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Outcomes of a social, multi-user, tablet-
based game to prevent substance abuse and
relationship violence
By
Beverly Black & Dick Schoech
U of TX Arlington, Texas, USA
beverlyblack@uta.edu; schoech@uta.edu
Social Work: Javier Boyas (University of Mississippi); Nada Elias-
Lambert (Texas Christian University)
Computer Science & Engineering: Manfred Huber, David Levine,
Gergely Zaruba, Amanda Vines
Venture School: Connie & Gary Grossman and many students
Funding: ($112,000) from UT Arlington SSW via iCAP Project;
Carter Foundation
Project Goals
• To develop a prototype tablet-based game to
deliver a curriculum to prevent substance
abuse (SA) and relationship violence (RV) in
middle school youth.
• To work with teens at our community partner,
Venture School, to develop the curriculum and
conduct “proof of concept” testing of the game
in order to seek future funding if warranted.
Black & Schoech: Choices & Consequences 2
Brief Description of Game
• Players play “solo” or in teams for one hour per
day for approximately one week to 10 days
• Team designing the most safe and risk free
weekend of activities for a 13 y/o girl/boy wins
• Players received points and rationales informing
them of expert’s opinions about the risk of actions
taken for a 13 y/o
• Players indicate how fun actions are for a 13 y/o
• Teams network via chat
Black & Schoech: Choices & Consequences 3
Example Scenario Format
• Activity (26 activities in game): 13 year old girl goes to a movie
• Options (54 options in game): Go either with parents or a friend
• Challenge (194): With friend, meet 2 boys. Friend and one boy
start making out. Other boy tries to make out with 13 year old. She
says no. He continues
• Choice of action (1228): Push him away, say have boyfriend,
threaten him, slap him, move seats, text parents to go home, give in
• Consequences (2504): If slap him, lose points because violence
tends to escalate the situation. Penalty: lose 10 points because he
slaps her back
• Facts (253): You may be in an unhealthy relationship if your partner
pushes, hits, slaps, punches, kicks, or bites you
• Next Activity or subchallenge: i.e., she whimpers, he becomes more
aggressive in making out.
Black & Schoech: Choices & Consequences 4
Selection of Game Screen
Black & Schoech: Choices & Consequences 5
Home Page
Black & Schoech: Choices & Consequences 6
Select Activity (Party with Strict Parents)
Black & Schoech: Choices & Consequences 7
Party=Challenge; Action = Leave
Black & Schoech: Choices & Consequences 8
Consequence for Call Parents
Black & Schoech: Choices & Consequences 9
Fact for activity=party, Action=call parents
Black & Schoech: Choices & Consequences 10
Feedback Screen
Black & Schoech: Choices & Consequences 11
Selected Questionnaire Results
(1=Strongly disagree – 5=(Strongly agree) (Total = 20
students)
Question: 1=Leadership students; 2=students struggling to succeed
Average
1 2
I recommend other students play C&C to learn about substance abuse/relationship
violence
4.22
I like the idea of a game to design a fun, risk free weekend 4.22 3.44
Playing C&C will help me avoid drugs, alcohol, and cigarettes 4.22 2.44
I learned most from playing C&C as a member of my team 4.11 2.56
Playing C&C will help me assist others who have substance abuse problems 4.11 3.11
Playing C&C increased my understanding of relationship violence and its
consequences
4.11 3
Playing C&C increased my understanding of substance abuse and its consequences 4.00 2.44
Playing C&C will help me assist others who are in violent relationships 3.89 3.78
I learned most from the discussion we had while playing C&C 3.89 3.78
Playing C&C will help me avoid getting into a violent relationship 3.89 3.44
I prefer playing a game like C&C to traditional “work book & discussion” prevention
programs
3.89 3.22
C&C is one of the best prevention programs I have participated in 3.78 3.89
Black & Schoech: Choices & Consequences 12
Focus Group Results (1 of 2)
• All preferred C&C over traditional approaches because it is
interactive, engaging, and challenging.
• All said the consequences of actions were realistic since you can
lose points for taking drugs, but gain points for looking cool in
front of peers.
• All said C&C could help prevent SA and DV if youth played before
they experience those problems in real life.
• Several boys stated that they learned more about RV than SA, since
they don’t discuss RV as often in school.
• All liked the team the discussion and social atmosphere.
Black & Schoech: Choices & Consequences 13
Focus Group Results (2 of 2)
Students learned many new lessons
• One girl learned the people in abusive
relationships don’t usually know they are in an
abusive relationship
• Several boys learned more about relationship
abuse since they don’t discuss that as often in
school
• Several boys said the game made them think
about how to respond when they are
confronted with these challenges in real life
• Several boys stated that they learned that they
could talk about a problem instead of fighting
Discussion (1 of 2)
• Most prevention programs are implemented much
longer than our test.
• Teams became very competitive after a mock
competition round.
• All wanted better graphics, but research is needed to
determine if better graphics yields better outcomes.
• We worked with older teens to develop scenarios.
Most 13 year olds do not have the experience to
provide feedback on SA & RV.
Black & Schoech: Choices & Consequences 15
Discussion (2 of 2)
• Goal of having an exciting, fun, & challenging
game (engineering team) can conflict with the
goal of changing behavior and supporting
youth (social work team).
• C&C needs funding for efficacy studies before
marketing to schools.
• Difficult to hold a team together for the long
time it takes to develop and evaluate game
prevention outcomes.
Black & Schoech: Choices & Consequences 16
Questions & Discussion
Talk to us:
Beverly Black & Richard Schoech
beverlyblack@uta.edu
schoech@uta.edu
For more details, see: Schoech, D, Boyas, J., Black, B. Elias-
Lambert, N. (2013). Gamification for Behavior Change: Lessons
from Developing a Social, Multiuser, Web-Tablet based
Prevention Game for Youths. Journal of Technology in Human
Services, 31/3, 197-217. DOI:10.1080/15228835.2013.812512
Black & Schoech: Choices & Consequences 17

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Outcomes of a social, multi-user, tablet-based game to prevent substance abuse and relationship violence.

  • 1. Outcomes of a social, multi-user, tablet- based game to prevent substance abuse and relationship violence By Beverly Black & Dick Schoech U of TX Arlington, Texas, USA beverlyblack@uta.edu; schoech@uta.edu Social Work: Javier Boyas (University of Mississippi); Nada Elias- Lambert (Texas Christian University) Computer Science & Engineering: Manfred Huber, David Levine, Gergely Zaruba, Amanda Vines Venture School: Connie & Gary Grossman and many students Funding: ($112,000) from UT Arlington SSW via iCAP Project; Carter Foundation
  • 2. Project Goals • To develop a prototype tablet-based game to deliver a curriculum to prevent substance abuse (SA) and relationship violence (RV) in middle school youth. • To work with teens at our community partner, Venture School, to develop the curriculum and conduct “proof of concept” testing of the game in order to seek future funding if warranted. Black & Schoech: Choices & Consequences 2
  • 3. Brief Description of Game • Players play “solo” or in teams for one hour per day for approximately one week to 10 days • Team designing the most safe and risk free weekend of activities for a 13 y/o girl/boy wins • Players received points and rationales informing them of expert’s opinions about the risk of actions taken for a 13 y/o • Players indicate how fun actions are for a 13 y/o • Teams network via chat Black & Schoech: Choices & Consequences 3
  • 4. Example Scenario Format • Activity (26 activities in game): 13 year old girl goes to a movie • Options (54 options in game): Go either with parents or a friend • Challenge (194): With friend, meet 2 boys. Friend and one boy start making out. Other boy tries to make out with 13 year old. She says no. He continues • Choice of action (1228): Push him away, say have boyfriend, threaten him, slap him, move seats, text parents to go home, give in • Consequences (2504): If slap him, lose points because violence tends to escalate the situation. Penalty: lose 10 points because he slaps her back • Facts (253): You may be in an unhealthy relationship if your partner pushes, hits, slaps, punches, kicks, or bites you • Next Activity or subchallenge: i.e., she whimpers, he becomes more aggressive in making out. Black & Schoech: Choices & Consequences 4
  • 5. Selection of Game Screen Black & Schoech: Choices & Consequences 5
  • 6. Home Page Black & Schoech: Choices & Consequences 6
  • 7. Select Activity (Party with Strict Parents) Black & Schoech: Choices & Consequences 7
  • 8. Party=Challenge; Action = Leave Black & Schoech: Choices & Consequences 8
  • 9. Consequence for Call Parents Black & Schoech: Choices & Consequences 9
  • 10. Fact for activity=party, Action=call parents Black & Schoech: Choices & Consequences 10
  • 11. Feedback Screen Black & Schoech: Choices & Consequences 11
  • 12. Selected Questionnaire Results (1=Strongly disagree – 5=(Strongly agree) (Total = 20 students) Question: 1=Leadership students; 2=students struggling to succeed Average 1 2 I recommend other students play C&C to learn about substance abuse/relationship violence 4.22 I like the idea of a game to design a fun, risk free weekend 4.22 3.44 Playing C&C will help me avoid drugs, alcohol, and cigarettes 4.22 2.44 I learned most from playing C&C as a member of my team 4.11 2.56 Playing C&C will help me assist others who have substance abuse problems 4.11 3.11 Playing C&C increased my understanding of relationship violence and its consequences 4.11 3 Playing C&C increased my understanding of substance abuse and its consequences 4.00 2.44 Playing C&C will help me assist others who are in violent relationships 3.89 3.78 I learned most from the discussion we had while playing C&C 3.89 3.78 Playing C&C will help me avoid getting into a violent relationship 3.89 3.44 I prefer playing a game like C&C to traditional “work book & discussion” prevention programs 3.89 3.22 C&C is one of the best prevention programs I have participated in 3.78 3.89 Black & Schoech: Choices & Consequences 12
  • 13. Focus Group Results (1 of 2) • All preferred C&C over traditional approaches because it is interactive, engaging, and challenging. • All said the consequences of actions were realistic since you can lose points for taking drugs, but gain points for looking cool in front of peers. • All said C&C could help prevent SA and DV if youth played before they experience those problems in real life. • Several boys stated that they learned more about RV than SA, since they don’t discuss RV as often in school. • All liked the team the discussion and social atmosphere. Black & Schoech: Choices & Consequences 13
  • 14. Focus Group Results (2 of 2) Students learned many new lessons • One girl learned the people in abusive relationships don’t usually know they are in an abusive relationship • Several boys learned more about relationship abuse since they don’t discuss that as often in school • Several boys said the game made them think about how to respond when they are confronted with these challenges in real life • Several boys stated that they learned that they could talk about a problem instead of fighting
  • 15. Discussion (1 of 2) • Most prevention programs are implemented much longer than our test. • Teams became very competitive after a mock competition round. • All wanted better graphics, but research is needed to determine if better graphics yields better outcomes. • We worked with older teens to develop scenarios. Most 13 year olds do not have the experience to provide feedback on SA & RV. Black & Schoech: Choices & Consequences 15
  • 16. Discussion (2 of 2) • Goal of having an exciting, fun, & challenging game (engineering team) can conflict with the goal of changing behavior and supporting youth (social work team). • C&C needs funding for efficacy studies before marketing to schools. • Difficult to hold a team together for the long time it takes to develop and evaluate game prevention outcomes. Black & Schoech: Choices & Consequences 16
  • 17. Questions & Discussion Talk to us: Beverly Black & Richard Schoech beverlyblack@uta.edu schoech@uta.edu For more details, see: Schoech, D, Boyas, J., Black, B. Elias- Lambert, N. (2013). Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet based Prevention Game for Youths. Journal of Technology in Human Services, 31/3, 197-217. DOI:10.1080/15228835.2013.812512 Black & Schoech: Choices & Consequences 17