Abstract
With vaping becoming a bigger issue amongst youth aged 12–17 in Ontario, there is a need for more innovative teaching methods when it comes to educating youth regarding the physical and psychological effects of vaping, and on how peer pressure and marketing techniques employed by the industry can affect their choices. In collaboration with the Simcoe Muskoka District Health Unit, we have developed a point-and-click escape room style serious game for the purpose of teaching youth aged 12–17 about the risks associated with vaping and the pressure-based marketing techniques used to promote vaping. The serious game features a series of puzzles to be solved by the player in preparation for a quiz that takes place during the final level. Topics covered within the game include the physical effects of vaping on a developing body and brain; marketing tactics employed by the industry; and how media and peer influences can affect youth decision-making. It is anticipated that through its interactivity and high levels of engagement, the serious game will better educate youth about the dangers and consequences of vaping. We are currently in the process of preparing to conduct usability tests with the serious game and refine it based on the usability testing outcomes. Upon completion of the usability testing and any refinements that may follow, the aim is to deploy the serious game in school boards throughout Ontario.
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Daggett, Q., Kapralos, B., Baker-Barill, C., Burnet-Greene, T., van Zandvoort, M. (2022). Work-in-Progress: Escape the Experiment – A Serious Game for Teaching Youth About the Dangers of Vaping. In: Auer, M.E., Tsiatsos, T. (eds) New Realities, Mobile Systems and Applications. IMCL 2021. Lecture Notes in Networks and Systems, vol 411. Springer, Cham. https://doi.org/10.1007/978-3-030-96296-8_53
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DOI: https://doi.org/10.1007/978-3-030-96296-8_53
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