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. 2025 Aug 25;13:e67519. doi: 10.2196/67519

Table 2. Summary of phase I and phase II results.

Parameter Phase I (June 2021 to July 2022) Phase II (July 2022 to May 2023)
Participants enrolled, n 163 44
Participants contributing location data, n 162 42
Average number of location points/participant, median (IQR) 67,398 ( 29,771‐168961) 47,510 (12,252‐172,613)
Range of location points/participant 389‐670,384 53‐950,597
Percentage of location points per week (out of 336 half-hour intervals), mean (SD) 28.3 (15.6) 29.0 (26.6)
Introduction of AHRIa connector (reverse billing app) Implemented midway Implemented at the start of the phase
Phone replacements 77 phones replaced due to technical issues 2 participants’ phones were incompatible, with 4 reporting broken/lost phones
Gamification (Wheel of Fortune) impact N/Ab Increased probability of receiving location data by 77.6% if the participant played the game, versus 27.5% if they did not play and associated with +15.7% more data received in a per day compared to not playing (P=.007)
Challenges faced Aging hardware, data bundle exhaustion, app termination Some phone compatibility issues, but fewer technical problems overall
Engagement strategy Relied on troubleshooting and participant support Gamification introduced to enhance engagement and data collection
a

AHRI: Africa Health Research Institute.

b

not applicable.