The programme provides a comprehensive authoring shell using which non technical staff can produce complete adventures tailored to their clients' needs. Each stage of an adventure provides a short introduction explaining either the starting problem or the results of the last choice made and offering up to three choices of action. In a therapeutic context the worker and client together can explore the likely consequences of different solutions to a problem and work through to the best solution. Practical use of the programme has suggested that this approach is less threatening for the client and allows more positive discussion of how to cope with real life dilemmas. Computer, game, childcare, choice.
Simulations challenges users to apply health information in hypothetical situations.
Games were a more important factor in selection of BARN for younger users than for older users. Health promotion, adolescents, games, simulations, drug prevention. All the programs described are low cost, commercially available software. Problems encountered by the author in developing this use of his computer are discussed, and directions for expansion of the PC as a play therapy tool are suggested. The applications described here were used with adolescents at a psychiatric treatment center and involved using commercially available software.