, additionally, adolescents prefer game-based AIDS education, and are more willing to recommend it to their friends [10][11][12][13]. However, there are few gamesbased HIV education intervention studies in China, especially randomized controlled trials to evaluate the effects of game education. ...
... Recent efforts to disseminate anti-vaping messages through peer-led programs of adolescents have shown early success, with reduced adolescent vaping and lower intention to use a vaping device (Wyman et al., 2021). Other approaches that target norms, beliefs, and information about vaping for adolescents include web-based interventions (Berg et al., 2021;Hieftje et al., 2021) and one-on-one counseling for vaping cessation with the understanding that vaping may be entangled with other substance use behaviors (Berg et al., 2021). ...
... Buprenorphine OAT was defined by prescription dispensation determined through VHA Pharmacy Benefits Management records of any formulations of buprenorphine or buprenorphine/naloxone indicated for treatment of OUD; formulations of buprenorphine with a primary indication for pain were excluded. To identify buprenorphine retention, we classified patients who had ≥ 80% of days covered over the period of interest as retained [25,26]. Patients were required to have buprenorphine prescription coverage for 28 + days in their first month of treatment, 170 days in the first six months of treatment, and 292 days over 12 months to be considered retained. ...
... Distance to care influences transportation costs, and inadequate sick-leave policies can negatively affect patients' ability to seek care. [100][101][102] Programmes that cover transport costs or offer medicine delivery services are promising ways to bridge gaps in access. 100,102,103 Such initiatives should be complemented by strategies to reduce out-of-pocket costs for medication and treatment, which can be prohibitively expensive. ...
... 15,16 The nine primary studies included in this report were two-arm parallel RCTs. [18][19][20][21][22][23][24][25][26] Two evidence-based guidelines were included in this report. 27,28 One guideline was commissioned by the National Institute for Health and Care Excellence (NICE) 28 and one guideline was commissioned by the Canadian Task Force on Preventive Health Care (CTFPHC). ...
... The study team developed a stepped peer-led training intervention that reflected the four UTAUT determinants of use (usefulness, ease/convenience, social influence, and facilitating conditions) and could be adapted for group and individualized training (Santa Ana et al., 2021). "Stepped care" refers to increasing intensity of peer-led training and support (Edelman et al., 2017(Edelman et al., , 2019, and such a program is designed to be flexible and provide increasing support based on the needs of individual veterans (see Fig. 2). If a veteran was reasonably able to travel to a VA facility (i.e., no mobility or travel distance challenges), a low intensity group training at a local VA facility would be offered. ...
... Acceptability of the intervention condition is assessed via self-reported survey at the postgameplay time point using the game experience and satisfaction questionnaire, which is a 15-item scale with 4-point Likert-type responses ranging from 1 (strongly disagree) to 4 (strongly agree) [22,[35][36][37]. Example questions include "I enjoyed playing the game" and "I would make decisions in life like I made them in the game." ...