LIFEHACK - A Serious Game and Simulation by Mongolian Youth to Educate and Motivate Students to make Healthy Choices in Mongolia.

Citation:

Chan, T. , Costa, M. , Somani, N. , Morita, P. , & Wallace, J. R. . (2018). LIFEHACK - A Serious Game and Simulation by Mongolian Youth to Educate and Motivate Students to make Healthy Choices in Mongolia. Global Health Students and Young Professionals Summit, 2018.

Abstract:

Rationale: An Ulaanbaatar hackathon invited Mongolian youth to ideate eHealth solutions to their daily problems. One of the successful teams was LIFEHACK, a roleplay simulation game based off lived experiences of Mongolian students. Players could play one of 6 characters of different genders to learn how their decisions on 12 issues, ranging from drug use to safe sex, could impact the characters’ outcomes. Mini-games supplemented the narrative-driven game. UNICEF Mongolia recognized LIFEHACK's potential to educate Mongolian youth on healthy decision making and decided to support its commercial development and classroom integration. However, a challenge in sustaining player engagement was noted.


Purpose: To identify design choices to improve engagement of the LIFEHACK prototype for later iterative design and maintenance in its software development life cycle (SDLC).


Methods: An expert review of LIFEHACK’s preliminary design was conducted by researchers at the University of Waterloo who held applicable experience in implementing serious games for health and the SDLC through collaboration with Canadian technology startups. Video calls took place between the Mongolian and Canadian groups to understand the objectives, timelines, and resources of the LIFEHACK project. Then, a summary of proposed changes was submitted to the Mongolian group after independent discussion by the Canadian researchers.

 
Outcomes:

Canadian researchers suggested (1) simplifying the LIFEHACK prototype to one issue (drug use), one feature (narrative progression), and three characters to avoid potential delays for testing due to technical challenges; (2) removal of mini-games as a relatable narrative could also yield engagement using fewer development resources, according to self-determination theory; and (3) multiplayer options in the future could encourage play in group spaces like classrooms. The Mongolian LIFEHACK team implemented the Canadian researchers’ suggestions and focused on delivering a simplified, iterable prototype. The LIFEHACK prototype is an artifact contribution to reveal new opportunities for Mongolian youth health education.

Notes: