In recent years, digital technology has demonstrated a significant potential for delivering public health and health interventions remotely in low and middle-income countries. In particular novel technology, such as serious mobile games (games that have a “serious” aim, such as improving knowledge or changing behavior in addition to entertainment) has promising evidence to support efficacy in those settings. These interventions span across maternal and neonatal health, mental health, communicable and non-communicable diseases, clinical decision support tools, surveillance and public health communication.
However, there are a number of challenges to address for effective development, design and implementation, such as the role of equity and sustainability in shaping the boundaries of citizen health participation and practice in LMIC regions. For example, citizen science or crowd-sourced approaches are often digitally-based and thus can exclude groups who may not have access to the technology. There is a need for considering a range of participatory and narrative methods within this context, for example, that can account for lived experience and local traditional knowledge, and other means of empowerment. Innovations in participation, combined with novel digital technologies, e.g. in the use of serious games, may provide opportunities for diverse communities to more effectively overcome barriers in the adoption and delivery of public health interventions.
In this Research Topic, we welcome research articles that explore the following sub-themes:
1. Novel technology of digital clinical or public health interventions and serious mobile games to enable public health and clinical outcomes;
2. Digital technologies that can provide low cost innovations for low and middle income settings.
In recent years, digital technology has demonstrated a significant potential for delivering public health and health interventions remotely in low and middle-income countries. In particular novel technology, such as serious mobile games (games that have a “serious” aim, such as improving knowledge or changing behavior in addition to entertainment) has promising evidence to support efficacy in those settings. These interventions span across maternal and neonatal health, mental health, communicable and non-communicable diseases, clinical decision support tools, surveillance and public health communication.
However, there are a number of challenges to address for effective development, design and implementation, such as the role of equity and sustainability in shaping the boundaries of citizen health participation and practice in LMIC regions. For example, citizen science or crowd-sourced approaches are often digitally-based and thus can exclude groups who may not have access to the technology. There is a need for considering a range of participatory and narrative methods within this context, for example, that can account for lived experience and local traditional knowledge, and other means of empowerment. Innovations in participation, combined with novel digital technologies, e.g. in the use of serious games, may provide opportunities for diverse communities to more effectively overcome barriers in the adoption and delivery of public health interventions.
In this Research Topic, we welcome research articles that explore the following sub-themes:
1. Novel technology of digital clinical or public health interventions and serious mobile games to enable public health and clinical outcomes;
2. Digital technologies that can provide low cost innovations for low and middle income settings.