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Autor/inn/en | Winskell, Kate; Sabben, Gaëlle; Ondeng'e, Ken; Odero, Isdorah; Akelo, Victor; Mudhune, Victor |
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Titel | A Smartphone Game to Prevent HIV among Young Kenyans: Household Dynamics of Gameplay in a Feasibility Study |
Quelle | In: Health Education Journal, 78 (2019) 5, S.595-606 (12 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Sabben, Gaëlle) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0017-8969 |
DOI | 10.1177/0017896919832344 |
Schlagwörter | Foreign Countries; Handheld Devices; Telecommunications; Educational Games; Acquired Immunodeficiency Syndrome (AIDS); Prevention; Intervention; Health Promotion; Health Education; Outcomes of Education; Sex Education; Adolescents; Parent Child Relationship; Peer Relationship; Kenya Ausland; Telekommunikationstechnik; Educational game; Lernspiel; Prävention; Vorbeugung; Gesundheitsfürsorge; Gesundheitshilfe; Reihenuntersuchung; Gesundheitsaufklärung; Gesundheitsbildung; Gesundheitserziehung; Lernleistung; Schulerfolg; Sex instruction; Sexualaufklärung; Sexualerziehung; Sexualkunde; Adolescent; Adolescence; Adoleszenz; Jugend; Jugendalter; Jugendlicher; Parents-child relationship; Parent-child-relation; Parent-child relationship; Eltern-Kind-Beziehung; Peer-Beziehungen; Kenia |
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) and 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, surveys 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. (As Provided). |
Anmerkungen | SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |