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A game changer for drug and alcohol education in schools

An interactive online game designed and created for Australian high school students aims to revolutionise the way young people are taught about alcohol and drugs.

ECU researcher Dr Luke Hopper working with WAAPA actors filming scenes for the new game. ECU researchers have created a new game using WAAPA actors and motion capture technology to help young people learn about the risks of alcohol and other drugs.

An interactive online game designed and created for Australian high school students aims to revolutionise the way young people are taught about alcohol and drugs.

The first of its kind in Australia, the game has been designed and created through a collaboration between Edith Cowan University (ECU) and Sideffect Australia, funded by the Australian Government Department of Health.

The game aligns with the Australian Curriculum for high school students in years 9 and 10, covering the positive and negative effects of decision making and possible consequences.

ECU researchers creating the game using motion capture technology.
ECU researchers have created a new game using WAAPA actors and motion capture technology to help young people learn about the risks of alcohol and other drugs.

ECU Senior Lecturer and Researcher Dr Brennen Mills said traditionally teens learned about the risks of alcohol and other drugs through video, online or classroom resources and introducing a game would be a unique way to give young people practical skills for recognising and avoiding risks.

“In the game students navigate a party from three unique perspectives, to explore the decisions, influences, and consequences that can affect young adults using alcohol and other drugs,” Dr Mills said.

“A range of reflective in-class and take-home activities have been developed alongside the digital game, allowing teachers to tailor the experience to the needs of their class.”

Scene from the game.
Scene from the game.

How it works

The game is on an online platform where students engage with digital avatars in scenes that have been performed by actors from The Western Australian Academy of Performing Arts (WAAPA) using motion capture technology.

“Each character is specifically created to depict the effects of risk-taking or harm minimisation behaviours,” Dr Mills said.

“The students are then tasked with identifying these different behaviours, how they’ve affected the character’s progression throughout the game, and to identify strategies to alleviate or minimise harm.”

Scene from the game
Students will navigate scenes from a party to explore the decisions, influences and consequences of using alcohol and other drugs.

Starting a conversation

The game has been developed in partnership with Sideffect Australia, an organisation that aims to start a conversation on substance awareness between parents, teachers, and Australia’s youth.

Rodney Bridge, founder of Sideffect, has a deep passion for educating youth about substance use and empowering them to make informed decisions. His son Preston tragically died after taking the synthetic form of LSD in February 2013, during his school ball after party.

“We are always looking for new and exciting ways to engage kids in learning about the risks associated with alcohol and drugs and together with support from Federal Government Health we believe that the game concept is the perfect way to do it,” Mr Bridge said.

“We hope every high school student in Australia will have the chance to play the game and follow up with classroom activities and discussions.

“It also provides a unique opportunity to open up those all-important lines of communication between parents and their teens.”

Trials of the game begin in selected schools this month.

The game was developed by ECU’s Simulation and Immersive Digital Technology Group, a research team who investigate the use of immersive technology, such as virtual reality, for real world simulation and education needs. To find out more about their work visit the webpage.


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