2. In 2012,
23% of
drivers
aged 15 to
20 involved
in fatal
motor
vehicle
crashes
were
drinking.
U.S. Department of Transportation
3. Young people ages
15-24 represent
only 14% of the
U.S. population.
However, they
account for 30%
($19 billion) of the
total costs of motor
vehicle injuries
among males and
28% ($7 billion) of
the total costs of
motor vehicle
injuries among
females.
U.S. Department of Transportation
http://www-nrd.nhtsa.dot.gov/Pubs/812019.pdf
4. CAR CRASHES ARE
THE LEADING
CAUSE OF DEATH
FOR TEENS, AND
ABOUT A
QUARTER OF
THOSE CRASHES
INVOLVE AN
UNDERAGE
DRINKING DRIVER.
Madd
http://www.madd.org/statistics/
5. Why do teens
resort to alcohol
and drugs?
Peers, Media, Escape
and Self-Medication,
Boredom, Rebellion,
Instant Gratification,
Lack of Confidence,
and Misinformation.
6. Who Are The Two
Largest Influences
In A Teenager’s
Decision Making
Process?
7. Parents
The parenting style
of striking the right
balance of
accountability and
consequences for
bad behavior and
warmth and
support has been
shown to be the
most effective
influence on teen
drinking.
Allison Aubrey, NPR
http://www.wbur.org/npr/132288846/parenting-style-plays-
key-role-in-teen-drinking
9. Peers
Teens see lots of
people using
various substances
in person or in
popular media.
10. Teens access to
social networksTeens
Access to social
media and
technology is
dominate and
pervasive with
92% going online
once daily and 56%
reporting accessing
several times a day.
Pew Research Center
http://www.pewinternet.org/2015/04/09/teens-social-media-
technology-2015/
11. Friends and family are crucial to the decision making process, but there are there other tools to leverage. Tools that can
engage through social media connections, and can give an immersive gaming experience putting them on the right
decision path.
12. Teen
Already carry a
device they use
every day to get
information they
use to make
decisions
It falls to us to use
media to provide the
guidance
14. We have the tools to engage teenagers in a way that will encourage life experiences without alcohol. We will be using
apps and games to leverage existing technology to confront the teenager’s needs.
15. Proposal A
Provide activities
that provide the
escape from
boredom they crave
through
Achievements,
points, and badges.
The use of the Aris
platform would
allow for an
immersive
“scavenger hunt”
with multimedia.
• Friend Leader
boards
• Invite points
• Check-ins
• Geo based
upgrades
16. Proposal B
No is a very hard word to
say when it is your friends
you are saying it to. This
application would
strengthen the teens
resolve to stay sober at
social events like parties,
dances, or sporting events.
This app will provide
guidance, motivate, and
reward the player through
experience.
• Points for saying “No”
• Points for helping
others do the same
• Achievements include
stopping someone from
driving drunk
• Or stopping someone
from riding with
someone who is drunk
17. Provide activities that
provide the escape
from boredom they
crave through
Achievements, points,
and badges.
The use of the Aris
platform would allow
for an immersive
“scavenger hunt” with
multimedia. This
version would mix in
sights of real accident
scenes of teens who
lost their lives after
drinking and driving
into their scavenger
hunt. Media about the
person(s) would be
part of the experience.
• Friend Leader
boards
• Invite points &
Check-ins
• Geo based
upgrades
• Media sharing of
their experiences
18. Who would be the player of such a game?
Player Types
Socializers – They would be the type who would be looking mostly to extend their social reach with the gaming mechanics rewarding extrinsically with
points and intrinsically for friends joining their group. They intend to extend their networking reach. Achievements to be developed around size of
network developed.
Good Samaritans – They would be the type to step in and stop someone from making a poor decision, give advice, stop someone from doing harm to
themselves or others. Their willingness to help others would find rewards.
Gamers – They would be the type looking to end the boredom with an immersive gaming activity that would place themselves in game. They would also
be getting the same anti-drinking messaging as the other player types but it would be game driven in their interest playing for points, achievements, and
goals.
19. End Game?
Teens
Teenagers are a highly connected group though the use of social media and many are connected through mobile devices. They are a group trying to find
themselves in an increasingly complicated world. Their exploration of just who they are pits them against their parents who are usually their best source
of knowledge and experience in taking on the stresses of becoming an adult. If properly built and integrated into a presentable platform tied to a device
they already carry can deliver engagements that can educate and empower them.
The questions is not if we can equip teens with the means to make the right decisions, but why hasn’t anyone done this yet and save hundreds of families
the inevitable tragedies they face.