背景:GoNishaGo™(GNG),是一款结合行为科学的手机游戏,以人为中心的设计,基于游戏的学习,和互动讲故事。该模型使用直接面向消费者(DTC)的方法来传递信息,产品,服务,互动学习,和直接向女孩提供机构建设经验。游戏的五集集中在月经健康管理的问题,生育意识,同意,避孕,以及推迟婚姻和事业的谈判。游戏在与这些问题相关的指标上的有效性将在随机对照试验(RCT)中使用鼓励设计来衡量。
方法:将在印度的三个城市进行双臂RCT:Patna,斋浦尔,德里-NCR。第一臂是治疗(鼓励)臂(n=975),参与者将被鼓励下载和玩游戏,和第二臂(n=975),参与者将不会收到任何推动/鼓励玩游戏。他们可能会或可能无法访问游戏。基线招聘后,参与者将被随机分配到三个地点的这两个手臂。作为鼓励设计的一部分,治疗/鼓励机构的参与者将获得持续的支持,从GooglePlay商店免费安装游戏,并在其Android设备上播放所有级别。鼓励活动将持续十周,在此期间,参与者将通过每周的电话和WhatsApp消息收到创意消息。我们将在暴露十周后对基线调查的所有参与者(n=1950)进行跟踪调查。我们将进行60个深入的定性访谈(每个地点20个),并对来自鼓励部门的参与者进行子样本,以增强定量调查。
结论:在对方法可行性的调查工具进行预先测试之后,我们将招募参与者,随机化,收集基线数据,执行鼓励设计,并按照研究方案中的规定,对符合条件的青少年进行跟踪调查。我们的研究将为在印度进行基于游戏的性健康和生殖健康学习的青春期女孩实施RCT鼓励设计提供见解。我们的研究将提供证据来支持数字手机游戏应用程序的结果评估,GNG。据我们所知,这是首次针对基于游戏的应用程序的结果评估研究,这项研究预计将促进直接面向消费者的方法的可扩展性,以改善印度青少年的性健康和生殖健康结果。
背景:ctri。nic.在:CTRI/2023/03/050447。
我们的论文描述了一个名为GoNishaGo™的移动游戏应用程序的结果评估研究协议的实现。由选择的游戏制作,不是Chance™项目,由美国国际开发署资助。同意青春期女孩,来自印度三个城市的15-19岁将被注册参加以鼓励设计为主导的RCT。女孩将被随机分配到任何一个,a)治疗(鼓励)手臂,他们将被轻推进行游戏十周,或b)控制臂,参与者将不会被提供任何鼓励下载或玩游戏。该研究将使用基线和随访调查进行评估。这项研究的结果将支持衡量数字干预的有效性,并促进直接面向消费者的方法的可扩展性,使用基于游戏的应用程序来改善印度青少年的性健康和生殖健康结果。
BACKGROUND: Go Nisha Go™ (GNG), is a mobile game combining behavioural science, human-centric design, game-based learning, and interactive storytelling. The model uses a direct-to-consumer (DTC) approach to deliver information, products, services, interactive learning, and agency-building experiences directly to girls. The game\'s five episodes focus on issues of menstrual health management, fertility awareness, consent, contraception, and negotiation for delay of marriage and career. The game\'s effectiveness on indicators linked to these issues will be measured using an encouragement design in a randomized controlled trial (RCT).
METHODS: A two-arm RCT will be conducted in three cities in India: Patna, Jaipur, and Delhi-NCR. The first arm is the treatment (encouragement) arm (n = 975) where the participants will be encouraged to download and play the game, and the second arm (n = 975) where the participants will not receive any nudges/encouragement to play the game. They may or may not have access to the game. After the baseline recruitment, participants will be randomly assigned to these two arms across the three locations. Participants of the treatment/encouragement arm will receive continuous support as part of the encouragement design to adopt, install the game from the Google Play Store at no cost, and play all levels on their Android devices. The encouragement activity will continue for ten weeks, during which participants will receive creative messages via weekly phone calls and WhatsApp messages. We will conduct the follow-up survey with all the participants (n = 1950) from the baseline survey after ten weeks of exposure. We will conduct 60 in-depth qualitative interviews (20 at each location) with a sub-sample of the participants from the encouragement arm to augment the quantitative surveys.
CONCLUSIONS: Following pre-testing of survey tools for feasibility of methodologies, we will recruit participants, randomize, collect baseline data, execute the encouragement design, and conduct the follow-up survey with eligible adolescents as written in the study protocol. Our study will add insights for the implementation of an encouragement design in RCTs with adolescent girls in the spectrum of game-based learning on sexual and reproductive health in India. Our study will provide evidence to support the outcome evaluation of the digital mobile game app, GNG. To our knowledge this is the first ever outcome evaluation study for a game-based application, and this study is expected to facilitate scalability of a direct-to-consumer approach to improve adolescent sexual and reproductive health outcomes in India.
BACKGROUND: ctri.nic.in: CTRI/2023/03/050447.
Our paper describes implementation of a study protocol for an outcome evaluation of a mobile game app called Go Nisha Go™, produced by the Game of Choice, Not Chance™ project, funded by USAID. Consenting adolescent girls, aged 15–19, from three cities in India will be enrolled to participate in an encouragement design led RCT. Girls will be randomly assigned to either, a) a treatment (encouragement) arm where they will be nudged to play the game for ten weeks, or b) a control arm where participants will not be provided any encouragement to download or play the game. The study will be evaluated using surveys at baseline and follow-up. The findings from this study will support the measurement of effectiveness of the digital intervention and facilitate scalability of a direct-to-consumer approach, using a game-based application to improve adolescent sexual and reproductive health outcomes in India.