FLAGSHIP PROGRAMMES
The use of harmful psychotropic substances is a major challenge for modern society, and gamified educational tools can help to solve this problem. Such tools can be effective in creating inclusive and realistic educational environments where young people can understand the dangers associated with the use of psychotropic substances and build resilience skills. The purpose of this article is to determine the effectiveness of gamified educational approaches in working with youth with harmful substance use disorders. The tasks of the article are to examine the problem of harmful use of psychotropic substances, to name the problematic factors of prevention and education of teenagers in the context of harmful use, and to find out the empirical effect of assumptions of game effectiveness on the prevention and education of teenagers in the context of harmful use. The conclusions of the work cover various topics, such as the growth of the use of psychoactive substances, the tightening of drug policy in Lithuania, the importance of adolescence, etc. Based on the findings of these studies, recommendations are made on how to create effective educational programs and achieve good results when working with young people with harmful substance use disorders. On a global scale, this problem still significantly impacts young people’s health, and in Lithuania, this phenomenon is particularly widespread. Therefore, it is important to look for effective prevention methods, and one such method is gamified educational programs.
https://alf.website/wp-content/uploads/2025/01/ISSN2351-6011_2024_V_61_1.PG_82-106.pdf