2020
DOI: 10.2196/18207
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Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study

Abstract: Background Adolescents in North America are severely affected by the opioid crisis, yet there are limited educational resources for educating teens about prescription opioid safety and misuse. Empirical literature lacks evidence regarding teen education about prescription opioid safety through serious games and lacks conceptual models and frameworks to guide the process of game development for this purpose. Show more

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Cited by 21 publications
(20 citation statements)
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“…Our first concept highlighted the attractiveness of the quiz for our target audience. This interest was confirmed by studies showing that older people prefer puzzle-type casual games [7,8]. Therefore, we complemented the quiz with additional mini-games such as crosswords and word searches.…”
Section: Resultsmentioning
confidence: 71%
See 1 more Smart Citation
“…Our first concept highlighted the attractiveness of the quiz for our target audience. This interest was confirmed by studies showing that older people prefer puzzle-type casual games [7,8]. Therefore, we complemented the quiz with additional mini-games such as crosswords and word searches.…”
Section: Resultsmentioning
confidence: 71%
“…During her journey, she will also meet different people such as a nutritionist or a sports coach who will teach him about her health, her disease, and the treatments. All the new features are identified from theoretical models of behavioral change and gamification theories [4] [5] [7] such as Tondello's Hexad Scale player profile [8], flow theory [9] and Bandura's self-efficacy theory [6] to increase adherence and knowledge about the disease (Figure 2). These features are presented below.…”
Section: Resultsmentioning
confidence: 99%
“…Brown et al [ 86 ] used this full game characteristic as the sole basis for their self-developed definition, as they define serious games as “the use of games in their entirety (as opposed to selected elements or individual features of a game).” On the contrary, some authors conceptualize serious games not necessarily as full games but rather as “game-like experiences” [ 87 ], “the use of game design elements” [ 58 ], or as something that “[uses] specific design principles derived from video games” [ 88 ]. Some authors even necessitate the presence of specific game elements in a serious game, such as a challenge [ 89 , 90 ], a responsive narrative [ 91 , 92 ], or interactive elements [ 93 ]. Four studies also mention that serious games must be situated in a nongame context [ 58 , 86 , 89 , 94 ].…”
Section: Resultsmentioning
confidence: 99%
“…MedSMART was conceptualized using a serious game behavior change framework and youth feedback. 10 The objective of the project was to explore student pharmacists’ perspectives on design and implementation of this digital game.…”
Section: Statement Of the Innovationmentioning
confidence: 99%