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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 13, 2018
Date Accepted: Mar 30, 2019

The final, peer-reviewed published version of this preprint can be found here:

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

Winskell K, Sabben G, Obong'o C

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

JMIR Serious Games 2019;7(2):e13037

DOI: 10.2196/13037

PMID: 31066692

PMCID: 6530263

Interactive Narrative in an mHealth Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV among Young Africans

  • Kate Winskell; 
  • Gaëlle Sabben; 
  • Christopher Obong'o

ABSTRACT

Electronic games, delivered via mobile devices like smartphones, offer promising potential 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 design of effective games for health relies on multidisciplinary insight and expertise. However, relatively few studies discuss the theoretical understanding underlying their intervention. We present the multidisciplinary theoretical framework and structure of an HIV prevention game for young African adolescents that has shown promise in a randomized pilot study in Western Kenya. The central component of Tumaini (“hope for the future” in Swahili) is an interactive role-playing narrative in which the player makes choices for characters that determine how their paths unfold. In addition, a series of mini-games reinforce skills and the “My Story” component links the game world to the player’s own life and goals, while a rewards system motivates continued play. Tumaini is intended to be replayed so that players can experience the consequences resulting from different choices made in the role-playing narrative. Grounded in theories of narrative and applied communication and in social behavioral theories, especially Social Cognitive Theory, Tumaini is designed to help young adolescents acquire the information, skills and motivation they need to avoid and reduce sexual risks. We close by situating Tumaini within discussion of the theory and practice of using interactive narrative in health promotion with a view to furthering theoretical elaboration.


 Citation

Please cite as:

Winskell K, Sabben G, Obong'o C

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

JMIR Serious Games 2019;7(2):e13037

DOI: 10.2196/13037

PMID: 31066692

PMCID: 6530263

Per the author's request the PDF is not available.