Descriptive statistics on game feedback questions were computed. 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. Game log files were analyzed to calculate the length of exposure to the game. Intervention arm participants and their parents participated in 8 postintervention focus group discussions. The postintervention survey for intervention arm participants included questions eliciting feedback on the game. 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). 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. 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. Methods: Tumaini (“hope for the future” in Swahili) is an interactive, narrative-based game grounded in social cognitive theory. 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. 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. Smartphone ownership is increasing dramatically in low-income and middle-income countries. Online Journal of Public Health InformaticsĮmail: There is a pressing need to ensure that youth in high HIV prevalence settings are prepared for a safer sexual debut.Asian/Pacific Island Nursing Journal 15 articles.JMIR Bioinformatics and Biotechnology 38 articles.
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