Abraham Olufunmilola, Thakur Tanvee, Brown Randall
Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States.
Department of Family Medicine and Community Health, School of Medicine and Public Health, University of Wisconsin-Madison, Madison, WI, United States.
JMIR Serious Games. 2020 Jul 3;8(3):e18207. doi: 10.2196/18207.
Adolescents in North America are severely affected by the opioid crisis, yet there are limited educational resources for educating teens about prescription opioid safety and misuse. Empirical literature lacks evidence regarding teen education about prescription opioid safety through serious games and lacks conceptual models and frameworks to guide the process of game development for this purpose.
This study aims to conceptualize and design a serious game prototype to teach teens about prescription opioid safety and propose a conceptual framework for developing a serious game to educate youth about safe and responsible use of prescription opioids.
The initial steps of the project comprised of the formulation of an integrated conceptual framework that included factors from health behavior models and game development models. This was followed by the formal process of serious game development, which resulted in a game prototype. The assessment of the game prototype was done through group discussions, individual interviews, and questionnaires with adolescents following gameplay. Field notes were used to keep track of the responses from the group discussions. Content and thematic analyses were used to analyze field notes and responses to the open-ended questionnaire, which were then used to refine the game prototype.
A total of 10 playtests with over 319 adolescents and emerging young adults (AYAs) in community settings such as middle schools, high schools, and colleges were conducted by the project team between March and June 2019. The AYAs provided feedback on the initial game prototype using questionnaires administered through Qualtrics or in-person on paper. Preliminary feedback suggested that the teens found the game objectives, outcomes, and design appealing. Overall, the game was perceived as realistic, and learning outcomes seemed achievable. Suggestions for improvement included the need for additional direction on gameplay, clearer instructions, concise dialog, and reduced technical problems in the gameplay.
We propose a conceptual framework for developing a serious game prototype to educate youth about prescription opioid safety. The project used a theory-driven conceptual framework for the development of a serious game targeting the prevention of adolescent opioid misuse and garnered preliminary feedback on the game to improve the quality of gameplay and the prototype. Feedback through informal assessments in community settings suggests that the youth and their families are interested in a game-based approach to learn about prescription opioid safety in homes and schools. The next steps include modifications to the game prototype based on feedback from the community, integration of learning analytics to track the in-game behaviors of players, and formal testing of the final prototype.
北美青少年深受阿片类药物危机的影响,但用于教育青少年了解处方阿片类药物安全性及滥用问题的教育资源有限。实证文献缺乏关于通过严肃游戏对青少年进行处方阿片类药物安全教育的证据,也缺乏指导为此目的进行游戏开发过程的概念模型和框架。
本研究旨在构思并设计一款严肃游戏原型,用以教导青少年处方阿片类药物的安全性,并提出一个概念框架,用于开发一款严肃游戏,以教育青少年安全、负责任地使用处方阿片类药物。
该项目的初始步骤包括制定一个综合概念框架,其中纳入了健康行为模型和游戏开发模型的因素。随后是严肃游戏开发的正式流程,最终形成了一个游戏原型。游戏原型的评估通过小组讨论、个人访谈以及在游戏后对青少年进行问卷调查来完成。实地记录用于跟踪小组讨论的反馈。内容分析和主题分析用于分析实地记录及对开放式问卷的回答,进而用于完善游戏原型。
2019年3月至6月期间,项目团队在中学、高中和大学等社区环境中,对319名以上的青少年及新兴青年成年人(AYA)进行了总计10次游戏测试。AYA通过Qualtrics在线问卷或纸质问卷当面填写的方式,对初始游戏原型提供反馈。初步反馈表明,青少年认为游戏目标、结果和设计颇具吸引力。总体而言,游戏被认为很逼真,学习成果似乎可以实现。改进建议包括需要在游戏玩法上提供更多指导、更清晰的说明、简洁的对话以及减少游戏中的技术问题。
我们提出了一个用于开发严肃游戏原型的概念框架,以教育青少年处方阿片类药物的安全性。该项目使用了一个理论驱动的概念框架来开发一款旨在预防青少年阿片类药物滥用的严肃游戏,并收集了关于该游戏的初步反馈,以提高游戏玩法和原型的质量。通过社区环境中的非正式评估获得的反馈表明,青少年及其家庭对在家中和学校采用基于游戏的方法来了解处方阿片类药物安全性很感兴趣。接下来的步骤包括根据社区反馈对游戏原型进行修改、整合学习分析以跟踪玩家在游戏中的行为,以及对最终原型进行正式测试。