Interactive ConScience: A Video Game Addressing Drugs
DOI:
https://doi.org/10.22201/ceide.16076079e.2026.27.1.8Keywords:
serious games, addiction prevention, adolescent mental health, Mexico, educational innovationAbstract
What if, instead of repeating warnings to adolescents, we allowed them to explore their decisions through an interactive experience? From this question emerged ConCiencia contra las drogas, a serious video game aimed at Mexican adolescents aged 12 to 17 which turns data and warnings about substance use into playable dilemmas set in everyday scenarios. In this digital environment, familiar spaces such as a plaza or the school become contexts for decision-making, where young players engage with six mini-games that address, in an integrated manner, decision-making, the effects of substances, social pressure, risk, and protective factors, as well as the school context. Evaluated in secondary schools, the video game has evolved based on feedback from its own players, achieving a sense of closeness and acceptance that technical manuals rarely attain. By integrating technology and psychology, this proposal seeks to foster learning through a combination of pixels and reflection, opening a promising path for substance use prevention through interactive learning.
References
Behrendt, S., Wittchen, H.-U., Höfler, M., Lieb, R. y Beesdo, K. (2009). Transitions from first substance use to substance use disorders in adolescence: is early onset associated with a rapid escalation? Drug and Alcohol Dependence, 99(1–3), 68–78. https://doi.org/10.1016/j.drugalcdep.2008.06.014
Comisión Nacional de Salud Mental y Adicciones [conasama]. (2020). Conoce sobre las drogas y algo más. https://www.gob.mx/conasama/documentos/conoce-sobre-las-drogas-y-algo-mas-355084
Comisión Nacional de Salud Mental y Adicciones [conasama]. (2024). Informe sobre la Situación de la salud mental y el consumo de sustancias en México. https://www.gob.mx/conasama/documentos/informe-sobre-la-situacion-de-la-salud-mental-y-el-consumo-de-sustancias-en-mexico
Haddock, A., Ward, N., Yu, R. y O’Dea, N. (2022). Positive Effects of Digital Technology Use by Adolescents: A Scoping Review of the Literature. International Journal of Environmental Research and Public Health, 19(21), 14009. https://doi.org/10.3390/ijerph192114009
Martínez-Miranda, J. y Espinosa-Curiel, I. E. (2022). Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review. JMIR Serious Games, 10(3), e39086. https://doi.org/10.2196/39086
Mercado, J., Hernandez-Mella, Y., Espinosa-Curiel, I. E. y Martínez-Miranda, J. (2024). Design and Development of a Serious Game to Prevent Substance Use in Mexican Scholars. 2024 IEEE 37th International Symposium on Computer-Based Medical Systems (cbms), 398–405. https://doi.org/10.1109/CBMS61543.2024.00072
Phan, M. H., Keebler, J. R. y Chaparro, B. S. (2016). The Development and Validation of the Game User Experience Satisfaction Scale (guess). Human Factors, 58(8), 1217–1247. https://doi.org/10.1177/0018720816669646
United Nations Office on Drugs and Crime [unodc]. (2018). International standards on drug use prevention - second updated edition. United Nations Office on Drugs and Crime y World Health Organization. http://www.unodc.org/documents/prevention/standards_180412.pdf
United Nations Office on Drugs and Crime [unodc]. (2022). The World Drug Report 2022. United Nations. https://www.unodc.org/unodc/en/data-and-analysis/world-drug-report-2022.html
Wattanasoontorn, V., Boada, I., García, R. y Sbert, M. (2013). Serious games for health. Entertainment Computing, 4(4), 231–247. https://doi.org/10.1016/j.entcom.2013.09.002
World Health Organization [who]. (2023). Adolescent and young adult health. https://www.who.int/news-room/fact-sheets/detail/adolescents-health-risks-and-solutions
Published
Issue
Section
License
Copyright (c) 2026 Revista Digital Universitaria

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Revista Digital Universitaria es editada por la Universidad Nacional Autónoma de México se distribuye bajo una Licencia Creative Commons Atribución-NoComercial 4.0 Internacional. Basada en una obra en http://revista.unam.mx/.



