Playful Resilience: Empowering Recovery through Autobiographical Game-Based Storytelling in the Opioid Epidemic

The opioid epidemic is a persistent public health problem throughout Canada, with opioid-related deaths spiking during the COVID-19 pandemic. Focusing on Brantford and Hamilton, Ontario, which have high rates of opioid poisoning, this participatory game jam project examines how 21 adults (ages 18+) with a history of opioid addiction make sense of their life experiences through the processes of autobiographical game-based storytelling, including ideation, narrative design, and environmental storytelling. Phenomenological interviews, processual artifacts like concept sketches, doodles, and reflections, and game prototypes generated through Scratch, Twine, and Bitsy facilitated the exploration of six key phenomena representing autobiographical game-based storytelling: maze metaphors, decision-making, compact games, morality and religion, resilience, and social communion. This interdisciplinary project explores how game-based storytelling supports recovery and restores dignity among adults experiencing opioid addiction while raising awareness of health inequities, thereby humanizing the opioid crisis.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677095
Citations
2
Primary Topic
Digital Storytelling and Education
Type
article
Field-Weighted Citation Impact
1.75
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Playful Resilience: Empowering Recovery through Autobiographical Game-Based Storytelling in the Opioid Epidemic

Sandra Danilovic, Michelle Skop, Kenny Chee
2 citations
Proceedings of the ACM on Human-Computer Interaction
Digital Storytelling and Education
1.75
article

Playful Resilience: Empowering Recovery through Autobiographical Game-Based Storytelling in the Opioid Epidemic

Sandra Danilovic, Michelle Skop, Kenny Chee
article en
2 citations

Abstract

The opioid epidemic is a persistent public health problem throughout Canada, with opioid-related deaths spiking during the COVID-19 pandemic. Focusing on Brantford and Hamilton, Ontario, which have high rates of opioid poisoning, this participatory game jam project examines how 21 adults (ages 18+) with a history of opioid addiction make sense of their life experiences through the processes of autobiographical game-based storytelling, including ideation, narrative design, and environmental storytelling. Phenomenological interviews, processual artifacts like concept sketches, doodles, and reflections, and game prototypes generated through Scratch, Twine, and Bitsy facilitated the exploration of six key phenomena representing autobiographical game-based storytelling: maze metaphors, decision-making, compact games, morality and religion, resilience, and social communion. This interdisciplinary project explores how game-based storytelling supports recovery and restores dignity among adults experiencing opioid addiction while raising awareness of health inequities, thereby humanizing the opioid crisis.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Toronto (CA), Wilfrid Laurier University (CA)
Good health and well-being
Openalex Percentile: Top 14%
Digital Storytelling and Education
1.75
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.