Evidence map›Paper›PMID 37710347›Full record

ArticleReproductive health2023

Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls.

Ananya Saha, Anvita Dixit, Lalita Shankar, Madhusudana Battala, Nizamuddin Khan, Niranjan Saggurti, Kavita Ayyagari, Aparna Raj, Susan Howard

Abstract readClinical Trial Protocol
In one paragraph

Article in Reproductive health, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Trial
  2. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Ananya SahaPopulation Council Consulting Pvt Ltd, New Delhi, India. asaha@pcconsulting.co.in.
Anvita DixitHoward Delafield International, Washington, DC, USA.
Lalita ShankarHoward Delafield International, Washington, DC, USA.
Madhusudana BattalaPopulation Council, New Delhi, India.
Nizamuddin KhanPopulation Council Consulting Pvt Ltd, New Delhi, India.
Niranjan SaggurtiPopulation Council, New Delhi, India.
Kavita AyyagariHoward Delafield International, Washington, DC, USA.
Aparna RajHoward Delafield International, Washington, DC, USA.
Susan HowardHoward Delafield International, Washington, DC, USA.

Funding

FHI360-HDI Subaward of USAID funded R4S project PO21002664United States Agency for International Development 7200AA28CA0046
6 · The paper itself

Abstract

backgroundGo Nisha Go™ (GNG), is a mobile game combining behavioural science, human-centric design, game-based learning, and interactive storytelling. The model uses a direct-to-consumer (DTC) approach to deliver information, products, services, interactive learning, and agency-building experiences directly to girls. The game's five episodes focus on issues of menstrual health management, fertility awareness, consent, contraception, and negotiation for delay of marriage and career. The game's effectiveness on indicators linked to these issues will be measured using an encouragement design in a randomized controlled trial (RCT).

methodsA two-arm RCT will be conducted in three cities in India: Patna, Jaipur, and Delhi-NCR. The first arm is the treatment (encouragement) arm (n = 975) where the participants will be encouraged to download and play the game, and the second arm (n = 975) where the participants will not receive any nudges/encouragement to play the game. They may or may not have access to the game. After the baseline recruitment, participants will be randomly assigned to these two arms across the three locations. Participants of the treatment/encouragement arm will receive continuous support as part of the encouragement design to adopt, install the game from the Google Play Store at no cost, and play all levels on their Android devices. The encouragement activity will continue for ten weeks, during which participants will receive creative messages via weekly phone calls and WhatsApp messages. We will conduct the follow-up survey with all the participants (n = 1950) from the baseline survey after ten weeks of exposure. We will conduct 60 in-depth qualitative interviews (20 at each location) with a sub-sample of the participants from the encouragement arm to augment the quantitative surveys. DISCUSSION: Following pre-testing of survey tools for feasibility of methodologies, we will recruit participants, randomize, collect baseline data, execute the encouragement design, and conduct the follow-up survey with eligible adolescents as written in the study protocol. Our study will add insights for the implementation of an encouragement design in RCTs with adolescent girls in the spectrum of game-based learning on sexual and reproductive health in India. Our study will provide evidence to support the outcome evaluation of the digital mobile game app, GNG. To our knowledge this is the first ever outcome evaluation study for a game-based application, and this study is expected to facilitate scalability of a direct-to-consumer approach to improve adolescent sexual and reproductive health outcomes in India. TRIAL REGISTRATION NUMBER: ctri.nic.in: CTRI/2023/03/050447.

Indexed as

Reproductive HealthSexual BehaviorAdolescentCitiesCommunicationFemaleHumansIndiaRandomized Controlled Trials as TopicAdolescentsDigitalEncouragement designMobile gameOutcome evaluationRCTSexual reproductive health

Identifiers

PMID37710347
PMCPMC10503021

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.