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Preventing substance abuse and relationship violence: Proof-of-concept evaluation of a social, multi-user, tablet-based game

Increasing evidence suggests that using technology and Internet-based methods in prevention programming can be an efficacious delivery practice. This literature implies that applying digital technologies to prevention may provide a unique opportunity to carry out interventions with reliability and i...

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Bibliographic Details
Published in:Children and youth services review 2015-06, Vol.53, p.201-210
Main Authors: Elias-Lambert, Nada, Boyas, Javier F., Black, Beverly M., Schoech, Richard J.
Format: Article
Language:English
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Summary:Increasing evidence suggests that using technology and Internet-based methods in prevention programming can be an efficacious delivery practice. This literature implies that applying digital technologies to prevention may provide a unique opportunity to carry out interventions with reliability and in a manner that is more appealing and suitable to youth. This exploratory study reports on a proof-of-concept evaluation of Choices & Consequences, a substance abuse and relationship violence prevention program that integrates digital technologies and devices with game-based behavior change techniques. Six focus groups (N=44) were conducted with youth living in a Southwestern city. Results suggest that youth preferred various aspects of this prevention game to traditional methods. They especially liked that the game was engaging and that they were able to learn in both formal and informal environments, that is interacting with each other and a facilitator or playing the game on their own. Results also found that youth learned many lessons while playing the game and they believe the game may help prevent substance abuse and relationship violence among the target population of early adolescents. Thus, this research suggests that prevention programs for youth that combine interactive methods, mobile technology, social networking, and competitive gaming could be a strong alternative to traditional delivery methods. •Youth prefer this method of delivery compared to traditional didactic approaches.•The group decision making process allowed for discussion of real-life situations.•Youth believed that C&C's target age of 13 years old appears appropriate.
ISSN:0190-7409
1873-7765
DOI:10.1016/j.childyouth.2015.04.007