Reimagining Nutrition Education: utilise gaming to influence girls’ nutrition behaviour.

Reimagining Nutrition Education: utilise gaming to influence girls’ nutrition behaviour.

01  Situation

Originally developed in Mozambique, the Heroinas Game is a participatory tool designed to influence adolescent girls’ nutrition behaviours through gamified learning. GAIN aimed to adapt and expand the game’s reach to new contexts, tailoring it to the realities of girls in other countries with similar nutritional challenges.

02  Assignment

Proportion Global was invited to adapt and prototype new versions of the Heroinas Game for Mozambique and a scalable global version. The goal was to enhance the game’s effectiveness, cultural relevance, and scalability through a human-centered design process grounded in adolescent girls’ lived experiences.

03  Approach

Proportion deployed local teams for in-depth design research, co-creation, and iterative prototyping. Activities included diary studies, co-design workshops, journey mapping, visual ideation, and field testing in both Mozambique, Tanzania and Bangladesh. The process generated new missions, updated game narratives, and refreshed visual identities, informed by behavioural journey mapping and feedback loops with users.

04  Result

The global version called Heroes’ Journey now features representation for both genders, updated missions and visuals. GAIN is equipped with a scalable, culturally resonant tool to promote sustained nutrition behaviour change among adolescent girls across multiple geographies.

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