Background
anxiety, behavioral dependence, aggression, learning behaviors, impaired social connections, substance addiction, substance abuse
ADVERSE EFFECTS, ABUSE, DISORDERS, WEST
During adolescence, judgment and decision-making skills are developing, and the ability to accurately assess risks and make decisions is underdeveloped [Adolescence is a pivotal developmental stage marked by profound physical, cognitive, emotional, social, and behavioral transformations. The biological and neural changes during this period render adolescents more susceptible to the initiation of substance abuse, the development of substance use disorders, and the experience of long-lasting and severe adverse effects associated with substance misuse [The scientific definition of substance abuse is a chronic, recurring mental disorder of the brain [International organizations have provided significant statistics to highlight the scope of these issues. According to the Substance Abuse Department of the World Health Organization, 18.4% of people over 15 worldwide report heavy alcohol consumption, 15.2% daily tobacco use, 3.8% cannabis and marijuana consumption, 0.77% amphetamine use, 0.37% opioid consumption, and 0.35% cocaine use [While the Internet serves various global purposes, such as education, business, and recreation, problems arise when its use negatively impacts teenagers’ physical, mental, and social health [Today, alongside substance addiction, there are other behaviors, such as Internet addiction, which psychiatrists believe can lead to behavioral dependence and warrant attention [Internet addiction is characterized by the inability to resist the urge to be online, difficulty spending time offline, and experiences of anxiety and aggression. It can also lead to disruptions in family, friends, and school relationships due to uncontrolled Internet use. Internet dependence shares similar characteristics, including an inability to resist the desire to be online and difficulty engaging in face-to-face interactions. This issue can result in anxiety, aggression, strained family relationships, impaired social connections, and a decline in academic performance [A meta-analysis of data from 31 global studies in seven regions found that the prevalence of Internet addiction in the Middle East is 10.9%, while the lowest prevalence is in North and West Europe at 2.6%. This study also revealed an inverse relationship between the prevalence of Internet addiction and quality of life [Education is a vital tool in preventing health problems, and interactive multimedia methods, among various media and virtual approaches, have proven to be more effective in enhancing learning [In contrast, traditional training methods often promote passive learning, neglect individual differences and the specific needs of learners, and fail to address critical thinking and higher-level cognitive skills [In recent years, e-learning techniques, particularly smartphone-based learning, have significantly developed [One innovative and engaging method for teaching adolescents and exploring the world of electronic multimedia is gamification. Gamification involves applying game-like elements to tasks that may not inherently involve play, turning otherwise dull activities or educational lessons into engaging experiences [Zickermann initially described gamification as a process incorporating game thinking and mechanics to engage users in problem-solving. Later, he refined this definition, stating that gamification involves engaging the audience through the application of game design, behavioral economics, and the best practices in programs [Through gamification, teachers can actively engage their audience with natural stimuli, making education exciting and practical while capturing the audience’s attention, promoting interaction, and enhancing learning [Various studies have demonstrated the positive effects of gamification on academic performance, health promotion, attitudes, and learning behaviors [Numerous studies have explored adolescent addiction prevention, each focusing on specific aspects [Furthermore, most of these studies relied on traditional educational methods, paying less attention to innovative training techniques. In response to these gaps, this study aimed to assess the impact of gamification-based training on the knowledge and attitude of male adolescents regarding preventing substance and internet addiction. Additionally, the study explored how this educational program affects their academic achievement.