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American Heart Association

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Final ID: P3094

Digital Cardiovascular Health Promotion Among Adolescents In Nepal

Abstract Body: The burden of cardiovascular diseases (CVDs) and the risk factors in adolescents are rising in Nepal, a low-income setting. Therefore, focusing on health education related to diet and physical activity for adolescents in their formative years is urgent. A digital medium may be an efficient way to reach this technologically oriented group. We developed a digital educational game through a collaboration between researchers in health and informatics from Nepal and Sweden and piloted the game as part of the ‘Heart-Related Intervention with Digitalization Among Young Adolescents (HRIDAYA)’ study.

We found that 99% of adolescents had access to smartphones and 92% had access to the internet. The digital game was developed for android devices due to their predominance in Nepal. First, a survey was conducted among 649 adolescents to identify their digital prerequisites as well as their gaps in CVD-related knowledge, attitude, and practice. Second, the identified gaps defined the learning goals of the game, forming the foundation for an initial draft of the game concept. Third, we created a game paper prototype and tested it among 10 adolescents to explore their visual recognition and preferences. Based on the findings, we chose two levels of fidelity and tested them with 44 adolescents. We found that a higher-fidelity abstract style resulted in more positive feelings. This style was subsequently used for the final game. Fourth, the game was developed through an iterative process, which included both culturalization efforts and ensuring educational viability. Finally, the completed digital educational game ‘Happy Heart’ was played by 176 adolescents. It consisted of seven mini-games related to sugar, salt, and fat in different food items, physical activities, balanced diet, and nutrition groups. Immediate audio and video feedback kept the players motivated. Written texts in the game journal addressed knowledge gaps that could not be converted to game mechanics.

In conclusion, a digital education like Happy Heart may be helpful in increasing knowledge, attitude and practice regarding CVDs among Nepalese adolescents. The development process indicated that the digital game has the potential to reach many adolescents and that they were receptive to the game. As the game is a low-cost educational effort that can easily be scaled up, it provides a promising avenue for cardiovascular health promotion in similar low-income settings.
  • Shakya, Dayana  ( Kathmandu Medical College , Kathmandu , Nepal )
  • Bankler, Jon Victor  ( University of Skovde , Skovde , Sweden )
  • Bai, Hua  ( University of Skovde , Skovde , Sweden )
  • Wilhelmsson, Ulf  ( University of Skovde , Skovde , Sweden )
  • Ng, Nawi  ( University of Gothenburg , Gothenburg , Sweden )
  • Oli, Natalia  ( Kathmandu Medical College , Kathmandu , Nepal )
  • Vaidya, Abhinav  ( Kathmandu Medical College , Kathmandu , Nepal )
  • Krettek, Alexandra  ( University of Skovde , Skovde , Sweden )
  • Author Disclosures:
    Dayana Shakya: DO NOT have relevant financial relationships | Jon Victor Bankler: DO NOT have relevant financial relationships | Hua Bai: No Answer | Ulf Wilhelmsson: DO NOT have relevant financial relationships | Nawi Ng: No Answer | Natalia Oli: No Answer | Abhinav Vaidya: No Answer | Alexandra Krettek: No Answer
Meeting Info:
Session Info:

PS03.08 Mobile Health Technologies and Wearables

Saturday, 03/08/2025 , 05:00PM - 07:00PM

Poster Session

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