A Serious Game as a Strategy for Health Promotion in Combating Drug Misuse
Keywords:
Health Promotion, Games, Experimental, Drug-Seeking BehaviorAbstract
Aims: Many different approaches have been applied to mitigate the problem of drug abuse by young people and adolescents; all of them are based on the negative effects of its consumption. But what we have noticed is that this type of strategy is far from assertiveness among teenagers. So the strategy reported here investigates adolescent behavior and young school age in order to identify the need for intervention to curb not only the possible use, but also to identify the understanding of the harmful effects of consumption of various types of drugs. Materials and methods: We used the qualitative method of assessing the questionnaire with children and adolescents using the game, thereby assess communicability together with a method for promoting the quantitative analysis presented in this paper. Results: The information collected by the game cooperates to the improvement of traditional approaches to enforcement and combating drug abuse. Conclusion: The method of using digital games has closer involvement of children and adolescents and helps traditional approaches to increase the effectiveness of health promotion at schools.
References
Pratta EMM, Santos MD, et al. O processo saúde-doença e a dependência química: interfaces e evolução. Psicologia: Teoria e pesquisa. 2009;25(2):203–211.
Pasdiora MA, Brei VA. A formação do hábito de consumo infantil: uma análise crítica da Teoria do Consumo de Status aplicada às classes sociais altas e baixas no Brasil. Organizações e sociedade Salvador Vol 21, n 68 (jan/mar 2014), p 33-58. 2014.
Silveira RED, Santos ADS, Pereira GDA. Consumo de álcool, tabaco e outras drogas entre adolescentes do ensino fundamental de um município brasileiro. Revista de Enfermagem Referência. 2014;(2):51–60.
Hornik R, Jacobsohn L. The best laid plans: disappointments of the National Youth Anti-Drug Media Campaign. LDI issue brief. 2007;14(2):1–4.
Veronese JRP, Silva RL. O acesso à cultura, informação e entretenimento e as medidas de prevenção previstas no estatuto da criança e do adolescente. Sequência: Estudos Jurídicos e Políticos. 2009 jul;30(59):299–326.
Adade M, Monteiro S. Educação sobre drogas: uma proposta orientada pela redução de danos. Revista de Educação e Pesquisa. 2013;10(2):1–16.
Song H, Kim J, Kwon RJ, Jung Y. Anti-smoking educational game using avatars as visualized possible selves. Computers in Human Behavior. 2013;29(5):2029–2036.
Klisch Y, Miller LM, Epstein J. The impact of a science education game on student learning and perception of inhalants as body pollutants. Journal of science education and technology. 2012;21(2):295–303.
Alves GSL, Araujo RB. A utilização dos jogos cooperativos no tratamento de dependentes de crack internados em uma unidade de desintoxicação. Rev bras med esporte. 2012;18(2):77–80.
Lanyi CS. Developing Serious Games for 12-16 Year Old Students; Proceedings of Informing Science & IT Education Conference (InSITE). 2011.
Verduin ML, LaRowe SD, Myrick H, Cannon-Bowers J, Bowers C. Computer simulation games as an adjunct for treatment in male veterans with alcohol use disorder. Journal of substance abuse treatment. 2013;44(3):316–322.
Miller L, Moreno J, Willcockson I, Smith D, Mayes J. An online, interactive approach to teaching neuroscience to adolescents. CBE-Life Sciences Education. 2006;5(2):137–143.
Wiederhold BK, Riva G, Wiederhold MD. How can virtual reality interventions help reduce prescription opioid drug misuse? Cyberpsychology, Behavior, and Social Networking. 2014;17(6):331–332.
Boendermaker WJ, Prins PJ, Wiers RW. Cognitive Bias Modification for adolescents with substance use problems – Can serious games help? Journal of behavior therapy and experimental psychiatry. 2015;49:13–20.