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Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls

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 experience...

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Autores principales: Saha, Ananya, Dixit, Anvita, Shankar, Lalita, Battala, Madhusudana, Khan, Nizamuddin, Saggurti, Niranjan, Ayyagari, Kavita, Raj, Aparna, Howard, Susan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10503021/
https://www.ncbi.nlm.nih.gov/pubmed/37710347
http://dx.doi.org/10.1186/s12978-023-01665-1
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author Saha, Ananya
Dixit, Anvita
Shankar, Lalita
Battala, Madhusudana
Khan, Nizamuddin
Saggurti, Niranjan
Ayyagari, Kavita
Raj, Aparna
Howard, Susan
author_facet Saha, Ananya
Dixit, Anvita
Shankar, Lalita
Battala, Madhusudana
Khan, Nizamuddin
Saggurti, Niranjan
Ayyagari, Kavita
Raj, Aparna
Howard, Susan
author_sort Saha, Ananya
collection PubMed
description 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. DISCUSSION: 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. Trial registration number: ctri.nic.in: CTRI/2023/03/050447.
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spelling pubmed-105030212023-09-16 Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls Saha, Ananya Dixit, Anvita Shankar, Lalita Battala, Madhusudana Khan, Nizamuddin Saggurti, Niranjan Ayyagari, Kavita Raj, Aparna Howard, Susan Reprod Health Study Protocol 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. DISCUSSION: 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. Trial registration number: ctri.nic.in: CTRI/2023/03/050447. BioMed Central 2023-09-14 /pmc/articles/PMC10503021/ /pubmed/37710347 http://dx.doi.org/10.1186/s12978-023-01665-1 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Study Protocol
Saha, Ananya
Dixit, Anvita
Shankar, Lalita
Battala, Madhusudana
Khan, Nizamuddin
Saggurti, Niranjan
Ayyagari, Kavita
Raj, Aparna
Howard, Susan
Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title_full Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title_fullStr Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title_full_unstemmed Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title_short Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls
title_sort study protocol for an individually randomized control trial for india's first roleplay-based mobile game for reproductive health for adolescent girls
topic Study Protocol
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10503021/
https://www.ncbi.nlm.nih.gov/pubmed/37710347
http://dx.doi.org/10.1186/s12978-023-01665-1
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