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AlchemyKnights is a transformational game designed to teach adolescents and teens about the dangers of over-the-counter medication misuse. In this session we will discuss design strategies for transformational games, mapping design features to transformational outcomes, and using an iterative develop-playtest-fix approach to evaluate and measure the transformational effect.
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Mapping Game Design to Transformational Outcomes Serious Play Conference 2018
Name: Lorin Grieve Title: Reverend Lady Doctor Vocation: Instructor, Instructional Designer, Game Designer Primary Appointment: School of Pharmacy Secondary Appointment: School of Computing & Information Species: Fox/Raven Chimera
Name: Dmitriy Babichenko Titles: 1. Professor of Practice 2. Director, Learning Technologies Lab Primary Appointment: School of Computing & Information Secondary Appointment: School of Pharmacy Age: Irrelevant Zodiac Sign: Aries
Who: Ravi Patel What: New Idea Mercenary (Staff/Faculty Hybrid) Where: School of Pharmacy When: 6+ year in education/practice Why: Make bad things good
• The Problem • The Target • The Solution • The Metaphor • The Outcome
Acknowledgements To Dr.Olufunmilola Abraham, PhD, MS, BPharm1, this project’s original PI, William O’Toole and Daniel Justice for game design and implementation, Jonathan Velez for game design and project management, Tammy Young, for coordinating resources, and Alison Feathers, MPH, for working with study participants
The Problem & The Target
Over-the-counter (OTC) medication misuse • Dextromethorphan (DXM) • Loperamide • Tylenol
• By age sixteen, 1 in 5 adolescents have self-medicated with an OTC • Last decade, increase in poison center calls from adolescents misusing OTC medications
Specific Objectives • Enhance the participant’s ability to understand and identify unsafe medication use • Informing on basic aspects of medications • importance of active ingredients • importance of dosage schedules • dangers of taking multiple medications that interact • Facilitate participant-pharmacist communication
Measuring Short-Term Efficacy • Pretest • Playtest • Posttest • Debriefing (post-playtest interview)
Pilot • • 9 students, age 15 to 17 5/4 :: Male/Female • • Seven Yes/No statements about medication use Open-ended questions for feedback
• More medicine makes you get better faster. • You can’t be hurt from medicine purchased in a pharmacy. • The active ingredient is what lets a medicine help you get better. • The label on the bottle explains how much of a medicine to take. • Not following the instructions on the label is dangerous. • If you take a medicine correctly there should never be side-effects. • Taking medicine when you are not sick is safe.
Outcome - Observations • 7 of 9 subjects changed a Yes/No answer in the post test • Increase in correct answers from Pre to Post • Correct Dosing • Active Ingredients • Behavior observations
• “I really like the potions, you could overdose. I liked that a lot, I like using that a lot” • “It was more interactive than other games” • Lack of WASD support, lack of potion hotkeys • “Only use the potions when you need them” • “Don’t overdose” • “Drugs give you magical powers” • “I wanted to play more” • “It was cool”
Questions? Feel free to ask about our other projects Lorin Grieve, lbg6@pitt.edu
References Abel C, Johnson K, Waller D, Abdalla M, Goldsmith CAW. Nonprescription medication use and literacy among New Hampshire eighth graders. J Am Pharm Assoc. 2012;52(6):777-782. • Crouch BI, Caravati EM, Booth J. Trends in child and teen nonprescription drug abuse reported to a regional poison control center. Am J Health Syst Pharm. 2004;61(12):1252-1257. • Schillie SF, Shehab N, Thomas KE, Budnitz DS. Medication overdoses leading to emergency department visits among children. Am J Prev Med. 2009;37(3) •