Digital games for international development: A field theory perspective

2018 ◽  
Vol 81 (6-8) ◽  
pp. 707-726 ◽  
Author(s):  
Jolene Fisher

While serious games have been used within the field of international development since 2005, their adoption as tools for social and behavior change has remained fairly limited. Using Bourdieu’s theory of practice as an analytical framework, this study examines the tensions created when the fields of international development and serious games are brought together. In-depth interviews with development practitioners and game experts responsible for creating the nonprofit Half the Sky Movement’s mobile phone and Facebook games are used to examine how logistical considerations and ideological conflicts between agents from differing fields shape the limitations and possibilities of bringing games into the development space. Further, this study analyzes the new forms of Bourdieu’s concepts of habitus and capital created through this overlap in fields, filling an existing gap in the extant literature on the production and use of games for international development.

Author(s):  
Jolene Fisher

This chapter constructs a historical overview of digital games used for international development. While the decade long use of digital games in this field has seen mixed results, a trend towards gamification has continued. The various approaches to international development taken in these games are analyzed alongside the gaming goals, platforms, and narrative structures. Broadly, this chapter argues that the field of digital development games breaks down into three categories: Developing Developers, Digital Interventions, and Critical Play. Because these games are tied to larger frameworks of development thought, they are an important part of the development discourse and should be critically analyzed, regardless of their success at the level of individual attitude and behavior change. Such an analysis presents a useful way to think about what's happening in the current development field and how the trend towards gamification may impact its future directions.


Author(s):  
Mira Johri ◽  
Dinesh Chandra ◽  
Karna Georges Kone ◽  
Marie-Pierre Sylvestre ◽  
Alok K Mathur ◽  
...  

BACKGROUND In resource-poor settings, lack of awareness and low demand for services constitute important barriers to expanding the coverage of effective interventions. In India, childhood immunization is a priority health strategy with suboptimal uptake. OBJECTIVE To assess study feasibility and key implementation outcomes for the Tika Vaani model, a new approach to educate and empower beneficiaries to improve immunization and child health. METHODS A cluster-randomized pilot trial with a 1:1 allocation ratio was conducted in rural Uttar Pradesh, India, from January to September 2018. Villages were randomly assigned to either the intervention or control group. In each participating village, surveyors conducted a complete enumeration to identify eligible households and requested participation before randomization. Interventions were designed through formative research using a social marketing approach and delivered over 3 months using strategies adapted to disadvantaged populations: (1) mobile health (mHealth): entertaining educational audio capsules (edutainment) and voice immunization reminders via mobile phone and (2) face-to-face: community mobilization activities, including 3 small group meetings offered to each participant. The control group received usual services. The main outcomes were prespecified criteria for feasibility of the main study (recruitment, randomization, retention, contamination, and adoption). Secondary endpoints tested equity of coverage and changes in intermediate outcomes. Statistical methods included descriptive statistics to assess feasibility, penalized logistic regression and ordered logistic regression to assess coverage, and generalized estimating equation models to assess changes in intermediate outcomes. RESULTS All villages consented to participate. Gaps in administrative data hampered recruitment; 14.0% (79/565) of recorded households were nonresident. Only 1.4% (8/565) of households did not consent. A total of 387 households (184 intervention and 203 control) with children aged 0 to 12 months in 26 villages (13 intervention and 13 control) were included and randomized. The end line survey occurred during the flood season; 17.6% (68/387) of the households were absent. Contamination was less than 1%. Participation in one or more interventions was 94.0% (173/184), 78.3% (144/184) for the face-to-face strategy, and 67.4% (124/184) for the mHealth strategy. Determinants including place of residence, mobile phone access, education, and female empowerment shaped intervention use; factors operated differently for face-to-face and mHealth strategies. For 11 of 13 intermediate outcomes, regression results showed significantly higher basic health knowledge among the intervention group, supporting hypothesized causal mechanisms. CONCLUSIONS A future trial of a new intervention model is feasible. The interventions could strengthen the delivery of immunization and universal primary health care. Social and behavior change communication via mobile phones proved viable and contributed to standardization and scalability. Face-to-face interactions remain necessary to achieve equity and reach, suggesting the need for ongoing health system strengthening to accompany the introduction of communication technologies. CLINICALTRIAL International Standard Randomized Controlled Trial Number (ISRCTN) 44840759; https://doi.org/10.1186/ISRCTN44840759


Author(s):  
Takayuki Mizuno ◽  
Takaaki Ohnishi ◽  
Tsutomu Watanabe

AbstractWe visualize the rates of stay-home for residents by region using the difference between day-time and night-time populations to detect residential areas, and then observing the numbers of people leaving residential areas. There are issues with measuring stay-home rates by observing numbers of people visiting downtown areas, such as central urban shopping centers and major train stations. The first is that we cannot eliminate the possibility that people will avoid areas being observed and go to other areas. The second is that for people visiting downtown areas, we cannot know where they reside. These issues can be resolved if we quantify the degree of stay-home using the number of people leaving residential areas. There are significant differences in stay-home levels by region throughout Japan. By this visualization, residents of each region can see whether their level of stay-home is adequate or not, and this can provide incentive toward compliance suited to the residents of the region.


10.2196/20356 ◽  
2020 ◽  
Vol 8 (9) ◽  
pp. e20356 ◽  
Author(s):  
Mira Johri ◽  
Dinesh Chandra ◽  
Karna Georges Kone ◽  
Marie-Pierre Sylvestre ◽  
Alok K Mathur ◽  
...  

Background In resource-poor settings, lack of awareness and low demand for services constitute important barriers to expanding the coverage of effective interventions. In India, childhood immunization is a priority health strategy with suboptimal uptake. Objective To assess study feasibility and key implementation outcomes for the Tika Vaani model, a new approach to educate and empower beneficiaries to improve immunization and child health. Methods A cluster-randomized pilot trial with a 1:1 allocation ratio was conducted in rural Uttar Pradesh, India, from January to September 2018. Villages were randomly assigned to either the intervention or control group. In each participating village, surveyors conducted a complete enumeration to identify eligible households and requested participation before randomization. Interventions were designed through formative research using a social marketing approach and delivered over 3 months using strategies adapted to disadvantaged populations: (1) mobile health (mHealth): entertaining educational audio capsules (edutainment) and voice immunization reminders via mobile phone and (2) face-to-face: community mobilization activities, including 3 small group meetings offered to each participant. The control group received usual services. The main outcomes were prespecified criteria for feasibility of the main study (recruitment, randomization, retention, contamination, and adoption). Secondary endpoints tested equity of coverage and changes in intermediate outcomes. Statistical methods included descriptive statistics to assess feasibility, penalized logistic regression and ordered logistic regression to assess coverage, and generalized estimating equation models to assess changes in intermediate outcomes. Results All villages consented to participate. Gaps in administrative data hampered recruitment; 14.0% (79/565) of recorded households were nonresident. Only 1.4% (8/565) of households did not consent. A total of 387 households (184 intervention and 203 control) with children aged 0 to 12 months in 26 villages (13 intervention and 13 control) were included and randomized. The end line survey occurred during the flood season; 17.6% (68/387) of the households were absent. Contamination was less than 1%. Participation in one or more interventions was 94.0% (173/184), 78.3% (144/184) for the face-to-face strategy, and 67.4% (124/184) for the mHealth strategy. Determinants including place of residence, mobile phone access, education, and female empowerment shaped intervention use; factors operated differently for face-to-face and mHealth strategies. For 11 of 13 intermediate outcomes, regression results showed significantly higher basic health knowledge among the intervention group, supporting hypothesized causal mechanisms. Conclusions A future trial of a new intervention model is feasible. The interventions could strengthen the delivery of immunization and universal primary health care. Social and behavior change communication via mobile phones proved viable and contributed to standardization and scalability. Face-to-face interactions remain necessary to achieve equity and reach, suggesting the need for ongoing health system strengthening to accompany the introduction of communication technologies. Trial Registration International Standard Randomized Controlled Trial Number (ISRCTN) 44840759; https://doi.org/10.1186/ISRCTN44840759


2020 ◽  
Vol 42 (7-8) ◽  
pp. 1309-1325
Author(s):  
Jolene Fisher

The use of serious games for civic learning and engagement is an area of growing interest. However, research to date has predominately examined such games in established democratic contexts and has primarily focused on the potential of in-game content and game mechanics for achieving learning and behavior change outcomes. This study used in-depth interviews with key developmental stakeholders for two civic-focused games, Haki2 in Kenya and Your Excellency in Nigeria, to further our understanding in two important but understudied areas: the potential for games to facilitate civic learning and engagement outcomes in developing democratic contexts; and the role of game production and dissemination processes in this potential. I argue that these processes provide opportunities for direct civic engagement, participatory learning, and group mobilization relevant to facilitating civic behavior in developing democratic contexts. While this research identifies critical limitations for games used as stand-alone tools to achieve civic learning and engagement outcomes, it also identifies the potential for game production and dissemination to engage communities in democratic deliberation, in identifying relevant civic-issues and solutions, to facilitate community discussion, and to mobilize players around relevant issues.


1974 ◽  
Vol 19 (4) ◽  
pp. 334-334
Author(s):  
ROBERT C. CARSON
Keyword(s):  

2013 ◽  
Author(s):  
Melanie D. Hingle ◽  
Aimee Snyder ◽  
Naja McKenzie ◽  
Cynthia Thomson ◽  
Robert A. Logan ◽  
...  

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