How Does Work Feature in Literature on Youth Participation in Violence? (IDS Working Paper 485 2017)
This paper explores the evidence available on the role of work in youth participation in violence, through a study of recent research and evidence in this field.
The evidence review considers the role of 'work' broadly, seeking to go beyond restricted definitions of waged and formal sector employment or underemployment. It considers the role of formal and informal work, different forms of work, and the various potential roles – both positive and negative – that work may play in youth participation in violence. The study will also employ a broad definition of 'violence' – considering youth participation in organised, mass-mobilised conflicts; 'radicalised' or 'extremist' violent groups; less formal, criminal violence; and, where relevant, interpersonal violence.
The deliberately broad definition of violence facilitates a focused analysis of the evidence and research surrounding the role of work in youth engagement in all forms of violence that constitute a disengagement from a peaceful social order, recognising the interlinkages between multiple and varied outward manifestations of violence (for example, criminal, economic, political and interpersonal violence).
The review contains a section on the role of social norms.
Filed Under: Peace & Social Cohesion, Publications Tagged With: Employment, Informal Sector, Social Norms, Youth
The New Global Citizen: Harnessing Youth Leadership to Reshape Civil Society (Rhize report 2016)
This report explores how the global development sector has not kept pace with the changing ways youth seek to create social change, creating a disconnect between formal civil society and the majority of youth leaders.
Without understanding this new model of global citizenship—what the report calls "participatory citizenship," Rhize argues that international development institutions will continue to miss the innovative, networked energy of youth leaders who are motivated, and activated but who need better support to achieve collective global impact. This report analyzes these gaps, opportunities and outlines a path forward through a new "Collective Civic Participation Framework".
Filed Under: Participatory Approaches, Publications, Social Change Communication Tagged With: Civic Participation, civil society, Global Citizenship, Social Change, Youth
Young Arab Voices: Moving Youth Policy from Debate into Action (Chatham House-The Royal Institute of International Affairs paper 2016)
This paper considers why despite European and US funders increasing their provision of youth-focused programming in the Middle East and North Africa (MENA) since the popular uprisings of 2011, the majority of those in the 18–25 age range have largely disengaged from formal political participation
Filed Under: Publications, Social Media Communication Tagged With: civic engagement, MENA, Youth
The use of new ICTs to support HIV and sexual health, targeting youth and adolescents – case studies and report (C4D Network 2015)
This report, commissioned by UNICEF, aims to highlight the use, potential and impact of ICTs in sexual and reproductive health and HIV interventions targeting adolescents and young people. It highlights the lessons learnt from 11 case studies from across Africa, and illustrates the role of innovation in the use of ICT for HIV prevention. The report serves as a useful learning guide for future design and implementation of future programming on HIV and sexual health among adolescents.
Click here for the full report: C4D Network – REPORT & CASE STUDIES on ICT for HIV Prevention 28.11.15
Filed Under: Behaviour Change Communication, Case Studies, Ethiopia, Health, HIV/AIDS and SRH, Information Communication Technologies for Development (ICT4D), Interpersonal Communication, Kenya, Network Showcase, Nigeria, Publications, Social Change Communication, Social Media Communication, Tanzania, Zimbabwe Tagged With: Mobile, SMS, Youth, Youth Health
Pamoja Mtaani [Together in the Hood] video game (Warner Bros Entertainment, US President's Emergency Plan for AIDS Relief (PEPFAR), Virtual Heroes, G-Pange and HIV Free Generation, Kenya 2008-2011)
Background: During the duration of the project Kenya's national HIV/AIDS strategy considered youth aged between 15 and 24 "most-at-risk" of contracting HIV, particularly young women had an HIV prevalence of 6.1% – four times higher than their male counterparts. Studies showed that, although knowledge of HIV/AIDS among youth was high, many young people continued to engage in risky behaviours, such as multiple sexual partners and inconsistent condom use.
Developed by Virtual Heroes for Warner Bros Entertainment in partnership with the United States (US) President's Emergency Plan for AIDS Relief (PEPFAR), Pamoja Mtaani video game was launched in December 2008 in four centres around Nairobi. The goal of the project was to reach young people aged 15-19 years old with HIV behaviour-change messages through the use of a fun and innovative video game.
What did the programme involve? The game was designed for young people between 15 and 19 and focused on five key HIV prevention behaviours: delaying first sexual intercourse, abstinence, avoiding multiple partners, correct and consistent condom use, and uptake of voluntary counselling and testing (VCT).
Players assumed the identity of one of five characters – a 22-year-old female musician, an 18-year-old male footballer, a 19-year-old male "techie", a 21-year-old tout, and a 23-year-old female medical student – as the matatu (commuter bus) they are riding in is carjacked and the passengers are robbed. Played by one, or up to five players, characters set off on a mission to retrieve their stolen items. As a player goes through the four levels of the game they find themselves in situations where their decision-making will either put them at risk of contracting HIV or help to prevent it. The game was a combination of behaviour change messaging and more traditional gaming elements such as assignments and side games. Sheng (a mix of English and Swahili used in urban areas) was chosen as the language for the characters and the game's soundtrack was provided by local hip-hop groups.
Girls were encouraged to play through the use of 'girl only' time at the gaming centres.
In addition to the game, health services, including STI treatment, peer education sessions, recreational activities, HIV testing and counselling (HTC) and other services were offered to youth on the sites where the games were played or through referral. Large-scale community mobilisation drew young people to the sites. CDs containing the video game trailers and music from local artists, The Making of Pamoja Mtaani documentary, t-shirts and other related materials were developed and distributed to raise awareness about HIV and draw youth to the game and available services.
Why this approach? Use of technology generally across urban Kenya was very high and video games appealed to young people in particular so opportunities to attract and retain their interest could be maximised.
Results observed: Pamoja Mtaani video game succeeded in drawing in and retaining young people. For example, one of the sites attracted over 4,000 young people who played the game from December 2009 to March 2011. While across two different sites an additional 3,472 youth played from May 2010 to March 2011. The game was very popular and well known in Kenya and received high visibility in different TV and radio shows across the continent.
On measuring behaviour change, it was found exposure to the video game increased the intention of male players to initiate secondary abstinence, utilize services (STI treatment and VCT) and reduce sex with older partners. Young men also showed increased self-efficacy for condom use while young women's exposure to the video game increased their intention to delay first sexual intercourse, self-efficacy for reducing concurrent sexual partners and for correct and consistent condom use.
Lessons learnt: The use of video games can be a key instrument in attracting and retaining young people. However, there is a need to conduct further research and focus on how video games can be used as vehicles for assessment as well as intervention – using education on a variety of topics such as wider sexual reproductive health which is relevant to young people.
Video games tend to attract young men more so than young women with the assumption and stereotypes that gaming is for boys. However, in order to reach out to all young people with video games, it's advisable that young women are engaged in the design process to incorporate some social components that male players may not appreciate or relate to. It is worth noting that young women may tend to prefer narrative games compared to the competitive scenarios which can often by preferred by young men.
(Source: C4D Network member Nicola Harford)
Filed Under: Behaviour Change Communication, Case Studies, Health, HIV/AIDS and SRH, Information Communication Technologies for Development (ICT4D), Kenya Tagged With: Community mobilisation, Video Games, Youth