| Literature DB >> 32455346 |
Morgan Vigil-Hayes1, Ann Futterman Collier1, Giovanni Castillo1, Davona Blackhorse1, Nikole Awbery1, John-Paul Abrahim1.
Abstract
Communities in Indian Country experience severe behavioral health inequities [11, 12]. Based on recent research investigating scalable behavioral health interventions and therapeutic best practices for Native American (NA) communities, we propose ARORA, a social and emotional learning intervention delivered over a networked mobile game that uses geosocial gaming mechanisms enhanced with augmented reality technology. Focusing on the Navajo community, we take a community-based participatory research approach to include NA psychologists, community health workers, and educators as co-designers of the intervention activities and gaming mechanisms. Critical questions involve operation of the application across low-infrastructure landscapes as well scalability of design practices to be inclusive of the many diverse NA cultural communities in Indian Country.Entities:
Keywords: Indigenous; behavioral health; cultural design; gamification; mHealth; rural computing
Year: 2019 PMID: 32455346 PMCID: PMC7244226 DOI: 10.1145/3290607.3312790
Source DB: PubMed Journal: Ext Abstr Hum Factors Computing Syst