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 intervention 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 conditions, that the number of correct answers about substance consumption consequences, 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.
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Notes
- 1.
Alcohol, Cannabis, Ecstasy and Methamphetamines, Hallucinogenic Substances, Ketamine, GHB-GBL, Popper and other Solvents, Cocaine, Heroin, Friendship & Sexuality-Mix.
- 2.
Desired Effects, Not Desirable Acute Psycho Effects, Not Desirable Long-Term Psycho Effects, Not Desirable Physical/Medical Effects, Legal Issues, Historical-Political-Geographical Issues, Curiosities-Myths and Legends, Woman Specificities & Pregnancy, Driving, Sex & Sexually Transmitted Diseases, Other Indirect Risks, Violence-Bullies-Micro Interethnic Conflicts, First Aid and Precautions.
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Acknowledgments
The European Commission, via the Nightlife, Empowerment and Well-being Implementation (NEW-IP, n. 29299) project, supported this work. The authors would also like to thank Leonardo Montecchi, the Rimini Municipality, Giuseppe di Pino (Municipality of Venice) and S.E.R.T in Faenza for their support. The funding body did not affect the authors’ decisions about the study design, collection, analysis and interpretation of data, the writing of the report, or the decision to submit the article for publication.
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Gamberini, L. et al. (2016). A Gamified Solution to Brief Interventions for Nightlife Well-Being. In: Meschtscherjakov, A., De Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds) Persuasive Technology. PERSUASIVE 2016. Lecture Notes in Computer Science(), vol 9638. Springer, Cham. https://doi.org/10.1007/978-3-319-31510-2_20
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