Abstract
This paper describes a game directed to young adults and aimed at sensitizing them about potential risks of psychoactive substance abuse during nightlife events. Of interest here is that this game targets a domain in which the credibility of a persuasive intervention is particularly fragile. The design decisions and the recommendations inspiring them are described first, characterized by an effort to fit the context in which the game was going to be used. In addition, a field study with real users during nightlife events is reported (N = 136), in which several dimensions of the game credibility are evaluated and compared with the credibility of a serious information tool (leaflets) in a between-participant design. By describing this case, the opportunity is taken to emphasize the importance of serious games credibility, and to enumerate some of the occasions to improve its strength that can be found during its design to evaluation.
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Notes
- 1.
Alcohol, cannabis, ecstasy and methamphetamine, hallucinogenic substances, amphetamines and other stimulants, ketamine, GHB/GBL, poppers and other solvents, cocaine, heroin, mix of drugs.
- 2.
Desired effects; undesirable acute psychological effects; undesirable long-term psychological effects; undesirable physical/medical effects; legal issues, history, politics, and geography; curiosities, myths, and urban legends; gender specificities and pregnancy; driving; sexually transmitted diseases; violence, bullying and micro-interethnic conflicts; first aid, precautions, and context; other).
- 3.
DEFINITION. Cocaine is a stimulant alkaloid extracted and refined from the coca plant, typically appearing as a white, odorless powder, with a bitter, numbing taste. It is also possible to find freebase crystals or crack obtained by chemically manipulating the power, which can resist the decomposition caused by heat and allow users to inhale the active compound through glass or plastic pipes. Given its high price, cocaine is often mixed with amphetamines, anesthetics, or laxatives. TIME TO TAKE EFFECT. A line of cocaine can contains 10 to 40 mgs of coke, depending on the amount and purity of the powder. The strongest effects of blowing it last 20 to 40 min. Crack smoke has its highest effects in about 10 s and lasting 3 to 4 min. EFFECTS. Coke results in tachycardia and increases blood pressure, temperature, and breathing. It acts upon the brain, increasing the production of dopamine, a pleasure neurotransmitter. It improves mood, increases self-confidence, and boosts egocentrism. Physical and sexual performance is perceived as better and more satisfying; hunger and fatigue are not perceived. It is also a local anesthetic and restricts the blood vessels. PRECAUTIONS. If you blow or inject cocaine, use clean tools; do not trade them or reuse them. Banknotes are frequently responsible for conveying diseases such as hepatitis. Washing teeth and nostrils after a line can reduce the damage to mucosa. If your mouth numbs too much, it might be because coke is mixed with lidocaine, an anesthetic that can be dangerous to your heart. Mixing cocaine and alcohol produces cocaethylene in the blood, which engenders a high dependence (the need for continuously using the substance to prevent abstinence crisis) and can lead to problems. LAW. It is an illegal substance. Administrative penalties are foreseen in the case of personal use (suspension of driving license, passport, or other documents). In addition, a socio-rehabilitation program is proposed at the local social service for drug addiction. For distribution, criminal penalties are foreseen (imprisonment). In case of sickness, call 118. It is important to avoid driving or activities requiring attention.
- 4.
In the analysis, the scores of each player - even though part of a multiplayer session - was considered individually. There are no reasons to believe that co-players might have affected each other’ evaluation of game credibility. The scores gained in the game were gained on an individual basis, so the individual performance was difference than the performance of other group members. Credibility scores were collected individually immediately after the end of the game session, with paper and pencil questionnaires. During the game, players were focused on responding quickly to the quiz than by sharing comments on the game.
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Acknowledgements
The study described here was partially supported by the European Commission, via the Nightlife, Empowerment and Well-being Implementation (NEW-IP, no. 29299) project. 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. (2018). Designing and Testing Credibility: The Case of a Serious Game on Nightlife Risks. In: Ham, J., Karapanos, E., Morita, P., Burns, C. (eds) Persuasive Technology. PERSUASIVE 2018. Lecture Notes in Computer Science(), vol 10809. Springer, Cham. https://doi.org/10.1007/978-3-319-78978-1_18
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