2019
DOI: 10.2196/13037
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Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans

Abstract: The increasing availability of smartphones, including in low-income countries, offers an unprecedented opportunity to reach individuals with innovative health promotion interventions. Electronic games delivered via smartphone offer promising avenues for sexual health promotion and HIV prevention, especially for young people. By giving players real agency in a virtual and safe environment, well-designed games can provide a level of experiential learning unparalleled by many other behavioral interventions. The d… Show more

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Cited by 19 publications
(18 citation statements)
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References 64 publications
(81 reference statements)
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“…21 e InFection Four 16 ) e um de tabuleiro ("A aventura do adolescente com TEA: descobrindo a sexualidade" 19 ). A maioria dos autores optou por restringir a faixa etária do público-alvo da tecnologia, com jogos indicados aos anos iniciais 7,8,15,17 ou finais da juventude 3,11,12,22 .…”
Section: Serious Games Para Educação Sexual Na úLtima Década (2011-20...unclassified
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“…21 e InFection Four 16 ) e um de tabuleiro ("A aventura do adolescente com TEA: descobrindo a sexualidade" 19 ). A maioria dos autores optou por restringir a faixa etária do público-alvo da tecnologia, com jogos indicados aos anos iniciais 7,8,15,17 ou finais da juventude 3,11,12,22 .…”
Section: Serious Games Para Educação Sexual Na úLtima Década (2011-20...unclassified
“…A maioria dos serious games foi desenvolvida de modo participativo, por grupos multidisci-plinares 3,7,13,14,[16][17][18] , alguns passaram por processo sistemático de validação 11,18,20 ou foram avaliados por estudos de intervenção para a mensuração do efeito da ferramenta na população-alvo 3,6,8,[15][16][17]22 . O Quadro 2 apresenta os percursos metodológicos seguidos e os principais resultados dos estudos incluídos nesta revisão.…”
Section: Educação Sexual Por Meio De Jogos: O Que Dizem Os Estudos?unclassified
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“…Tumaini is a theoretically grounded, narrative-based game for inexpensive Android smartphones designed in collaboration with US-based and Kenyan specialists in adolescent sexual health, with input from Kenyan preadolescents and their parents. It aims to increase age and condom use at first sex by boosting knowledge about sexual health and HIV; building risk avoidance, risk-reduction skills, and related self-efficacy; challenging HIV stigma and harmful gender norms and attitudes; fostering future orientation, goal setting, and planning; and promoting dialogue with adult mentors [ 24 , 25 ]. Tumaini is grounded in (1) theory on narrative and narrative-based applied communication, (2) social behavioral theory and existing evidence-based HIV prevention interventions, and (3) principles of instructional design.…”
Section: Introductionmentioning
confidence: 99%
“…Many investigations have provided interactive elements in their message design (see the studies by Winskell et al [ 22 ] and Carvalho et al [ 23 ]) but do not contrast interactive to passive appeals directly, making generalizations about the impact of perceived agency difficult. Only a few studies have compared interactive with noninteractive fear appeals, and these studies found contradictory results.…”
Section: Introductionmentioning
confidence: 99%