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Possibility,
Powered by Play

Our digital innovations are research-driven, user-tested, interactive, gamified, immersive solutions, with embedded data analytics and precision messaging to influence behaviors for social good. 

Our Platforms

HDI develops innovative products and services across four key platforms. Game of Choice, Not Chance™ platform offers decision-making role-play games that increase a player’s agency to make difficult life choices in safe, simulated environments. Mini Games provide engaging knowledge enhancement and research games for effective learning. The Predictive Analytics platform leverages AI and machine learning for advanced segmentation and targeting solutions. Finally, Research Apps & Bots streamline and enhance research processes, delivering valuable behavioral insights and program evaluation efficiently and precisely. These platforms highlight HDI’s commitment to excellence and innovation in the digital landscape.

Our Products & Offerings

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Apps, Games & Virtual Influencers for Youth

Adolescent Reproductive Health, Education & Career, Financial Literacy, Mental Health, Online Safety

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Apps & Bots for Research

Game-based simulations, WhatsApp Chat Bots, Predictive Analytics Platforms 

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Apps & Games for Policy Makers 

Interactive Data Dashboards, Scenario-based Decision-making Games on Health, Nutrition, One Health and Climate Policies

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What's Ahead: Apps & Games for Women, Home- & Clinic-Based Caregivers


Health, Nutrition, Financial Literacy & Inclusion, Climate Resilience. Elderly Care, Chronic Disease Care, Special-needs Childcare; Nurse Training, Frontline Health Workers Training & Tools

Recently Released

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Go Nisha Go™
Mobile Game 

Go Nisha Go™ (GNG) delivers a research-validated, simulated decision-making experience to improve the lives of disadvantaged Indian girls. This free digital game on Google Play for low-end Android phones is designed for Indian girls aged 15-19 to experience the outcomes of their choices. AI-driven messaging encourages them to 'try again' for better results, while embedded resources connect them to products and services. Empowered girls can negotiate with parents/partners, complete their education, pursue careers, and realize their full potential.

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Super Nisha
Impact Arcade Game

Super Nisha is embedded in Go Nisha Go multiple times throughout the game with short true and false questions to serve as a knowledge check of previous episodes. It helps the players track their performance and serves as an in-game post-test evaluation tool, this allows for assessing learning impact.

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KikiKuka
Web portal platform  

Introducing an all-in-one interactive web portal dedicated to comprehensive adolescent reproductive health education. Designed with the needs of young individuals in mind, this exciting platform offers a one-stop-shop bursting with engaging content and exciting discoveries on essential reproductive health knowledge. Additionally, it provides linkage to a range of health products and services tailored to meet the unique needs of young individuals, all conveniently available in one place.
 

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& More...

View our work and discover 25+ years of product innovations, unveiling learning and technology solutions. 

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Go Bro
Mobile Game 

Decision-making role-playing game for boys fosters allyship with girls, offering them a safe environment to practice important conversations about relationships and sex, providing opportunities to explore various scenarios and cope with challenges such as rejection and embarrassment, some of the factors that lead to gender based violence. 

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Contra Crush
Impact Arcade Game

Contra Crush is embedded in Go Bro, a game for adolescent boys, and is being adapted in other games. Modeling a common game framework, Contra Crush tests players' ability to recognize and match various contraceptives in a match-three puzzle game.  

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“Fever game” for malaria treatment and care

Designed for USAID program planners in 24 priority countries, participants play as Adama, a Sub-Saharan African woman with a child under 5 with a fever. Players observe her receiving advice from neighbors at the village water collection point. This advice ranges from "doing nothing" to seeking care from a traditional healer to seeking facility-based provider care. This game enables players to walk in the shoes of Adama and understanding who and what factors influence her decision making to seek care for Malaria treatment during the critical recommended 48 hours. It enables USAID program planners to prioritize social and behavioural factors in program design. 

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Girls Hostel
Mobile Game 

Decision-making role-playing game for girls in Nepal to help them confidently navigate life’s toughest decisions while chasing their biggest dream. Girls Hostel empowers young individuals to discover, explore, learn, and play their way toward becoming empowered choice-makers. Players face real-life challenges like balancing budding romance, battling societal norms, and negotiating parental pressures—such as delaying early marriage. They gain direct access to vital SRH information about their health and well-being as they make decisions in the game.

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Ekta
Virtual Influencer Campaign

With a mission to empower young individuals, Ekta debuts as an inspiring virtual influencer in Nepal who addresses the real-world needs of adolescents. Leveraging the power of social media, she aims to foster awareness and positive change by offering adolescents a constant and unbiased virtual mentor to guide them through the intricacies of growing up with confidence and reliable support. Join her on her musical journey as she navigates societal norms, shares stories, and encourages others to pursue their dreams.

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Loop Trail Quest
Tablet Simulation

Loop Trail Quest is a simulation of the interaction between humans, wildlife, and ecosystems and the behaviors by humans that can trigger vector and water-borne diseases. This One Health game shows the self-inflicted harm of seemingly ‘benign’ behaviors that can put in motion diseases in humans. We leveraged simulation to visualize the "unseen" such as mosquitoes breeding in standing water from discarded trash to demonstrate this causal loop to influence conservation attitudes and behaviours. 

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Game of Choice, Not Chance,  empowers youth through gaming.

Solutions, not constrained

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High tech

  • Mobile digital games

  • Digital role-play simulations

  • Virtual influencer campaigns

  • AI-enabled bots

  • Machine learning predictive analytics and precision messaging 
     

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Low-tech

  • Web-based ‘portals’ with access to helplines and other existing resources

  • Tablet-based ‘animatic’ simulations

  • ‘Point and click’ desktop training games

  • IVR Services
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No-tech

  • Board games

  • Card games

  • Dice games

  • Interactive comic books (choose different ending)




     

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