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Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game design framework
Journal article   Peer reviewed

Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game design framework

Joanna Nicholas, Brennen Mills, Sara Hansen, Stephen J. Bright, Joseph Scott, Imogen Ridout, Jess Watson, Heather Boyd, Luke Brook and Luke Hopper
Computers in Human Behavior, Vol.145, pp.1-20
2023
url
https://doi.org/10.1016/j.chb.2023.107774View
Published Version

Abstract

Alcohol and other drugs games Harm reduction Health education Secondary education Serious game design
Serious games have shown to be effective in improving motivation to learn, knowledge and retention, thus are being increasingly used for alcohol and other drug (AOD) education. This paper outlines the development of an online AOD serious game for in-class use by Australian secondary school teachers for students in Years 9–10. Adapted from Edwards et al. (2018), the seven-step systematic and iterative user-centred development framework included: (1) Forming an expert multidisciplinary design team, (2) Defining the problem and establishing user preferences, (3) Incorporating the evidence base, (4) Serious game design, (5) Incorporating behaviour and psychological theory, (6) Developing a logic model and investigating causal pathways, and (7) User testing. High school students (n = 8), health and physical education teachers (n = 7), and parents (n = 8) were engaged throughout different stages of the development process to inform development and provide feedback on considerations for promoting engagement, acceptability, and usability of the game amongst both students and teachers. Overall, participants rated game acceptability and usability favourably and would recommend the game for learning about AOD. Constructive feedback and suggestions for improvements from user testing sessions were implemented to form the final version of the game and module. The next step is to test Sideffect GamePlan in a simulated classroom environment before piloting in school settings.

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Collaboration types
Domestic collaboration
Web Of Science research areas
Psychology, Experimental
Psychology, Multidisciplinary

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#3 Good Health and Well-Being

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