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DiGRA
The project responds to concerns that current online alcohol education for incoming students is not engaging. It also notes that heavy drinking persists on campuses.
"Fresh Start" is a narrative-based interactive video game designed to educate first-year college students about mindful drinking, developed by an interdisciplinary team from The College of New Jersey spanning Communication Studies, Public Health, and Interactive Multimedia. The project responds to concerns that existing online alcohol education programs for incoming students are not engaging and that heavy drinking persists on college campuses, in part because intervention programs are poorly designed. Grounded in Social Cognitive Theory, Self-Determination Theory, and the Elaboration Likelihood Model, the game aims to teach mindful drinking skills, raise awareness of unhealthy habits, and correct alcohol-related misconceptions.
The game places players within a diverse group of first-year friends and presents realistic campus scenarios involving alcohol and parties. Its design rests on several supporting premises: narrative communication is reported to be more effective than non-narrative formats at shifting perceived social norms and behavioral intention, agency over a character is linked to stronger user-character connection and engagement, and entertainment-education can deliver health messages effectively. Players make choices that produce immediate consequences, receive reinforcing health messages, and complete mini-games such as pouring standard drinks and persuading an intoxicated peer to stop drinking, features intended to increase enjoyment and reduce reactance.
Development has taken over a year, with iterative revisions based on playtesting and focus groups involving students and administrators from varied campus groups, aimed at ensuring cultural sensitivity and inclusivity. Feedback has described the game as engaging, relatable, authentic, and inclusive, with potential for adoption as a mandatory campus alcohol education program. The authors note that these results are preliminary; the work presents a design framework and qualitative feedback rather than measured outcomes. Planned evaluations include a pre-post test of educational and behavioral effects, a study of agency's role in learning, and a randomized controlled trial comparing the game with other online alcohol training programs.
Jason Schreier · 2026