This paper addresses a specific type of intervention for health and wellbeing, i.e., brief interventions during nightlife events, aimed at improving partygoers’ awareness of the risks related to the consumption of psychoactive substances. It is argued that a gamified modality would help overcome some limiting contextual constraints while preserving the seriousness of the inter- vention purpose. To support this last point, the paper describes two studies (N = 227, N = 81 respectively). The first study was conducted in the field; it was found that after a game session, users’ self-reported awareness of nightlife risks increased significantly from pre-session scores. In addition, users evaluated the intervention as credible in terms of its accuracy, novelty, and contextual appropriateness. The second study showed, under controlled laboratory condi- tions, that the number of correct answers about substance consumption conse- quences, substance characteristics, and risk prevention choices improved after the game session. Together, these studies suggest that using gamification as an attractor would not compromise the serious goals of this intervention modality.

A gamified solution to brief interventions for nightlife well-being

GAMBERINI, LUCIANO;SPAGNOLLI, ANNA;NUCCI, MASSIMO;DE GIULI, GIOVANNI;VILLA, CHIARA;PRIVITERA, ALESSANDRO GIUSEPPE;ZAMBONI, LUCA;
2016

Abstract

This paper addresses a specific type of intervention for health and wellbeing, i.e., brief interventions during nightlife events, aimed at improving partygoers’ awareness of the risks related to the consumption of psychoactive substances. It is argued that a gamified modality would help overcome some limiting contextual constraints while preserving the seriousness of the inter- vention purpose. To support this last point, the paper describes two studies (N = 227, N = 81 respectively). The first study was conducted in the field; it was found that after a game session, users’ self-reported awareness of nightlife risks increased significantly from pre-session scores. In addition, users evaluated the intervention as credible in terms of its accuracy, novelty, and contextual appropriateness. The second study showed, under controlled laboratory condi- tions, that the number of correct answers about substance consumption conse- quences, substance characteristics, and risk prevention choices improved after the game session. Together, these studies suggest that using gamification as an attractor would not compromise the serious goals of this intervention modality.
2016
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
9783319315096
9783319315096
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3215771
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