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How can gamification to prevent drugs?

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How can gamification implemented in social services, education and corporate, become a preventive intervention strategy for the purpose of reducing addiction in youth and adults?

I have just read the article URL below, regarding Iceland strategy to reduce addiction in last years, how successful it has been.

Addiction can be developed through or in relation to any kind of activity. Yet, through behavioural addiction studies, in relation to human potential studies, we can come to a very important conclusion: create an activity that generates a deep transformational brain chemistry experience and people will be hooked in.

Which could be those experiences? In Iceland and few other cities, sports, and arts have been utilized, as well as other leisure and family related activities.

Yet, their study have been used for teenagers.

The idea and results of their study, according to my perception and experience apply as well to adults.

While, can all adults, for leisure designed activities create such a transformational or brain chemistry change experience, more interesting to follow and engage in than those of drugs or other addiction practices?

QUOTES:

"“This is the most remarkably intense and profound study of stress in the lives of teenagers that I have ever seen,”

"“LSD was already in, and a lot of people were smoking marijuana. And there was a lot of interest in why people took certain drugs.”

"Any college kid could say: why do they start? Well, there’s availability, they’re risk-takers, alienation, maybe some depression,” he says. “But why do they continue? So I got to the question about the threshold for abuse and the lights went on – that’s when I had my version of the ‘aha’ experience: they could be on the threshold for abuse before they even took the drug, because it was their style of coping that they were abusing.”

“People can get addicted to drink, cars, money, sex, calories, cocaine – whatever,” says Milkman. “The idea of behavioural addiction became our trademark.”

This idea spawned another: “Why not orchestrate a social movement around natural highs: around people getting high on their own brain chemistry – because it seems obvious to me that people want to change their consciousness – without the deleterious effects of drugs?”

I think in gamification as well as in personal development trainings, emotional self-management, performing arts, conscious sexuality and all activities that bring human instinct back to life, one can find these type of activities necessary for replacing drugs.

Yet, can be all of them gamified, and if yes, wouldnt be gamification an ideal path to prevent addiction in youth and adults?

Can a game be addictive ? Which kind of games need to be created, how to design them, in order to prevent addiction.

I have been working on a game generator, to be created in order to provide a wonderful platform for this purpose, software based games are not enough, nor provide the whole spectrum of benefits wished.

The integration of archetypes, MEMs, and collective subconscious behavior patterns, into the design of a game, would be eventually a wonderful point to start.

Which is your opinion ?

How can gamification be used as a preventive intervention strategy for the purpose of reducing addiction in youth and adults?

How can gamification be used as a preventive intervention strategy for the purpose of reducing addiction in youth and adults?

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