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Narrative Play—Promoting Adolescent Health With Interactive Games | Adolescent Medicine | JAMA | vlog

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The Arts and Medicine
AI in Medicine
April 11, 2024

Narrative Play—Promoting Adolescent Health With Interactive Games

Author Affiliations
  • 1Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco
  • 2Department of Computer Science, College of Engineering, North Carolina State University, Raleigh
  • 3Office of Diversity & Outreach, University of California, San Francisco
JAMA. 2024;331(16):1345-1346. doi:10.1001/jama.2024.3239

“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.

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