Super Better
SuperBetter uses gameplay psychology to help users build skills, overcome obstacles, and achieve goals. Studies have shown its benefit in improving mental health and resilience.
Source: SuperBetter
Date of Publication: August 22, 2022
SuperBetter uses gameplay psychology to help users build skills, overcome obstacles, and achieve goals. Studies have shown its benefit in improving mental health and resilience.
Source: SuperBetter
Date of Publication: August 22, 2022
This paper describes the development of a web-based online sexual health intergenerational adventure game, the Secret of Seven Stones (SSS), using an intervention mapping approach for developing theory and evidence-based interventions.
SSS is an adventure game which provides sexual health skills training for young adolescents and promotes adolescent-parent communication.
Source: JMIR Serious Games
Date of Publication: August 17, 2022
Mission 1.5 uses mobile gaming technology to educate people about climate solutions and get their participation in voting on which solutions they want to see happen.
Votes per country are collated and presented to country governments to encourage bolder climate action.
Source: United Nations Development Programme
Date of Publication: August 16, 2022
SeKarang! was a campaign in Indonesia (1999-2002) combining mass media and community-based approaches to promote marine resource management and specifically to save the coral reefs of the country. The stated goal of the project was To protect, rehabilitate and achieve sustainable use of coral reefs and associated ecosystems in Indonesia, in order to enhance the welfare of coastal communities. The communication component of the campaign focused on educating the public on the how and why of coral reef protection and on creating political pressure & support.
The campaign included videos, radio spots, workshops for journalists, and other communication products. Evaluation showed that the higher the exposure to the campaign’s communication activities/materials, the larger the impact on knowledge, attitudes, motivations, and involvement in coral reef management efforts. Also, an increase in the reported use of relatively reef-friendly techniques appeared to be related to campaign exposure.
– See more at: http://stg.thehealthcompass.org/project-examples/terumbu-karang-tinggal-…
SeKarang! was a campaign in Indonesia (1999-2002) combining mass media and community-based approaches to promote marine resource management and specifically to save the coral reefs of the country. The stated goal of the project was To protect, rehabilitate and achieve sustainable use of coral reefs and associated ecosystems in Indonesia, in order to enhance the welfare of coastal communities. The communication component of the campaign focused on educating the public on the how and why of coral reef protection and on creating political pressure & support.
The campaign included videos, radio spots, workshops for journalists, and other communication products. Evaluation showed that the higher the exposure to the campaign’s communication activities/materials, the larger the impact on knowledge, attitudes, motivations, and involvement in coral reef management efforts. Also, an increase in the reported use of relatively reef-friendly techniques appeared to be related to campaign exposure.
The objective of this game is to educate school children in an interactive manner about the creatures of the coral reef, threats toward the coral reef and the protective actions toward the coral reef. The game was received with high enthusiasm by school children, school teachers, parents, and government authorities.
Source: Johns Hopkins University Center for Communicaiton Programs, Indonesian Institute of Sciences (LIPI)
Date of Publication: August 2, 2021
Suaahara was an integrated nutrition project (2011-2016) that worked in 41 underserved districts in Nepal to improve the health and well-being of the Nepali people by focusing on the nutritional status of women and children under the age of two years. CCP partnered with Save the Children; Helen Keller International; Jhpiego; Nepali Technical Assistance Group; Nepal Water for Health; and the Nutrition Promotion and Consultancy Service.
Suaahara means good nutrition, or “a good balanced diet is the strong foundation protecting our lives.” As part of the implementing team, CCP supported strategic social and behavior change communication initiatives that build on this message and model behavior change to lead to improved maternal, infant and child nutrition.
In close coordination with Nepal government, the team created Bhanchhin Aama (Mother knows best), which served as the basis for a campaign for mass and community media. Bhanchhin Aama is a trusted, knowledgeable friendly mother-in-law character who models and promotes positive behavior change.
Project products included:
Source: Johns Hopkins Center for Communication Programs
Date of Publication: June 29, 2021
GO VIRAL! is a 5-minute game that helps protect the public against COVID-19 misinformation.
The players learn about some of the most common strategies used to spread false and misleading information about the virus. Understanding these tricks allows the public to resist them the next time they come across them online.
Source: Social Decision Making Lab, University of Cambridge
Date of Publication: May 3, 2021
This interactive exercise helps youth estimate the expenses needed to support a family and realize how a larger number of children has an impact in the financial burden for the family. Young men participating in this exercise usually express the desire of a smaller number of children after having performed the exercise.
Source: Population Services International
Date of Publication: February 22, 2021
Climate Action Superheroes aim to educate and engage children on how to help limit global warming and take care of the environment. Each of the missions has downloadable content including activities to be done by the child with the help of an adult.
The game and campaign are aimed at mobilizing children under 12 to recycle and to save water and energy. The rainbow of quirky superheroes is armed with advice on the steps youngsters can take towards meaningful action for themselves, and their families.
They include the Energy Expert, Recycle Ranger, Green Guide and Water Wizard, who will engage children, and parents, in fun missions on topics such as reducing single-use plastic, saving energy and conserving water.
Source: United Nations
Date of Publication: November 11, 2020
Uganda has a high fertility rate and a declining mortality rate, resulting in rapid population growth. This has led to a dependent population that is not conducive to economic production, savings, investment, or development.
With funding from the Hewlett Foundation and in partnership with ideas42, IntraHealth International conducted a preliminary behavioral study in the RHITES-E-supported districts of Serere, Kibuku, and Kapchorwa to identify the behavioral barriers to contraception that postpartum women and their male partners face. The study found that:
One of the interventions they designed to address these behavioral barriers was called Together We Decide, an interactive game specifically for men, since they can be either enablers or inhibiters of contraceptive use. The game teaches men ways to keep their families healthy and how to discuss health topics with their partners.
During the game, the players are prompted to think about the realities of having children with “cost” playing cards that require them to pay for things like school fees and medical bills. With these costs in mind, the men discuss ways they can ensure they have money for all of their children, such as spacing childbirths and keeping mothers and babies healthy.
The game ends with households dividing their wealth per child. The household with the most wealth per child wins. The teams then discuss what they learned from the game and what they will share with their partners.
Source: VITAL
Date of Publication: June 15, 2020
This is a Risk assessment card game from the Saath- Saath Project.
Risk assessment is conducted to help an individual realize his/her high risk of contracting HIV and STIs without blaming the individual. This game helps to provide female sex workers with insight into their HIV/STI-related risk behaviors and to help them realize and personalize their risk for HIV/STI transmission, then to make a risk reduction plan.
Source: FHI360
Date of Publication: March 25, 2019