Game Changer

Game Changer

Header_gamechanger

Game Changer is an Android based game for mobile phones. The game has been designed to create awareness on reproductive & sexual health issues amongst Kenyan youth. Game-Changer is basically a role play Game wherein the player is posed with life like situations and decisions are taken on a virtual platform. It not only helps in creating awareness around the concerned issue but also captures the change in behavior that occurs over the period of playing the game.

The game follows a relationship based storyline and captures real life situations to raise the experiences & dilemmas that most of the Kenyan youth face at some point. In the Game the player will be posed with different life related scenarios and they have to take decisions through which they gain more knowledge & build their skills throughout the game. This game is not about winning or losing but about learning & building life skills. The game has been developed by ZMQ in collaboration with Jhpiego (Baltimore, USA) and Jomo Kenyatta University of Agriculture and Technology under their youth program called Bright Futures.

The game is basically developed to test the knowledge, Attitudes & practices (KAP’s) of a person in the area of reproductive & sexual health & to help them improve upon it. So, there is nothing like winning or losing but the players will get their scores at the end of each game play under different categories like- relationship preservation, knowledge etc. which will help the them to know the area they lack in & improve it by gaining more & correct knowledge about it. The game has two kinds of scoring. Firstly, it is based on KAP scores (knowledge, attitudes & practices) – This includes the scores that a user earns while answering statements & taking decisions through different paths of the game. The scoring in the game is calculated in the background during game play. There are 4 KAP (Knowledge Attitude and Practices) Scoring components and the score is presented based on these four components Riske Aversion, Relationship Preservation, Impulse Control and Knowledge. The second kind of scoring is Activity based scoring. This includes the scores that a user earns by playing Mini- games built within the game like how fast he/she is able to search a phone that is hidden randomly in different places of a room. This scoring appears as bonus points.