A design-led theory of change for a mobile game app (go Nisha go) for adolescent girls in India

AuthorShankar, Lalita
AuthorDixit, Anvita
AuthorHoward, Susan
Date Accessioned2024-08-21T06:43:22Z
Date Available2024-08-21T06:43:22Z
Date of Publication2023
AbstractIndia has one of the largest adolescent populations in the world. Yet adolescents, particularly adolescent girls, have limited access to correct sexual and reproductive health information and services. The context in which adolescent girls live is one of gender inequity where they contend with early marriage and early pregnancy and have few opportunities for quality education and labor force participation. The digital revolution has expanded the penetration of mobile phones across India, increasingly being used by adolescent girls. Health interventions are also moving onto digital platforms. Evidence has shown that applications of game elements and game-based learning can be powerful tools in behavior change and health interventions. This provides a unique opportunity, particularly for the private sector, to reach and empower adolescent girls directly with information, products, and services in a private and fun manner.
metadata.dc.identifier.other10.2196/43085
Identifier URIhttps://resourcerepository.azimpremjiuniversity.edu.in/handle/apurr/646
LanguageEnglish
PublisherJMIR Form Res
TitleA design-led theory of change for a mobile game app (go Nisha go) for adolescent girls in India
Subtitlemultimix methodology study
Item TypeArticle
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