Try on choices, experience choice-outcomes, and ‘try again,’ all in a low-risk environment
Explore accurate Sexual and Reproductive Health (SRH) information and self-care resources that is often considered taboo in a space that is confidential
Have vital resources delivered directly into the palm of their hands and outside the health system
Get supportive nudges toward positive choices and self-care from in-game mentor characters and links
“Choices are the power that can lead us to the places we want to go.”
“The game talks about career, confidence-building, periods and products to use. It’s really helpful for girls.”
“Nisha is a brave girl because she had the courage to make her own choices. In fact, [in the game] it was not Nisha, but me who was making the choices!”
“I believe the Go Nisha Go game has helped me in becoming more focused on my education and career. Like Nisha, I am also very aspirational and driven to achieve what I have wanted to. The game gives me hope.”
“I will make my brother play this game so he treats girls well.”
“My newly-married friends talk about not knowing enough about contraceptives. This game is very useful in that sense.”
In the Go Nisha Go™ game and digital platform, four interrelated, non-linear pathways create an experience that engages, empowers, and educates game users.
In the Discover pathway, the Proteus Effect theorizes that experiencing outcomes of choices made for an avatar, resembling the players themselves, promotes emulation of avatar behavior, and consequently, real-life agency.
The decision-making pathway is rooted in social learning and motivation theory of role modelling, which ‘nudges’ the players to make informed choices about their health, relationships, and to demonstrate confidence.
In the play pathway, game-based learning theory is applied to engage, challenge, and entertain the player.
The act pathway integrates behavioral economics, psychology, and marketing to enable the players’ direct access to information, products, and services within the game, through strategic partnerships with the private sector.
This approach of using multiple, and multi-disciplinary, pathways to change, is of particular
interest for impact measurement of innovations, especially digital products that do not easily
conform with traditional behavior change models or standard co-design approaches.
There are benefits of using cumulative and iterative inputs to integrate user feedback while formulating the pathway to study impact - not just limiting it to the design and development process, but continuously collecting data to modify and improve outcomes.
Game of Choice, Not Chance™ (GOC) is a USAID-funded initiative led by Howard Delafield International and implemented through partnerships with India-based partners: Metamersive, Vihara Innovation Network, Girl Effect, Restless Development, Population Council Consulting, Mullen Lowe Lintas Group, Infinity Internet and in the US: Cycle Technologies and NAM ER Technology. The GOC consortium experts include game developers and designers, social science researchers and public health technical experts, data scientists, behavioral change specialists, as well as marketing and communication professionals.
Howard Delafield International (HDI) is a behavioral insights consultancy driving innovation to positively impact lives. HDI partners with organizations in the public, private, and social sectors to creatively solve problems. Their work over 25 years focuses on social, health, and environmental challenges to serve vulnerable and underserved populations globally. HDI does this by combining theories from behavioral and social sciences with game-based learning, data science, social marketing, emerging mobile technologies, and market-based approaches.
Dr. Aparajita Gogoi
Dipa Nag Chowdury
Dr. Vandita Gupta
Shireen Jejeebhoy, PhD
John Tifft, Atty, LLB
Sharon Stash, PhD
Shomu Banerjee, PhD
From India, Nepal and beyond, we’re opening up a world of possibilities through gameplay.
We are in the early stages of scaling and adapting Go Nisha Go in Nepal, under the USAID Adolescent Reproductive Health (ARH) Activity, led by CARE.
We’re using the Game of Choice, Not Chance™ model to craft a new game with and for boys and young men in India that is complementary to Go Nisha Go. The new gaming innovation led by Howard Delafield International will promote allyship, support aspirations and generate demand amongst boys for adolescent sexual and reproductive health products, information and services.
To support the scale up and sustainability of Go Nisha Go game, we are building on existing methodology, Direct-to-Consumer (D2C) infrastructure, and youth-friendly content and storylines.