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A Smartphone Game to Prevent HIV among Young Kenyans: Household Dynamics of Gameplay in a Feasibility Study.
Winskell, Kate; Sabben, Gaëlle; Ondeng'e, Ken; Odero, Isdorah; Akelo, Victor; Mudhune, Victor.
Afiliação
  • Winskell K; Rollins School of Public Health, Hubert Department of Global Health, Emory University, Atlanta, GA, USA.
  • Sabben G; Rollins School of Public Health, Hubert Department of Global Health, Emory University, Atlanta, GA, USA.
  • Ondeng'e K; Kenya Medical Research Institute- Centre for Global Health Research, HIV Research Branch, Kisumu, Kenya.
  • Odero I; Kenya Medical Research Institute- Centre for Global Health Research, HIV Research Branch, Kisumu, Kenya.
  • Akelo V; Kenya Medical Research Institute- Centre for Global Health Research, HIV Research Branch, Kisumu, Kenya.
  • Mudhune V; Kenya Medical Research Institute- Centre for Global Health Research, HIV Research Branch, Kisumu, Kenya.
Health Educ J ; 78(5): 595-606, 2019 Aug 01.
Article em En | MEDLINE | ID: mdl-34219796
ABSTRACT

OBJECTIVE:

mHealth interventions often favour individual-level effects. This is particularly problematic in contexts where social support and shifts in social norms are critical to sustained behaviour change. Mobile digital games represent a promising health education strategy for youth, including in low-resource settings. We sought to better understand the interpersonal and social interactions that can be elicited by digital games for health.

DESIGN:

We piloted Tumaini, a smartphone game rooted in interactive narrative designed to prevent HIV among young Africans (aged 11-14), in a randomised controlled feasibility study and analysed reports of the household dynamics surrounding gameplay. Following a 16-day intervention period, phone gameplay log files were downloaded and intervention arm participants (n=30) completed a gameplay experience survey; eight focus group discussions were held, four with intervention arm participants (n=27), four with their parents (n=22).

SETTING:

This study took place in Kisumu, Kenya, in Spring 2017.

METHOD:

Descriptive statistics were computed from survey responses and log files. Focus group transcripts were labelled, analysed thematically, and compared demographically using MaxQDA software.

RESULTS:

Data from log files, survey and focus groups indicate that the game generated considerable interaction and dialogue with parents, siblings, and friends, and served as a catalyst for children to act as advocates for healthful decisions about sex, both within the family and beyond. The game showed a high level of acceptability with parents.

CONCLUSION:

Serious digital games using a smartphone platform can generate considerable household interaction. Games can model and facilitate these exchanges, maximising multi-level effects. An additional app for parents could reinforce these effects.
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Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Clinical_trials / Prognostic_studies / Qualitative_research Idioma: En Ano de publicação: 2019 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Tipo de estudo: Clinical_trials / Prognostic_studies / Qualitative_research Idioma: En Ano de publicação: 2019 Tipo de documento: Article