Creating Visual Novel Content for Anti-Smoking Campaigns for the Benefit of Youth in the Present Era

Authors

  • BANNAROT KHANJANG Rajamangala University of Technology Suvarnabhumi
  • Phongpitak Suksantilap
  • Pavalunh Panitpichetvong

Keywords:

Visual Novel, anti-smoking campaign, interactive storytelling, gamification

Abstract

This research focuses on the development of a Visual Novel as a tool to campaign against smoking among youth. It emphasizes creating content that resonates with the target audience through storytelling that reflects real-life experiences of young people, such as peer pressure and the impacts of smoking on health and family relationships. Additionally, the Visual Novel employs an interactive storytelling format, allowing players to participate in decision-making, which leads to various outcomes and endings. This approach enables players to learn and understand the consequences of smoking through in-game experiences. The sample size for this study included 30 students from the Digital Technology program in the Faculty of Science and Technology at Rajamangala University of Technology Suvarnabhumi. Data analysis was conducted using statistical methods.

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Published

2025-01-07