A smartphone game to prevent HIV among young Kenyans: Household dynamics of gameplay in a feasibility study:

2019 
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) and four with their parents (n = 22).Setting:This study took place in...
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