Pamoja Mtaani Games for Health 2009 Presentation

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    Pamoja Mtaani Games for Health 2009 Presentation - Presentation Transcript

    1. An HIV/AIDS prevention videogame created through a Public-Private Partnership between PEPFAR and Warner Bros. Entertainment
    2. Pamoja Mtaani Background
      • Partnership background
        • A component of The Partnership for an HIV-Free Generation
        • WB & PEPFAR PPP to develop a 5-player action–based videogame
        • Piloted in 3 youth centers in Nairobi, Kenya
      • Game background
        • Contemporary East African context
        • Interactive play
        • Personalizes HIV prevention messages for youth aged 15-19
        • Theory-based messages & gameplay combined
        • Game focuses on changing risk perception and self efficacy for 5 key behaviors:
          • Primary abstinence
          • Secondary abstinence
          • Multiple sexual partners
          • Correct/consistent condom use
          • Uptake of VCT
    3. Pamoja Mtaani Design
      • Game Design
        • Open world game play in a fictional East Africa city similar to Nairobi
        • Multiplayer “mini-game” missions + BCC-focused side missions
        • Unlockable Kenyan music tracks
        • Scripted cinematics/character interactions that emphasize BC trajectories
      • Design Methods
        • Local marketing research identified key ‘pillars’ of youth culture:
          • sports, entertainment, relationships, technology and fashion
        • Input from Kenyan youth/US and Kenyan technical advisory team
        • Kenyan writers, VO actors, engineers, musicians, cultural consultants
        • Concept testing with Kenyan youth
      • Evaluation
        • Assess exposure/changes in attitudes and beliefs
        • Uses in-game questionnaires
        • Monitoring technology captures player activities
        • Repeat cross-sectional survey evaluates community change/message diffusion.
    4. Pamoja Mtaani Results
      • Final Results
        • Game designed, developed, tested and deployed in 10 months
        • Robust marketing campaign
        • Computer-generated character introductory shorts promoted the game
        • Site specific launch events at each site
        • Generation Jipange and HIV Free Generation Corporate launch events
        • Game Masters program established
      • Gameplay locations
        • Deployed at three youth centers in Nairobi
        • Over 2500 youth have played since launch. Close to 600 have completed the game
        • “ Girl only” times established at each site
        • Computer skill training at each site
    5. Pamoja Mtaani Results
    6. Pamoja Mtaani Results
    7. Pamoja Mtaani Conclusions
      • Successes :
        • Cultural accuracy through work with Kenyan artists, writers, advisors, etc
        • In-depth gameplay
        • Launch events
        • Game Master program
        • Equipment secured (over 100 computers) and systems integrator in place
      • Key Lessons Learned
        • Early and consistent involvement from the field essential
        • Overall timing for game development challenging
        • Group Game Design/Multiple Contributors hard to balance
        • Too much content - 5 BCC objectives within a 2-3 hour game pilot
        • Implementation must be considered and budgeted for from the beginning
        • Evaluation (still in IRB review)
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