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Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India

机译:在印度使用基于平板电脑的视频游戏收集计划生育意图并提供生殖健康信息

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摘要

>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).
机译:>背景:为响应“全球卫生大挑战”,要求采取行动收集有关计划生育意图的数据并提高印度对计划生育方法的接受程度,我们的团队设计,开发并试行了“我的未来”卡纳塔克邦省的家庭视频游戏。该游戏向青少年宣传人类的性行为和生殖能力,同时询问玩家何时想要实现五个重要的计划生育里程碑。参与者还被要求报告在做出计划生育决策时谁对他们的影响最大。 >方法:进行了焦点小组讨论,结果数据用于设计游戏,该游戏经过迭代测试,然后在印度南部农村和城市地区的11所学校进行了试点。在整个游戏过程中收集数据,并通过纸质问卷进行交叉核对。 >结果:在2017年8月,我们成功地对382名青少年进行了游戏试验,并验证了其作为教育工具和准确数据收集的创新手段的有效性。 >结论:出于各种原因,从历史上来看,在这个文化敏感的话题上收集有关印度青少年的准确数据一直存在问题。其中包括难以获得同意,难以制定适当的调查方法以及用年轻人能够理解的语言来提出问题。我们的游戏通过在获得高级主管部门批准的单一学校系统中工作,通过游戏环境提供信息以使玩家摆脱社会约束,通过图像和音频以及英语和卡纳达语(本地语言)交流信息来应对这些挑战。语言)。

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