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>View discussions about this entry Country: India
Organization: ZMQ Software Systems
Year work began: 2005
Focus of activity: Product/procedure
YouTube Upload:
Project URL: http://www.freedomhivaids.in
Positioning in the Mosaic of solutions
What is your signature innovation in one sentence? Freedom HIV/AIDS is the largest social initiative to fight HIV/AIDS using mobile phone games and reaching to over 42 million users across the globe.
Describe your innovation. What makes your idea unique and different than others doing work in the field? Freedom HIV/AIDS is a pioneering initiative to create awareness about HIV/AIDS to under-privileged communities of the world through the mobile games.
The project is innovative in 2 ways; firstly for the methodology of presentation of highly serious information by using Games, and secondly the mode of dissemination by exploiting the reach of mobile networks. 1. Spread of HIV/AIDS and the reach of Mobile devices have taken place simultaneously. Such a wide spread disease can only be controlled a technology with a great reach to the masses. Mobile phones are the most prevalent technology tools in the hands of common people. 2. HIV/AIDS is a global problem and Freedom HIV/AIDS proposes a global solution to create awareness and disease management. 3. Freedom HIV/AIDS can not only help in controlling the epidemic but also support to manage the people living with HIV/AIDS in prolonging their lives and ensuring better health. 4. The solution is highly cost-effective. What barriers exist that are creating the problem your innovation is hoping to address/change? The major barriers are:
1. Developing for vast variety of Mobile Devices and platforms to maximize reach. 2. Making arrangements with Mobile operators to make economical downloads. 3. Understanding local content, context and sensitivities. 4. Developing content in local languages. 5. Constatly designing new games as the shelf life of a game is not very long. 6. Finding like-minded partners in the new regions. Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing. High HIV/AIDS prevalence, and low information penetration & literacy rates are the two major criteria for selection of a region for development and deployment of HIV/AIDS awareness games. Freedom HIV/AIDS teams works closely with local NGOs and knowledge organizations to develop new games and understand the social sensitivities of a region. The games and applications are designed and developed by a voluntary team of developers of ZMQ Software Systems working on the project.
The mode of disseminations is mobile networks and the games are deployed in the regions through local mobile operators and mobile content aggregators. Freedom HIV/AIDS management ensures that the games are pushed by the operators through regular viral SMSes and marketing. The management also ensures that the users are either not charged or are charged nominally for games downloads. The Operators and providers provide the management with regular updates of downloads sheets, completed games session history. How do you plan to scale your innovation? Freedom HIV/AIDS is being scaled both horizontally and vertically as well. Constantly new games and applications are being designed and more regions are added. The project has reached Africa under the Star Program covering Uganda, Kenya, Tanzania, Malawi, Mozambique and Namibia. Starting from 4 games, namely, Safety Cricket, AIDS Messenger, Babu Quiz and Red Ribbon Chase, the initiative has developed over 12 more games. Some of our most hit games have been Safety Cricket, AIDS Messenger, Babu Quiz, AIDS Safety Shoot-out and Game of Life. The initiative is in the process of rolling out new games for Latin America, South-East Asia and East Europe. The games will be developed in local languages.
The initiative is also launching a mobile-based Care Support and Treatment System (m-CST) for people living with HIV/AIDS in India and Kenya. Seeing the success of the project, the company is also developing similar social initiatives for TB, Malaria, Anti-Smoking, Drugs, Pre-natal Care, etc Provide one sentence describing your impact. Freedom HIV/AIDS has an immense global impact, and the games have reached to over 42 million users with over 10.3 million completed game sessions.
What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation? Due to lack of information in the media dark areas of Asia and Africa, there has bee huge downloads of games in these regions. There has been over 10.3 million completed games session in the span of 18 months. Over 63% of the hits have been reported from these regions. There is an increase in learning index about HIV/AIDS by 30%. We are still in the process of evaluating and monitoring the behavior change. So far in India the games are being provided for free. It is reaching directly to mobile phone users.
Mobile is the most common tool in the hands of a common man across the globe today. You can find mobiles phones with youth, mobile workers, truckers, farmers, laborers and people living in medium and small towns and villages even in the developing world.
Please list any other measures reflective of the impact of your innovation: In the initial phase of the launch of the games were designed without any evaluation system to study the impact. Leter the team has devised a new monitoring and evaluation system to study the impact of the games on communities (regions). During the game play the scores, variety of messages delivered, message weights, levels and replay history are recorded to study the impact. At present we are evaluating the first launch of Africa reach program in Kenya and have got some astonishing results.
What are the main barriers to creating your impact? 1. Problems faced with local bodies while designing sensitive messages
2. As the device standards are very different, for an effective launch, there is a need to design one game for over 20 different devices and 4 different platforms, namely Java enabled devices, Brew based CDMA devices and Flash-Lite enabled devices 3. Multiple games are designed for different gaming mind-sets and target audiences 4. Convincing the operators to provide the games at no or minimal cost for users. How is your initiative financed? The Freedom HIV/AIDS is a social initiative program of ZMQ Software Systems by under the companies CSR. It is funded by ZMQ. For the Africa Reach Program, ZMQ was supported by HIVOS- the Dutch development agency, for developing games for Kenya, Uganda, Malawi, Namibia and Mozambique. Reliance Infocomm Ltd. Also supported the initiative by providing the games for free to all its subscribers across India. The games have been deployed at R-World for almost 18 months now.
ZMQ has also received support from Johns Hopkins University/HCP and Plan International, India to develop desktop games for local interventions on HIV/AIDS awareness. Provide information on your finances and organization: annual budget, annual revenue, number of staff: Annual budget contributed by ZMQ Software Systems for the initiative is US$300,000 in cash and kind service for the project. Project was also supported bb HIVOS for a sum of Euros 35,000 for developing new games for East Africa. The initiatives also raises projects from developing entertainment and games for organizations for their targeted interventions within the scope of Freedom HIV/AIDS program. Hilmi Quraishi is head of the initiative. . The other lead team member of the initiative is Ms. Sumbul Tariq Khan, Senior Manager Social Marketing and Ms. Sabina Hassan, Senior Manager Content, Social Development Programs. The development and marketing team of ZMQ Software Systems supports the initiative on a voluntary basis. Five software programmers, two graphic designers, one gaming animation expert and two administrative officers form the core team of project. Project also hires content experts from time to time.
What is the potential demand for your innovation? The games have a huge demand today. Mobile Gaming is booming but there is a huge scarcity of quality content on public health, especially on AIDS. We have received game inquiries from as far as Togo to nations like USA. Being a pioneering project, has received huge media attention. ZMQ is a member of Global Business Coalition on HIV/AIDS for its works in combating the pandemic. ZMQ has won the Award for best CSR program in Public Health by GTZ (Germany) and TERI - http://www.teriin.org/awards
What are the main barriers to financial sustainability? The production, replenishing of new games, and marketing is an expensive affair. The funds provide good support for research and development but are not enough for promotion and marketing. The greatest challenge is to reach to a common man in remote regions of Asia and Africa with limited funds for promotion. Nevertheless, the project gets supports from operators in promoting the games, which is not always easy. Inspite high feasibility, the initiative is not looking at ROI model for 3 years.
What is the origin of this innovation? Tell us your story. ZMQ Software Systems is an innovative Gaming and Educational Technology Company based in New Delhi, India with a strong social development program. At the time of inception in 1998, ZMQ had dedicated 12% of its net profits for social development programs using its core competencies. Freedom HIV/AIDS initiative was the result of company’s understanding about the issue not only as a health calamity but also an economic crisis, which affects labor and productivity.
The concept of Freedom HIV/AIDS project was the brainchild of Hilmi Quraishi, the Chief Learning Technologist of the Company. Initially he designed 4 games were for various mindsets of people in India. The games were Safety Cricket, AIDS Messenger, Red Ribbon Chase and Babu Quiz. Right now there are over 16 games developed under the project. For more information on the initiative you can download information from www.zmq.in/ZMQ_Media1.zip Please provide a personal bio. Note this may be used in Changemakers marketing material: Hilmi Quraishi, CLTO of ZMQ, is the brain behind the initiative. He is Master of Tech. in Computer Science with specialization in Educational Technology. He is an innovator in the field of educational technology having created many solutions to entertain and educate the minds. He is also the Director of House of Learning, a social initiative wing of ZMQ, which develops solutions for semi-literates, under-privileged, physically handicapped and school children for variety of technologies.
Contact Information:
Hilmi Quraishi
Co-Founder & Chief learning Technology Officer ZMQ Software Systems (Business) Discussions about this entry
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JDBASKETBALL
Congratulations! Very cool, innovative!
I work throughout India promoting basketball thru social programs? I was recently asked to do some AIDS awareness project with the US State Dept. in Mumbai.
Possibly as a distribution source, or on separate project basis, please let me know what you think?
JD Walsh
www.jdbasketball.com
+1 917.345.9129
jdwalsh242skype.com
Thanks for your kind words. We are right now also developing many applications and Games related to Health Awareness and Health Managemnt for mobile devices. We might also enter another Cognitive Health Application of ours in the competition, which is Multi-Lingual Mobile Yoga Classroom, an ideal example of globalization of local knowledge exploiting the mobile reach. Also, as rightly pointed out, mobile is THE DEVICE for bridging the digital divide as it is a trainer free tool.
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cheap airline tickets
Hi JD Walsh,
Greetings from New Delhi! Thanks for your comments. I visited your site a see lot of synergy. Solutions like Mobile Basketball Exchange, Basket ball Mobile LEarner Kit, Messaging Basketball Games etc. I am not on skype. My Email is zmq at vsnl dot com or hilmi at zmq dot in.
Look to hear from you.
Hilmi
Dr. Hilmi Quraishi
CLTO
ZMQ Software Systems
New Delhi, INDIA
www.zmqsoft.com
Cell: +91-9810728148
Dear Hilmi Sir,
This is a great achievement after winning the best CSR Award by GTZ and Teri this year. I wish ZMQ and its team load of success in all such activities in future. Keep it up!
Roshi
Using mobile phones, rather than web-based mediums, is critical to reaching your intended audience and demographic. Kudos to you for choosing the most appropriate game medium in India.
Adam Aberman
Director of Global Digital Strategy
Youth Venture and Ashoka's Youth Initiative
Hi Adam
Thanks for your kind words. We are right now also developing many applications and Games related to Health Awareness and Health Managemnt for mobile devices. We might also enter another Cognitive Health Application of ours in the competition, which is Multi-Lingual Mobile Yoga Classroom, an ideal example of globalization of local knowledge exploiting the mobile reach. Also, as rightly pointed out, mobile is THE DEVICE for bridging the digital divide as it is a trainer free tool.
Thanks once agian!
Best Regards
Hilmi Quraishi
Hello Hilmi,
You truely deserve to win !! You have been an instrument of change for a lot of people working on HIV/AIDS here in India. Working in GTZ had provided me the oppurtunity to meet with you and we even worked along with you on the TERI GTZ Business Response to HIV/AIDS. Your attitude, humility and humbleness coupled with the drive for innovation and seeking solutions has brought you and Subhi to this plateform.
I do hope you win this too. Would truely be a statement for people around the world working on HIV/AIDS.
Thank you so much for breaking through the monotony of Behaviour Change Communication tools and IEC materials!! WOw!! You do deserve to win.
Wishing you all the best,
Scherry Siganporia
GTZ Health Sector Support,
India
scherry_siganporia@hotmail.com
Hello Hilmi,
You truely deserve to win !! You have been an instrument of change for a lot of people working on HIV/AIDS here in India. Working in GTZ had provided me the oppurtunity to meet with you and we even worked along with you on the TERI GTZ Business Response to HIV/AIDS. Your attitude, humility and humbleness coupled with the drive for innovation and seeking solutions has brought you and Subhi to this plateform.
I do hope you win this too. Would truely be a statement for people around the world working on HIV/AIDS.
thank you so much for breaking through the monotony of Behaviour Change Communication tools and IEC materials!! WOw!! You do deserve to win.
Wishing you all the best,
Scherry Siganporia
GTZ Health Sector Support,
India
scherry_siganporia@hotmail.com
Thanks for your responses, Hilmi. I do hope you're intending to include (or attach) those notable results in (or to) your entry, as I'm sure they'll be of considerable interest to the judges.
Your responses prompt a few more questions and thoughts.
In reading your descriptions of the content of these games, it appeared to me that your game was delivering messages in sort of a compact form -- eg that AIDS can come from "unsafe sex" and that one should avoid "bad friends". I wonder: does each game also have a mechanism that unpacks those terms so that one can be confident that players know what "unsafe sex" is, or how bad friends can be a risk factor?
It's interesting that you've opted to use your audio messaging to deliver functional messages about the game (eg "game over") rather than to deliver health messages. Might not the audio messages be a powerful tool by which you could reach the semi-literate with your health messages? Or did your testing reveal the semi-literate to have learned/absorbed as many of your health messages as the literate?
I wonder whether you might not find a way of adding to your entry some clear way of explaining that an indication of the number of health messages a player has received is embedded in a player's score. Also, I wonder: do you have further testing planned to indicate how many of those messages have been absorbed, or are your Kibera and Mathare results measurements for those same games? (I hit the absorption/results drum so steadily only because I've spoken to several game designers who were disappointed to learn that some of their best players had learned to "game" the game; while they'd learned how to master game play -- and, as a result, were obtaining high scores -- they'd managed to avoid learning most or all of the messages that had been delivered alongside. Interestingly, they'd found that people who were much less successful at obtaining high scores had been considerably more successful at absorbing the game's messages. I wonder: have you seen or experienced anything similar with one or some of your games?)
Finally, as the entry we've been discussing concerns games delivered by mobile phones, we wonder whether the online game for young IT workers in India (that you attached for our perusal) might not be the basis for a second entry to the competition. After all, the entry we've been discussing concerns games distributed by mobile phones; as this is distributed online and playable on desktops, it might be sufficiently different to warrant a second entry. What do you think?
I'm interested in hearing your responses.
Best,
Diane
Changemakers
Greetings and Thanks for your response, Diane. Yes we will submit some facts and results of our initiative. Here are answers to some of your queries:
1. Different games adopt different messaging methodologies. The different types of games fall in different categories. There are Adventure Games, Role Plays Games, Quizzing Games, Sports/Activity Games as part of the games designed. The role play games deploy interactive learning and messaging system, where as a game like Safety Cricket provides Multi-level messages, which are short during the game play, but are explained elaborately with Audios during level screens, Loss of Life screens and Pause Screens. This will also explain a little confusion about audio messaging. The Audio messages on safety and HIV/AIDS are supplied on still moments (screens) of the game, where no game play is happening. Quizzing applications are based on scenarios and questions from the scenarios. So the methodology is different for different games. Hope I have explains it well this time :).
2. We will also add a document /explanation about relationship between score and number of messages and learning achieved.
3. I do not know whether an organization can submit more than one entry in the completion. We have actually about 8 different ICT based gaming /Edutainment initiatives in Public Health. A few are:
1. Health Mela - An edutainment based CD-ROM for youth in Maharastra: www.zmq.in/Health_Mela.zip.
2. Mobile Yoga Classroom in English, French, Spanish, German and Russian. You can view at the web based emulator demo at: http://www.zmq.in/yoga2A.html
Best Regards
Hilmi
Hilmi Quraishi
Hi, Hilmi,
I regret the delay in responding but I was seeking clarification.
If you have a different game (topic, play, health targets) than the mobile games for which you've already submitted an entry, you might consider submitting a second entry for it. A second entry is not warranted if the only thing differentiating 2 games is the platform by which the game is delivered to players. I hope that helps. Should you have further questions, feel free to ask.
Best,
Diane
Changemakers
Hi Diane,
Thanks for your response, I will ask my content tem to prepare for submission of Mobile Yoga Classroom Application, which is an excellent example of use of globalization of local knowledge using mobile phones. The project will fit in the category of Cognitive Fitness. I hope we are able to submit before dead line.
Best Regards
Hilmi Quraishi
Hi Diane,
Greetings from India! Thanks for your response. We are doing our every bit to take the initiative to the grass-root level.
Find below answers to your queries:
1. Playing the games, people have learnt about basics of HIV/AIDS, transmission, prevention, myths and misconceptions, stigma and discrimination. After the first launch in Nairobi, we had field tests in the 2 major slums of the city, namely Kibera and Mathare. The game score of people was high, they quickly learned to play the games and were able to recollect around 60-65% of the messaging delivered during the game play. The results both in India and Africa have shown that download numbers in small towns and slums were higher in percentage than in bigger town and cities. These results were astonishing for us. We believe that in places where there is lack of other modes of entertainment, people played these games more than others.
The interest, the number of download, and retention of information was very high, this was indeed astonishing for us.
2. The games have 3 modes of messaging, Textual, Iconic messaging and Audio messages. The Audio messages are delivered on screens like Lost life, Next level, Pause Screens, Game Over ...
3. I apologies for the phrase in the press release for not being self-explanatory. Actually it meant that the score of a gamer describes about the number of messages he gets, which in turn helps in calculating his learning index. For example, a gamer who scores 200 points and moves from level 1 to level 2, gets in the process gets 20 messages on HIV prevention or basics, 10 on Myths and Misconceptions, and if he has lost 2 lives in doing so, that implies he has received 2 messages on Transmission or Stigma. Hence all scores, level history can describe actual learning delivered. A Game’s learning index is set as 1 (on a scale of 0-1, which is in total 300 different learning messages). If a Gamer gets 30 messages during game play, his learning is 0,1.
After completing 10 game sessions, a user has to answer 5 basic behavioral questions related to his learning. This provides the BC information. The calculation is a bit more complex than, I have explained, there are other factors also considered in BC calculation.
I hope :), I have explained it clearly enough.
Also, for your perusal, here is one of our latest games developed on HIV/AIDS awareness for young IT workers of India. It is a simple desktop game. You can download it from: Download the package from: www.zmq.in/HIV_game_SETUP.zip.
Thanks
Hilmi
Hilmi Quraishi
Thank you for your compelling entry, Mr. Quraishi. Your fundamental innovation seems a powerful one, and you appear to have succeeded in developing powerful partnerships with the mobile companies and funding organizations to have given you great reach.
My most pressing questions really concern results. While I appreciate your having told us that so many millions of people have downloaded your games, I'm keen to know what playing the game has taught players and how game play has altered their behavior or their thought. You refer, at some stage, as having achieved some "astonishing results" as a result of your first launch in Africa; might you share some of them? I'm particularly eager to know more about how your game has fared among the semi-literate populations in your target audience. Since your game-descriptions suggest to me that the most educative parts of your game are delivered in the form of printed text, I'm wondering how well (or how much) semi-literate audiences are able to learn from playing.
Also: in reading the literature you've included as attachments, I came across a sentence I don't understand. You say, in Press release- Mobile HIV Games africaf.pdf, that "The score of a gamer also enables to capture the learning quotient of the gamer thus helping in a behavior change". Can you please help me to understand what that means?
I look forward to hearing from you.
Best,
Diane
Changemakers