Proceedings of the 14th International Conference on Interaction Design and Children 2015
DOI: 10.1145/2771839.2771895
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Game based learning tool seeking peer support for empowering adolescent girls in rural Assam

Abstract: Adolescent girls especially in rural parts of India are shrouded in myth, superstition and various restrictions since the time they attain menarche. These misconceptions and ignorance lead to severe health consequences. In this paper we describe evaluation of a digital game -'Help Pinky' designed to bridge information gaps and alleviate taboos related to menstruation and puberty in adolescent girls in rural Assam. 'Help Pinky' dwells on the paradigm of game based learning and seeks support of peers for achievi… Show more

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Cited by 29 publications
(17 citation statements)
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“…The Menstruation Machine -a wearable metal device that simulates menstruation -provides another example of critical design that provokes thought, raises awareness and makes a political statement about the need to normalize a marginalized experience [10]. Furthermore, other studies have also explored the use of scenario-based games for addressing taboo topics at a community level [47]. Whilst this provides broader opportunities for HCI to challenge a culture of silence and spark initial engagement with abortion rights advocacy, our findings also suggest that designers can do more to translate initial interest into more long-term, meaningful engagement.…”
Section: Challenging Stigma Through Designmentioning
confidence: 99%
“…The Menstruation Machine -a wearable metal device that simulates menstruation -provides another example of critical design that provokes thought, raises awareness and makes a political statement about the need to normalize a marginalized experience [10]. Furthermore, other studies have also explored the use of scenario-based games for addressing taboo topics at a community level [47]. Whilst this provides broader opportunities for HCI to challenge a culture of silence and spark initial engagement with abortion rights advocacy, our findings also suggest that designers can do more to translate initial interest into more long-term, meaningful engagement.…”
Section: Challenging Stigma Through Designmentioning
confidence: 99%
“…One design in the space is Labella, underwear with a visual marker and an app designed to help women explore their vaginal and pelvic region with a goal of breaking social taboos and promoting exploration and self-understanding [ 2 ]. Another is Help Pinky, a digital game aimed to bridge knowledge about menstruation and puberty in a rural Indian community with limited support and knowledge [ 18 ]. Work by Stawarz et al is most closely related to menstrual cycle tracking [ 38 ].…”
Section: Introductionmentioning
confidence: 99%
“…Increased perception of socio-cultural constraints is significantly associated with increased risk of missing school and leaving early--two serious impediments to young women's educations. Socio-cultural interventions should target the broader community, including male students, families, and educators, to be most effective [7,23,32,39,65]. Previous research has explored using drama skits [23] and games [65] to combat social stigmas associated with puberty and menstruation within communities.…”
Section: Resultsmentioning
confidence: 99%