“Even though it’s a very textbook peer-pressure type of scene, it felt, like, different to be playing it in a game where you could answer the questions how I would answer them…so it kind of felt like I was in it…and after the things [were] done, I felt more confident about, you know, peer pressuring.”
The quote above is from a high school student providing feedback on the latest episode of Interactive Narrative System for Patient-Individualized Reflective Exploration (INSPIRE), a digital health game to foster adolescent health behavior change.1 A multidisciplinary team of psychologists, computer scientists, digital artists, health services and public health researchers, physicians, and a playwright is currently developing the game to help adolescents acquire tools to prevent or reduce alcohol use. Players are prompted over the course of a scenario of a small social gathering that inadvertently snowballs into a house party to set goals for the evening, practice skills and strategies to increase their self-efficacy, and reflect on their outcomes to better align their behaviors with their goals.