A serious game to support the drug misuse prevention for teenagers students

The lack of success of advertising campaigns on drug use is attributed to the use of inappropriate language at a young audience. It is believe that an approach based on digital games can achieve greater success because they offer the attractive environment. This article aims to demonstrate the use of a Digital Game developed for the prevention of drug use, with a language and approach for a younger people. The chosen methodology was qualitative descriptive through questionnaires administered to two groups in a school community totaling 69 subjects. The objective of the research was to ascertain how communication is the story and how the information on the preventive methods of drug use are effective for a particular young people. The method consists of making data collection by conducting a quantitative research through applied surveys inserted in the game context, without the user noticing that is reporting an analysis. Then a qualitative research by which aimed to answer the question on the validity of information and our attachment by young students. The results present a picture of effectiveness in the use of digital games approach to preventing drug use by young students. In general, these students have a hard time deciding on the possible ways that the game rules have. This suggests that a certain set of user group tends to use drugs are more likely than other groups. In addition, this information was very important to focus on prevention of drug use in school. It concludes by compiling the data that the communicability of the game reached greater success in fixing the concept of harm that drug use can cause, and through the game was possible to detect the meaning of illicit drugs in the middle-school context.

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