=Paper= {{Paper |id=Vol-2883/paper6 |storemode=property |title=Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia. |pdfUrl=https://ceur-ws.org/Vol-2883/paper6.pdf |volume=Vol-2883 |authors=Agnessa Spanellis,Paula Andrea Zapata-Ramirez,Polina Golovátina-Mora,Anna Borzenkova,Jose Mauricio Hernandez-Sarmiento |dblpUrl=https://dblp.org/rec/conf/gamifin/SpanellisRGBH21 }} ==Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia.== https://ceur-ws.org/Vol-2883/paper6.pdf
Agnessa Spanellisa, Paula A. Zapata- Ramírezb, Polina Golovátina-Morab, Anna Borzenkovaa
and José M. Hernández-Sarmientob
a
    Heriot-Watt University, Mary Burton bl, Edinburgh, EH14 4AS, UK
b
    Universidad Pontificia Bolivariana, Circular 1 # 70-1, Cede Central, Medellín, 050031, Colombia




                      Effective communication with local communities is a critical factor in containing an
                  outbreak. H
                  particularly in indigenous communities that traditionally rely on ancestral knowledge. This
                  paper presents an investigation into developing a shared understanding of COVID-19 in
                  indigenous communities of Choco, Colombia, that could help them develop effective mitigating
                  practices, while being respectful of their believes. Unstructured interviews and observations
                  were used to explore how indigenous communities perceive and respond to COVID-19. Based
                  on these, a communicative strategy was developed using participatory design and gamification
                  approach, that aimed at bridging their beliefs and traditional ancestral medicine with the official
                  medical recommendations for prevention of the virus transmission.
                      The findings revealed that the intervention became a trigger for mindful discussion within
                  indigenous communities about the preventive measures from the virus, while gamification
                  elements acted as an enabler of such discussion and created more trusting attitude towards the
                  recommendations. Based on the initial findings, we discuss challenges of conducting
                  indigenous research, including the role of trust between researchers and the communities,
                  gamification as an enabler of shared knowing of a problem matter, and the importance of
                  flexible participatory research methods whereby indigenous people are treated not as mere
                  researched, but as full participants of the study.


                  Gamification, Communicative strategy, COVID-19, Indigenous communities, Narrative,
                  Infodemic, Choco


                                                                                             during the most recent and still ongoing
                                                                                             COVID-19 pandemic. It can lead to the spread
                                                                                             of misinformation [2] and the phenomenon
   Communication with local communities is
                                                                                             called infodemic, defined as over-abundance of
crucial during an outbreak or a pandemic in an
                                                                                             information, some accurate and some not
effort to control the spread of a virus [1]. Failure
                                                                                             making it hard to find trustworthy sources and
to do so (effectively) was particularly evident

5th International GamiFIN Conference 2021 (GamiFIN 2021),
April 7-10, 2021, Finland
EMAIL:          a.spanellis@hw.ac.uk       (A.       Spanellis);
paula.zapataramirez@upb.edu.co         (P.     Zapata-Ramirez);
polina.golovatina@upb.edu.co         (P.     Golovátina-Mora);
g.borzenkova@hw.ac.uk               (A.           Borzenkova);
josem.hernandez@upb.edu.co (J. Hernández-Sarmiento )
ORCID: 0000-0001-7379-3775 (A. Spanellis); 0000-0001-8461-
6328 (P. Zapata-Ramirez); 0000-0002-7686-9699 (P. Golovátina-
Mora); 0000-0001-5576-0275 (A. Borzenkova); (J. Hernández-
Sarmiento )
                2021 Copyright for this paper by its authors. Use permitted under Creative
              Commons License Attribution 4.0 International (CC BY 4.0).
              CEUR Workshop Proceedings (CEUR-WS.org)
reliable guidance when needed [3], [4], or
create an information vacuum, if the                  [8], whereby indigenous peoples are the ones
communities cannot understand or do not trust         researched and used to advance selected
the information provided [5]. In such instances,      research objectives [9]. In response to the
the communities create their own interpretation       dominating paradigm and attempts to
of the new situation and develop coping               decolonize indigenous research, indigenous
strategies.                                           research methodologies emerged combining
    This paper presents the first results of the      research practices that give indigenous
research project conducted in the Choco region        communities a voice [7] and project indigenous
of Colombia. The aim of the project was to            epistemologies [8].
conduct a seroprevalence survey in the region             Indigenous research methodologies are
to estimate the spread of the virus in the            participatory, flexible and respectful of the
indigenous territories and to design a                language, culture and worldview of the
communicative strategy that includes the World        indigenous communities [10], [11], striving to
Health Organization (WHO) recommendations             develop shared ways of knowing and bridge
of the preventive measures during the                 two worlds [7]. When engaging with
pandemic, which would be respectful of                indigenous communities, researchers have to be
traditional beliefs of the indigenous peoples.        accountable to the communities, and thus
We used gamification techniques to engage the         research methods cannot be reigned supreme by
communities in the discussion of the                  the Western notion of the scientific method.
recommendations, while being respectful of            These considerations shaped our choices of
their traditional beliefs, and to facilitate          methods for data collection, design of the
acceptance of and trust in the provided               intervention and data analysis.
recommendations. We then combined these
insights with the results of the seroprevalence
survey to observe the differences in perceptions
and behaviors of the infected and other
community members. The preliminary results                The Choco region in Colombia is located in
showed that the use of Easter Eggs technique          the remote areas on the Pacific coast and has an
                                                      approximate population of 65,000, living in
combined with the visual representation of the
                                                      about 120 native territories and speaking six
imaginary world engaged all groups within the
communities and made them more trusting of            different languages (Table 1). The indigenous
the       recommendations.       When        the      settlements live inland between the coast and
communication was combined with the results           the Andes with almost no road infrastructure.
of the tests, the community members were more         The main means of transportation is the canoe.
inclined to follow the recommendations, e.g.          They do not have access to digital
self-isolation.                                       communication technology, have low levels of
    In the next section we discuss the research       literacy and are partially surrounded by
context and design, followed by the                   criminal gangs (paramilitary, guerrillas and
development of the communicative strategy.            drug cartels). All these factors make access to
Then the paper presents preliminary results,          the national healthcare system problematic.
followed by the discussion of gamification as         Thus, when the pandemic started, there was
an effective technique for communication and          almost no engagement and support provided
                                                      from the healthcare and government officials.
the challenges of conducting research in
indigenous communities.                                   The lack of engagement meant the
                                                      communities were left on their own to face the
                                                      unknown. Together with the national lockdown
                                                      this also led to the intensification of criminal
                                                      activities [12]. The above description of the
   Indigenous communities have traditionally          context outlines the challenges of conducting
been subject to colonization and imperial             research in remote indigenous communities. At
practices, and marginalization by Eurocentric         the same time, they dignify the importance of
values [6]. This created a sense of distrust to the   and the need for such engagement.
dominant culture and its histories [7]. Such
mindset implicitly favors conventional research
    To align with the principles of the chosen            The initial findings were analyzed using
research methodology and maintain trusting            thematic analysis [18] and provided the basis
relations with the indigenous communities, the        for communicative materials. The materials
research team chose unstructured interviews for       were designed in the form of a poster, which
data collection. The field investigator is a          met the constraints of the local environment, i.e.
medical expert and has had a continuous               a low-tech solution for the communities with
research program in the region over the past 10       limited     access     to       information     and
years, and therefore has already gained their         communication technologies. Local artists and
trust. According to the researcher, unstructured      translators were involved in all stages of the
interviews in the form of discussion are the          design to ensure participatory approach of the
most acceptable form of engagement for these          poster development.
communities. The field material was captured              We considered gamification to be an
in field notes and through subsequent                 appropriate approach, because playing is
interviews of the field investigator by the rest of   essential to any human culture [19], including
the research team, as the indigenous                  indigenous peoples, who have been using
communities did not want to be recorded.              games to share their knowledge and traditions
    The research team was interested in               [20]. With the rise of video games, these games
understanding the emergent behavior [13]              gave rise to the movement of indigenous game
during the pandemic and the indigenous                design and development [21], which among
knowledge that the communities were using to          other are used for learning [22] and as a source
build resilience against the current vulnerability    of self-exploration [20]. We considered a poster
[14]. This includes exploring how they perceive       to be a suitable medium of representation due
current risk [15], what coping strategies,            to the local constraints, i.e. lack of access to the
experimental       practices    and    associated     digital communication technology.
responses they have developed so far [14], how            Then the posters were delivered to the
they assign trust to information [16], and            communities and placed in the communal areas,
historic memories they have of similar                and their effectiveness as well as the results of
emergencies, e.g. epidemics and outbreaks of          the project were evaluated using unstructured
other viruses present in the region [17].             interviews and observations. Other methods,
    The initial interviews were conducted in the      such as surveys, were not considered as they
town of Quibdó, one of the two regional               created a risk of losing fragile trust of the
centers, where the field investigator had             communities to the lead investigator. From
discussions with the leaders of indigenous            previous experience, even recording interviews
communities, who came there to trade with             and group discussions posed a problem.
each other and procure additional supplies for
their communities. Adult men and women from
six communities participated in this study.
Details of the interviewed population are
presented in Table 1. The interviews were                 The development of the communicative
complemented with observation notes and               strategy followed a cycle of three phases. In the
photographic materials. For instance, the field       first phase, we analyzed the perception of the
investigator saw a mural in a community center,       pandemic and identified the insights that were
and took photos of it that provided ideas for the     critical to being incorporated in the design. This
                                                      phase was followed by the design of the poster
aesthetics of the communication materials.
                                                      and incorporation of the gamification elements
                                                      in it. The initial designs were then tested with
                                                      the communities and their recommendations
                                                      were incorporated in the design. This cycle
       Indigenous           N of         Share of
       people         Interviewees    population      formed the basis for several iterations.
     Embera Chami             74          12 %
      Embera Katio            51           8%
     Embera Dobida           395          66 %
       Wounann                25           4%
       Kuna Tule              19           3%
         Others               64           7%            Although some of the interviewees
                                                      expressed fear of the uncertainty that came with
                                                      the pandemic, many questioned why so much
attention and resources are dedicated to this        and bathing with gliricidia (mata raton). They
disease, noting that we do not have a cure for it,   have also developed ritual ceremonies to
while other diseases spread in the region are        protect from the virus, whereby the spiritual
more dangerous and can be treated. This remark       leaders spit on those participating.
showed that indigenous communities distrust
the system rather than modern medicine.
    So far there has been little engagement from
the government healthcare authorities with the
indigenous communities, e.g. medics came
once to test some communities, but never                 The design process started with analyzing
shared the results of the tests. This added to the   the official WHO recommendations that should
a                                                    be included or omitted from the posters, and
                        . At the time of the first   which would be respectful of the traditional
interviews, there have been no confirmed             knowledge and beliefs of the communities that
deaths      from    COVID-19         within    the   were identified during the background research.
communities. The only two confirmed deaths           Then the team selected an overall theme for the
were local leaders who went to the local             poster and made nuanced design choices that
hospital. Their bodies were not returned to the      also incorporated some of the gamification
communities, and this is considered for them         principles. Finally, the team incorporated
worse than death, as they could not organize a       additional gamification elements to further
proper burial ceremony. This incident further        strengthen the persuasive design of the poster.
undermined trust in the recommendations on
how to protect the communities from the                  To counteract the perception about the man-
pandemic. For instance, the communities              made origins of the virus, the researchers
refused to wear masks.                               included a message about animal origins;
    However, this distrust was not projected on      however, the message also emphasized that it
the field investigator who has been engaged          came from animals that were kept in captivity
with the community for over 10 years. During         and treated with disrespect. This way, the
the initial interviews, the field investigator       message was not confronting the indigenous
discussed the official recommendations, in                                                        and
particular the importance of self-isolating at the   resonating with the appreciation of the nature.
community level. As a result, the community              Then the team included the message
leaders stopped travelling to the towns,             explaining why the virus is so dangerous (long
including Quibdó, and so the team had to adjust      incubation period), and why social distancing
the background research process.                     (of 2 meters) might help to reduce the spread.
    The communities were quite observant of          However, the recommendation was made for
any changes and were able to trace the spread        social distancing at a community level, because
of the disease to an individual who brought it to    maintaining social distancing within small and
the village. They observed that the virus affects    dense communities might not be feasible.
elderly more. They do not believe that it                The team included the message about
originated from the animals, because they            washing hands, but not wearing masks or going
would have known about it, as they live among        to the hospital for those in critical conditions.
animals. They concluded that it was a man-           These messages were omitted partially because
made virus designed to eradicate indigenous          the communities were particularly negative
knowledge and wisdom held by the elders.             about these recommendations, and therefore the
They emphasized that everyone is affected            research team faced the risk of undermining
                                 yed the balance     trust in all the other recommendations. In any
between nature and men, and criticized               case, local health centres are ill-equipped to
capitalism as it disregards many forms of life.      provide help to critically ill patients.
    They have developed their own ways of            Furthermore, the communities live in open and
protecting themselves. Local spiritual leaders       very well ventilated huts with no walls, which
Jaibanas and herbal healers Hierbateros              reduces the risk of airborne transmission and
believe that the virus will not stick to bitter      the need for masks [23].
blood. Thus, they recommended drinking                   The team included a message explaining the
herbal tea with lemon, ginger, and elderflower       symptoms and recommending to self-isolate at
home for those who exhibit the symptoms.             considered different approaches, e.g. comic-
Finally, the team recommended to drink herbal        based storytelling [24] or completing mini-
drinks to bridge indigenous traditions with          quests for readers to solve [25]. Eventually, the
modern medicine, but emphasised the use of           team created a metaphoric                   [26],
personal plates and cups, explaining that the        [27] that mimicked the real world, and yet
virus might be transmitted through the saliva.       represented its idealistic version with beautiful
                                                     environment and in bright colors. Although the
    After several discussions and design
iterations, the team decided to use an               environment, it was considered appropriate in
indigenous village as an overall theme of the        this study as the graphic representation of the
poster.                                          a   world served the same purpose.
valley                                                   This world depicted how traditional houses
by a mountain range. The messages associated         look like, although the photographic evidence
with the origins of the virus and its impact on      showed that some families deviate from this
the world were placed in that spot. All the other    structure. Men and women were dressed up in
recommendations were placed in different parts       traditional clothes, wearing colorful bead
of the village. Different elements of the village    (chaquira) necklaces, embroidered pieces
resembled that of real villages, e.g. the shape of   (molas of the Kuna Tule culture), and covering
the huts, people and their clothes, or various       their bodies with traditional ornaments made
objects, such as dishes and stairs. Clothes were     with genip (jagua) and achiote (Bixa Orellana)
adjusted for different indigenous groups.            plants, while attending to their everyday chores.
    With regards to the specific elements,           However, indigenous people wear these
several design choices were made to further          attributes mainly during festivals and spiritual
reinforce the                                        ceremonies, although some elements are also
the two worlds. In the outside world, the            used in day-to-day practices and this is reflected
animals linked to the origins of the virus were      in the choice of ornaments. Such an amplified
depicted in cages to further emphasize the           virtual world provided an environment for them
disrespectful treatment of nature and the            to celebrate their identity [26].
unbalance between people and nature. In order            Within this world, the recommendations and
to show that the whole world is affected, the        other relevant information were narrated
team depicted people of different races and age      through mini-storytelling [28], [29]. It was used
groups. People depicted in the village were          to contextualize impersonal recommendations
adults, but not elderly. This choice was made to     [30] and further strengthen the link with the
de-emphasize the perception that the virus           identity of indigenous communities. Thus, the
mainly targets the elderly.                          verbal messages were informative rather than
    Different everyday life attributes were          affirmative in nature, engaging the participants
depicted faithful to the real environment. For       in a dialogue with the poster.
instance, when recommending washing hands,               The mini-stories were narrated by an avatar
the poster shows a plastic water tank rather than    that impersonated a community leader. The
a tap, since most of the villages do not have        status of the avatar was visualised through
plumbing, and people bring water in plastic          circular body tattoo patterns, which are only
containers from the nearest river.                   used by spiritual leaders [31]. This element
    Finally, the team used a distinctive icon        aimed to further the impression that the
throughout the poster to symbolise the virus.        recommendations came from within, rather

                                                     the avatar engaged with each of them
the chest). Thus, the team reinforced the            individually [32].
message about the nature of the disease.                Additionally, the team hid the animals
                                                     inhabiting Choco region in different parts of the
                                                     poster close to the most important messages
   From the beginning, the research team was
                                                     concerning mitigating recommendations, and
planning to use gamification techniques as a
medium for narrating the recommendations and         community members were invited to find all of
                                                     them. For instance, a hummingbird was flying
helping the community to develop a shared
understanding of the new emergency. The team         near a flower on the hair of the lady with a water
                                                     tank, drawing attention to the message about
washing hands. This technique resembles
puzzles in hidden object games, a typical

books, and is also sometimes referred to Easter
Eggs technique as a form of variable rewards            The poster was printed in 140x100 cm size
[33]. This technique allowed us to draw             and the field researchers completed several
attention to specific recommendations and           field trips to deliver them to different
engage them in exploration of the poster [34].      communities and continue conducting
Figure 1 shows the final design of the poster.      seroprevalence survey. At the time of writing
                                                    this paper, the team still had several trips
                                                    planned to visit the remaining villages and
                                                    continue monitoring changes in behavior of the
                                                    indigenous communities.
                                                        The poster was placed in community areas
                                                    where people normally gather to discuss
                                                    community matters. Figure 2 shows the poster
                                                    displayed in a common area of one of the
                                                    communities. The researchers would place the
                                                    poster in the morning and explain to the
                                                    community what the main recommendations
                                                    were, then they would conduct tests and attend
                                                    to other medical matters, and finally they would
                                                    informally interview different members about
                                                    their impressions of the posters. They would
                                                    then complement these reports with their own
                                                    observations and photos of people interacting
   Throughout the design phase, individual          with the poster.
visual artworks and and prototypes of the poster
were continuously shared with the local artists
and community leaders to ask for their feedback
and suggestions. For instance, the first sketches
of houses and stairs were modelled based on the
photos from the field trips, but the community
leaders and the local artists noted that they did
not look traditional enough, so they were
changed to more traditional looking huts. This
change improved the visual aesthetics of the
poster significantly.
   Among other changes, the community
leaders commented that the first versions of the
women on the poster were too skinny and light
in complexion, which might have reflected the
implicit perception of our western standards of
beauty. They also commented on the colours of
the clothes and representation of body tattoos.
   The     community        leaders    suggested
numbering all the messages, as it made it easier
for them to follow. Furthermore, there were
suggestions of moving different parts of the
message to improve clarity of the poster, and
comments on some attributes, and the clothes
and appearance of indigenous men.
                                                        From the first impression, the communities
   When the design was finalized, the poster
                                                    liked the virtual world, because they could
was translated into six language (Spanish and
                                                    identify with it and recognize themselves with
five indigenous languages) by local teachers.
                                                    it. They liked the bright colors of the poster that
were more representative of their local and          mothers asked if the team could share A4
domestic life attributes and artefacts, e.g.         printouts with them to take home, so that they
female skirts (parunas), tableware (totumos) or      can use it as an education material to teach their
colorful clothes in the huts, than standardized      kids their language in writing, as there almost
              oking infographics. In one village,    no materials available. In another village,
they were amazed by how accurate the                 people did not recognize their own language at
representation of the people on the poster was,      first, because they are used to receiving written
reflecting their own identity. Men liked women       materials in Spanish, but once they learnt about
characters in particular and found them very         it, they became more attentive.
beautiful.                                                The impact of the findings is two-fold. First,
    Kids were the first to engage with animals       it provides a basis for discussing whether and
and were spending a long time in front of the        how gamification can be used in indigenous
poster together trying to find different animals.    research. Second, the findings are illustrative of
After some time, adults would join them and          the challenges of conducting indigenous
engage with them in the discussion of what was       research that might inform future similar
written on the poster. Thus, the Ester Eggs          studies. Furthermore, they challenge the
technique served as a tool to indirectly engage      prevailing perception of what constitutes a
adults through the initial excitement of kids,       rigorous research and call for a more nuanced
whereby both groups paid greater attention to        attention to a study context.
the     recommendation        through     mutual
engagement.
    The researchers did not observe the same
attention being paid to the avatar, although on
one of the photos a community leader points
distinctively on the avatar, when explaining to          The pandemic is an emergency event that
the community what was written on the poster.        disrupted lives of indigenous peoples [13]. In
In contrast, a black man with grey hair wearing      this study, gamification was used to develop a
a white shirt representing part of the rest of the   common understanding of the disease, the
world attracted a lot of attention. They             pandemic, its effects and mitigating practices.
perceived him as a man of importance and             Although the developed poster did not convince
asked who he was. It is important to note that       the communities of the official view of the
indigenous peoples do not distinguish between        origins of the virus, as we have not found
different races; instead, they divide the world      evidence that they stopped believing that the
into indigenous population and the rest of the       virus is man-made, the intervention became a
people                                               catalyst of the discussion about the preventive
    Regarding the changes in behavior, in some       measures. Some of these measures (e.g.
villages the researchers observed that at the        washing hands) might help to protect the
beginning teenagers behaved carelessly, but          communities against other disease beyond the
once they learnt that their test results were        pandemic.
positive, they started self-isolating, following         We have observed that the virtual world was
the recommendations on the poster. In other          the first aspect of the poster that attracted and
villages, such behavior was observed among           engaged the users. Virtual worlds are an
older people. In some villages, people even          essential component of a game, creating a
started wearing masks. This might indicate that      fantasy, which however resembles elements of
although they had been aware of the WHO              the real world [35]. Virtual worlds enable an
recommendations, they have become more               immersion with the gamified environment [26],
perceptive to them. However, a longitudinal          but this only happens if they identify with the
study would need to be conducted to estimate         world at a level sufficient to consider
whether the implemented intervention brought         themselves representative and a good fit in the
about long-term behavioral changes, e.g. if          world. This might partially explain why
people started washing hands more regularly.         standardized infographics with pandemic
    In many villages, people showed                  recommendations, which the indigenous
appreciation of the messages written in their        communities have seen before, did not persuade
own indigenous language, which made them             them to listen to the recommendations. This
more attentive to the poster. In one village,        also points in the direction of identity and the
important of this concept, which the research        problem area and co-development of the
team initially attempted to project through the      response. This is particularly visible in how the
avatar.                                              discussions during unstructured interviews
   The initial observations showed that the          unfolded. The indigenous leaders were
avatar representing a spiritual leader went          questioning the questions of the field researcher
unnoticed. However, the communities were             and challenging the status quo, the very essence
drawn to all the indigenous characters               of the problem area, i.e. why this virus is
presented on the poster, because the                 considered more important than other disease
communities could identify with the characters.      that claim lives of hundreds of thousands of
Personal avatars are often used to represent         people every year. When such dynamic occurs,
oneself [32] and become the means of co-             an investigator cannot remain a mere observer,
                                [36]. Although       as their biases are entwined in their personal
                                                     understanding and experiences, as well as
                                                     mutual experiences of both parties, and which
liking, some community members were                  provide the basis for interpretation of the
stunned by how realistic and look-alike they         empirical materials [39]. Thus, traditional
were, and many showed appreciation for               notions of methodological rigor is difficult to
manifesting their own identity in the poster.        apply in such context.
These findings highlight the importance of               One of the key success criteria of this project
identity, and we suggest that its role should be     was the trust that indigenous communities
explored further in gamification research.           developed with the field researcher, ensuring
    Additionally, Easter Eggs technique proved       that the communities would engage with the
to be particularly effective in engaging the kids    research team. Trust is a social construct that is
in the poster. Easter Eggs technique is much         highly fragile [40]. An investigator has to
less frequently discussed in the literature [34]     respect the boundaries of what is considered
than more commonly used elements, such as            acceptable by the community. If the
points, badges and leaderboards [37]. In this        investigator were to attempt conducting a
study, we have observed that it is not just a form   survey to ensure rigorous evaluation of the
of reward that an individual receives for            impact of the intervention, the trust would have
exploring an environment. For the communities        been undermined. Alternatively, the impact
it provided a sustained engagement, whereby          could have been evaluated by means of
the adults were drawn to the poster by their         longitudinal observations, traditionally used in
kids, after all the animals were found. In these     ethnographic studies, particularly in indigenous
moments of meaningful engagement, they               research [7]. However, this approach is not
became more attentive to the poster, while           feasible in times of a pandemic, especially
explaining to the kids what the poster said, and     when the participants are located in remote and
thus more perceptive to the recommendations          difficult to access areas such as a rainforest.
provided. Therefore, the hidden animals              These considerations further question the
became a catalyst of a new social practice.          uncompromising nature of definition of
                                                     methodological rigor and its applicability in
                                                     different contexts.



    This study is representative of the dilemma
of methodological rigor and relevance in                 This paper presents the results of the study
gamification research [38], whereby the design       of developing a gamified communicative
of the study can satisfy the requirements of         strategy for mitigating the impact of the
internal and external validity, and at the same      pandemic in indigenous communities of the
time stay relevant to the non-academic users. In     Choco region, Colombia. The present study
line with the indigenous research methodology        goes beyond communication with indigenous
and supported by our observations, engagement        communities and its findings expand our
with indigenous people requires highly               understanding of the community-based and
participative    approach,     involving     co-     needs-centered communication strategies
construction of mutual understanding of the          overall. The positive impact of gamification
complemented and amplified the role of care         [7] K. C. Snow et al.
and sincere interest in the needs of the                                                     Action
communities in question. That altogether                   Res., vol. 14, no. 4, pp. 357 375, 2016,
contributed to overcoming centuries long                   doi: 10.1177/1476750315622542.
distrust and barriers or gaps in apprehension       [8]
and perception of the communities constructed            Research       Methodologies:        Critical
by it, which in its own right made the                   Reflections by an Indigenous
communicative strategies more successful.                Qual. Inq., vol. 25, no. 1, pp. 45 56, 2019,
Both direct and indirect participation of the            doi: 10.1177/1077800418787545.
communities at different stages of the design       [9] M. Kovach, Indigenous methodologies:
process, the                                             Characteristics,     conversations,      and
                        , and their inclusion in         contexts. Toronto: University of Toronto
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Asociación OREWA de Cabildos                  the
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