Cargando…
Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India
Background: In response to a Grand Challenges in Global Health call for action to collect data about family planning intentions and increase the uptake of family planning methods in India, our team designed, developed, and piloted the My Future Family video game in Karnataka Province. The game educa...
Autores principales: | , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
F1000 Research Limited
2018
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6030399/ https://www.ncbi.nlm.nih.gov/pubmed/29984358 http://dx.doi.org/10.12688/gatesopenres.12818.2 |
_version_ | 1783337144496947200 |
---|---|
author | Bertozzi, Elena Bertozzi-Villa, Amelia Kulkarni, Praveen Sridhar, Aparna |
author_facet | Bertozzi, Elena Bertozzi-Villa, Amelia Kulkarni, Praveen Sridhar, Aparna |
author_sort | Bertozzi, Elena |
collection | PubMed |
description | Background: In response to a Grand Challenges in Global Health call for action to collect data about family planning intentions and increase the uptake of family planning methods in India, our team designed, developed, and piloted the My Future Family video game in Karnataka Province. The game educates adolescents about human sexuality and reproduction while asking players when they would like to achieve five important family planning milestones. Participants were also asked to report who influences them the most when making family planning decisions. Methods: Focus groups were conducted and the resulting data used to design the game which was iteratively tested and then piloted in 11 schools in rural and urban areas of southern India. Data was collected throughout gameplay and cross-checked with paper questionnaires. Results: In August 2017, we successfully piloted the game with 382 adolescents and validated its efficacy both as an educational tool and as an innovative means of accurate data collection. Conclusion: It has historically been problematic to gather accurate data about adolescents in India on this culturally sensitive topic for a variety of reasons. These include difficulties obtaining consent, developing appropriate survey methods, and framing questions in language that young people can understand. Our game met these challenges by working within a single school system with approval from senior administration, delivering information via a game environment which freed players from societal constraints, and communicating information via images and audio in addition to text in both English and Kannada (the local language). |
format | Online Article Text |
id | pubmed-6030399 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | F1000 Research Limited |
record_format | MEDLINE/PubMed |
spelling | pubmed-60303992018-07-05 Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India Bertozzi, Elena Bertozzi-Villa, Amelia Kulkarni, Praveen Sridhar, Aparna Gates Open Res Research Article Background: In response to a Grand Challenges in Global Health call for action to collect data about family planning intentions and increase the uptake of family planning methods in India, our team designed, developed, and piloted the My Future Family video game in Karnataka Province. The game educates adolescents about human sexuality and reproduction while asking players when they would like to achieve five important family planning milestones. Participants were also asked to report who influences them the most when making family planning decisions. Methods: Focus groups were conducted and the resulting data used to design the game which was iteratively tested and then piloted in 11 schools in rural and urban areas of southern India. Data was collected throughout gameplay and cross-checked with paper questionnaires. Results: In August 2017, we successfully piloted the game with 382 adolescents and validated its efficacy both as an educational tool and as an innovative means of accurate data collection. Conclusion: It has historically been problematic to gather accurate data about adolescents in India on this culturally sensitive topic for a variety of reasons. These include difficulties obtaining consent, developing appropriate survey methods, and framing questions in language that young people can understand. Our game met these challenges by working within a single school system with approval from senior administration, delivering information via a game environment which freed players from societal constraints, and communicating information via images and audio in addition to text in both English and Kannada (the local language). F1000 Research Limited 2018-09-07 /pmc/articles/PMC6030399/ /pubmed/29984358 http://dx.doi.org/10.12688/gatesopenres.12818.2 Text en Copyright: © 2018 Bertozzi E et al. http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Research Article Bertozzi, Elena Bertozzi-Villa, Amelia Kulkarni, Praveen Sridhar, Aparna Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title | Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title_full | Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title_fullStr | Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title_full_unstemmed | Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title_short | Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India |
title_sort | collecting family planning intentions and providing reproductive health information using a tablet-based video game in india |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6030399/ https://www.ncbi.nlm.nih.gov/pubmed/29984358 http://dx.doi.org/10.12688/gatesopenres.12818.2 |
work_keys_str_mv | AT bertozzielena collectingfamilyplanningintentionsandprovidingreproductivehealthinformationusingatabletbasedvideogameinindia AT bertozzivillaamelia collectingfamilyplanningintentionsandprovidingreproductivehealthinformationusingatabletbasedvideogameinindia AT kulkarnipraveen collectingfamilyplanningintentionsandprovidingreproductivehealthinformationusingatabletbasedvideogameinindia AT sridharaparna collectingfamilyplanningintentionsandprovidingreproductivehealthinformationusingatabletbasedvideogameinindia |