Skip to navigation Skip to content
  • Woodruff
  • Business
  • Health Sciences
  • Law
  • MARBL
  • Oxford College
  • Theology
  • Schools
    • Undergraduate

      • Emory College
      • Oxford College
      • Business School
      • School of Nursing

      Community

      • Emory College
      • Oxford College
      • Business School
      • School of Nursing
    • Graduate

      • Business School
      • Graduate School
      • School of Law
      • School of Medicine
      • School of Nursing
      • School of Public Health
      • School of Theology
  • Libraries
    • Libraries

      • Robert W. Woodruff
      • Business
      • Chemistry
      • Health Sciences
      • Law
      • MARBL
      • Music & Media
      • Oxford College
      • Theology
    • Library Tools

      • Course Reserves
      • Databases
      • Digital Scholarship (ECDS)
      • discoverE
      • eJournals
      • Electronic Dissertations
      • EmoryFindingAids
      • EUCLID
      • ILLiad
      • OpenEmory
      • Research Guides
  • Resources
    • Resources

      • Administrative Offices
      • Emory Healthcare
      • Academic Calendars
      • Bookstore
      • Campus Maps
      • Shuttles and Parking
      • Athletics: Emory Eagles
      • Arts at Emory
      • Michael C. Carlos Museum
      • Emory News Center
      • Emory Report
    • Resources

      • Emergency Contacts
      • Information Technology (IT)
      • Outlook Web Access
      • Office 365
      • Blackboard
      • OPUS
      • PeopleSoft Financials: Compass
      • Careers
      • Human Resources
      • Emory Alumni Association
  • Browse
    • Works by Author
    • Works by Journal
    • Works by Subject
    • Works by Dept
    • Faculty by Dept
  • For Authors
    • How to Submit
    • Deposit Advice
    • Author Rights
    • Publishing Your Data
    • FAQ
    • Emory Open Access Policy
    • Open Access Fund
  • About OpenEmory
    • About OpenEmory
    • About Us
    • Citing Articles
    • Contact Us
    • Privacy Policy
    • Terms of Use
 
Contact Us

Filter Results:

Year

  • 2018 (1)

Author

  • Akelo, Victor (1)
  • Mudhune, Victor (1)
  • Obong'o, Christopher (1)
  • Ondeng'e, Ken (1)
  • Sabben, Gaëlle (1)
  • Stephenson, Robert (1)
  • Warhol, David (1)
  • Winskell Enger, Kate (1)

Subject

  • Health Sciences, Nursing (1)
  • Health Sciences, Public Health (1)

Keyword

  • 6 (1)
  • adolesc (1)
  • africa (1)
  • behaviorchang (1)
  • biomedicin (1)
  • chang (1)
  • condom (1)
  • control (1)
  • countri (1)
  • health (1)
  • hiv (1)
  • informat (1)
  • interact (1)
  • intervent (1)
  • kenya (1)
  • life (1)
  • medic (1)
  • mhealth (1)
  • narrat (1)
  • pilot (1)
  • prevent (1)
  • random (1)
  • reduct (1)
  • represent (1)
  • risk (1)
  • riskreduct (1)
  • saharan (1)
  • scienc (1)
  • serious (1)
  • servic (1)
  • smartphon (1)
  • social (1)
  • south (1)
  • southafrica (1)
  • studi (1)
  • sub (1)
  • subsaharan (1)
  • technolog (1)
  • trial (1)
  • use (1)
  • video (1)
  • youth (1)

Author department

  • Global Health (1)

Search Results for all work with filters:

  • JMIR mHealth and uHealth
  • behavior
  • care
  • game

Work 1 of 1

Sorted by relevance

Article

A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial

by Kate Winskell Enger; Gaëlle Sabben; Victor Akelo; Ken Ondeng'e; Christopher Obong'o; Robert Stephenson; David Warhol; Victor Mudhune

2018

Subjects
  • Health Sciences, Public Health
  • Health Sciences, Nursing
  • File Download
  • View Abstract

Abstract:Close

Background: There is a pressing need to ensure that youth in high HIV prevalence settings are prepared for a safer sexual debut. Smartphone ownership is increasing dramatically in low-income and middle-income countries. Smartphone games that are appropriately grounded in behavioral theory and evidence-based practice have the potential to become valuable tools in youth HIV prevention efforts in Sub-Saharan Africa. Objective: To pilot-test a theory-based, empirically grounded smartphone game for young Kenyans designed to increase age and condom use at first sex, aiming to establish directionality of effects on behavior change. Methods: Tumaini (“hope for the future” in Swahili) is an interactive, narrative-based game grounded in social cognitive theory. A randomized controlled pilot study was conducted in Kisumu, Western Kenya, from April to June 2017 with 60 participants aged 11-14 (mean 12.7) years. Intervention arm participants (n=30) were provided with an Android smartphone with Tumaini installed on it and were instructed to play the game for at least 1 hour a day for 16 days; control arm participants (n=30) received no intervention. All participants completed a survey on behavioral mediators, delivered via an audio computer-assisted self-interview system at baseline (T1), post intervention (T2), and at 6 weeks postintervention (T3). The postintervention survey for intervention arm participants included questions eliciting feedback on the game. Intervention arm participants and their parents participated in 8 postintervention focus group discussions. Game log files were analyzed to calculate the length of exposure to the game. Behavioral survey data were analyzed using two-sample t tests to compare mean change from T1 to T2 and to T3 for intervention versus control arm participants. Descriptive statistics on game feedback questions were computed. Focus group transcripts were uploaded to MAXQDA software, where they were labeled with deductive and inductive codes. Data were analyzed thematically and compared across demographics. Results: Intervention arm participants played Tumaini for a mean of approximately 27 hours. The intervention arm showed significant gains in sexual health-related knowledge and self-efficacy (both P<.001), behavioral intention for risk-avoidance strategies and sexual risk communication (P=.006), and overall survey scores (P<.001) compared with the control arm at T3. The postintervention survey revealed high subjective measures of the game's value, relevance, and appeal. Focus groups identified a wide range of knowledge and skills the participants had gained, including setting goals and planning how to achieve them, which was perceived as a key motivator for avoiding or reducing risk. Conclusions: The study supports the need for further research to assess the efficacy of the game-based intervention. If proven efficacious, smartphone games have the potential to dramatically increase the reach of culturally adapted behavioral interventions while ensuring fidelity to intervention design.
Site Statistics
  • 16,733
  • Total Works
  • 3,622,540
  • Downloads
  • 1,098,451
  • Downloads This Year
  • 6,807
  • Faculty Profiles

Copyright © 2016 Emory University - All Rights Reserved
540 Asbury Circle, Atlanta, GA 30322-2870
(404) 727-6861
Privacy Policy | Terms & Conditions

v2.2.8-dev

Contact Us Recent and Popular Items
Download now