The use of «serious games» for the prevention and treatment of substance use: a conceptual mapping
DOI:
https://doi.org/10.51302/tce.2025.22325Keywords:
serious games, prevention, treatment, substance use, digital intervention, health education, gamificationAbstract
In the current digital era, «serious games» have become effective tools for addressing a variety of psychological and physical conditions, such as stress, anxiety, mood disorders, as well as for preventing and treating substance abuse.
This paper presents a detailed analysis of the concept of «serious games» in the prevention and treatment of substance abuse, through the methodology of conceptual mapping across its eight fundamental axes to provide a comprehensive view of the topic.
The integration of personality theories in these games is highlighted, such as social cognitive theory, incentive sensitization theory, and self-determination theory, along with the application of user-centered design methods. These methods facilitate understanding of user (men and women) motivations, attitudes, and perceptions, allowing for the development of games that accurately address the factors influencing substance abuse, making them an innovative tool in addiction prevention and treatment.
«Serious games» promote reflection and motivate behavior change in an engaging and accessible manner. However, it is important that their design and development maintain a multidisciplinary approach and a user-centered methodology, so that they can be considered an effective strategy in the field of mental health and addiction.
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