scholarly journals A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation

10.2196/11151 ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. e11151
Author(s):  
Darlinton Barbosa Feres Carvalho ◽  
Daniel Bueno Domingueti ◽  
Sandro Martins De Almeida Santos ◽  
Diego Roberto Colombo Dias

Background Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. Objective This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of alcohol abuse. Methods A serious game was developed to instill the consequences of alcohol abuse into the player through experimentation in the game. In the game, the consequences of alcohol use are demonstrated by increasing the game speed that gives an illusion of fun but also leads to a premature death. The evaluation employed an assessment based on the Alcohol Use Disorders Identification Test (AUDIT) and the Game Experience Questionnaire (GEQ). The participants belonged to the university student’s house. Results The game development process has been presented, including its mechanics and gameplay. The game has the style of action and adventure games in which the player controls an indigenous avatar that can deflect or attack opponents coming his or her way. The game evaluation comprised an assessment based on 23 participants, aged 20 to 29 years. According to the AUDIT assessment, 18 participants reported having a low or nonexistent degree of alcohol dependence and 5 declared average dependence. Regarding their habit of playing games on smartphones, 9 participants declared they have this habit of playing (habitual players), and among the 14 that did not have this habit of playing (nonhabitual players), 3 participants declared not having a smartphone at all. The GEQ core assessment showed a higher positive affect among the participants with a habit of playing games, scoring 2.80 (habitual players) on a scale of 4.0 versus 1.61 (nonhabitual players), and higher tension as an opposite relationship of 0.81 (nonhabitual players) versus 0.37 (habitual players). The overall GEQ evaluation showed that the game presents a more positive than negative affect on all users, besides showing the other desirable characteristics of serious games. Conclusions We present a new way of dealing with the issue of alcohol abuse through a game designed for smartphones. It promotes an overall positive user experience, having a greater impact on users accustomed to games. The proposed approach has its niche, though it is still a minority in the evaluated population. Further research should explore new game features, such as new styles, to make the game more attractive to a wider audience, in addition to performing an in-depth study on the effects of playing it.

2018 ◽  
Author(s):  
Darlinton Barbosa Feres Carvalho ◽  
Daniel Bueno Domingueti ◽  
Sandro Martins De Almeida Santos ◽  
Diego Roberto Colombo Dias

BACKGROUND Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. OBJECTIVE This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of alcohol abuse. METHODS A serious game was developed to instill the consequences of alcohol abuse into the player through experimentation in the game. In the game, the consequences of alcohol use are demonstrated by increasing the game speed that gives an illusion of fun but also leads to a premature death. The evaluation employed an assessment based on the Alcohol Use Disorders Identification Test (AUDIT) and the Game Experience Questionnaire (GEQ). The participants belonged to the university student’s house. RESULTS The game development process has been presented, including its mechanics and gameplay. The game has the style of action and adventure games in which the player controls an indigenous avatar that can deflect or attack opponents coming his or her way. The game evaluation comprised an assessment based on 23 participants, aged 20 to 29 years. According to the AUDIT assessment, 18 participants reported having a low or nonexistent degree of alcohol dependence and 5 declared average dependence. Regarding their habit of playing games on smartphones, 9 participants declared they have this habit of playing (habitual players), and among the 14 that did not have this habit of playing (nonhabitual players), 3 participants declared not having a smartphone at all. The GEQ core assessment showed a higher positive affect among the participants with a habit of playing games, scoring 2.80 (habitual players) on a scale of 4.0 versus 1.61 (nonhabitual players), and higher tension as an opposite relationship of 0.81 (nonhabitual players) versus 0.37 (habitual players). The overall GEQ evaluation showed that the game presents a more positive than negative affect on all users, besides showing the other desirable characteristics of serious games. CONCLUSIONS We present a new way of dealing with the issue of alcohol abuse through a game designed for smartphones. It promotes an overall positive user experience, having a greater impact on users accustomed to games. The proposed approach has its niche, though it is still a minority in the evaluated population. Further research should explore new game features, such as new styles, to make the game more attractive to a wider audience, in addition to performing an in-depth study on the effects of playing it.


2014 ◽  
Vol 2 (2) ◽  
pp. 390-394 ◽  
Author(s):  
Izabela Filov ◽  
Marija Raleva ◽  
Dimitrinka Jordanova Peshevska ◽  
Dinesh Sethi ◽  
Gordana Ristevska-Dimitrоvska ◽  
...  

OBJECTIVES: The aim of the study is to determine the relationship between of the problem of alcohol abuse and child maltreatment. METHOD: The ACE study was administered by the University Clinic of Psychiatry, Department for Child and Adolescent Psychiatry. The ACE study used a representative sample of students in year four of secondary school (aged 18 and above) and first- and second-year university students. The sample consisted of 664 secondary school students (258 males and 406 females.The university student sample consisted of 613 (343 female and 270 male) students from four universities. The data were obtaining by applying ACE Study Questionnaires.RESULTS: Individuals who experience psychological abuse are more prone to develop alcoholism. One of the most serious risk factors for abuse and neglect of children was alcoholism, as a form of household dysfunction. Overall, 13.4% of students lived with someone who misused alcohol. Overall, 10.7% lived with someone who was alcoholic. The association to each ACE was highest among respondents who grew up with two alcohol-abusing parents compared with persons with no alcohol-abusing parents. The health-risk behaviours of most concern included among the others alcohol use (by 82.2% of students). Alcohol use is widespread among students and its prevalence rate is almost 28% by both sexes, and they start drinking at the age of 14–15.CONCLUSION: Among the most frequent household dysfunctions was alcohol use by a family member and about 82% of respondents had ever used alcohol.


1998 ◽  
Vol 8 (4) ◽  
pp. 227-234 ◽  
Author(s):  
Takashi Umeda ◽  
Suminori Kono ◽  
Yutaka Sakurai ◽  
Koichi Shinchi ◽  
Koji Imanishi ◽  
...  

1984 ◽  
Vol 14 (1) ◽  
pp. 31-43 ◽  
Author(s):  
Harold A. Mulford

A multivariate natural processes model for thinking about alcohol use and abuse is offered as an alternative to the traditional static-entity, single-cause way of thinking that historically generated a series of formal institutional attacks on different supposed causes of alcohol abuse, but which failed to solve the alcohol problem. The work seeks a model that better fits what is known about the alcohol problem, and one that leads to more effective informal constraints on alcohol abuse. Alcoholics are viewed as being at some stage of an alcoholic process, a rehabilitation process, a labeling process, a clinicalization process and a dissocialization process. This way of thinking challenges the traditional notion that alcoholics are all-of-a-kind entities and that there is a single cause, or even a single set of causes, that account for the drinking of all alcoholics, or that explains the drinking of the same person at different times. Rather, it directs us to consider the dynamics of the changing combinations of interacting social, psychological and physiological forces influencing a person's drinking behavior as he progresses in the several processes.


Author(s):  
Rui Zhao ◽  
Wan-Bing Shi

The graduate attributes of the University of Sydney innovatively include the enabling conceptions and the translation conceptions of attributes and ensure that they are specifically oriented, reasonably structured and comprehensively designed. These scientifically constructed graduate attributes of the University of Sydney prove strong efficiency by the university taking up a high position in QS Graduate Employability Rankings in recent years. Chinese top-level universities, in the process of building world-class universities, also face the task of revising the graduate attributes and substantially enhancing the quality of talents cultivation, and can, therefore, learn the successful experience to revise their own graduate attributes on the basis of universities’ history, vision and specialty, on the premise of a sound cognition of the connotation, levels, and relationship of graduate attributes, and by means of System Theory, Phenomenography and comparative study.


Author(s):  
Tiffany Tong ◽  
Jacqueline Urakami ◽  
Mark Chignell ◽  
Mary C. Tierney ◽  
Jacques S. Lee

We are developing whack-a-mole games for cognitive assessment. In prior research, we have shown that variants of the game assess cognitive speed and executive functioning (response inhibition), and can be used to screen for delirium in emergency departments. We have also found that whack-a-mole game performance is significantly correlated with overall Mini-Mental State Examination (MMSE) scores. In this paper, we report the results of a study that assessed the relationship of our serious game for cognitive assessment with specific components of the MMSE. We found that game performance is correlated most strongly with the orientation to time items component of MMSE and that the combination of three elements of the MMSE (attention and calculation; orientation to time; repetition) accounted for almost half of the variance in game performance in our sample.


1995 ◽  
Vol 5 (6) ◽  
pp. 478-483 ◽  
Author(s):  
Isao Todoroki ◽  
Suminori Kono ◽  
Koichi Shinchi ◽  
Satoshi Honjo ◽  
Yutaka Sakurai ◽  
...  

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