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Top 10: If you could invent technology to help young people avoid drugs, what would it be?
From virtual reality and video games to robots and devices, readers share the creative technology they would harness to discourage young people from drugs.
![We asked readers to invent technology to discourage teenagers from using drugs – the possibilities were endless. Photo: Shutterstock](https://cdn.i-scmp.com/sites/default/files/styles/landscape/public/d8/images/canvas/2025/02/13/612bc840-8132-4652-b6bb-e8f910a83b81_4077786c.jpg?itok=d9sVj4bd&v=1739435543)
This week’s question: “If you could choose one cartoon character to be a leader at your school, who would it be, and why?” To take part, drop us a line via this form by 12pm on Wednesday, February 19.
This question is sponsored by the Junior Police Call, which aims to improve communication between the police and youth of Hong Kong and to develop young people’s social responsibility.
Heer Donda, 15, King George V School: A virtual reality (VR) platform that shows young people the potential consequences of their actions. This technology would allow them to view the sequence of events – in their career, relationships or life – if they made a specific choice. This interactive role-playing or storytelling method would be a great reminder to users to think very carefully before taking harmful substances. Hopefully, this would empower youths with the necessary knowledge to make the right decisions.
Luzern Yip Sum-yau, 13, Belilios Public School: “No Drugs”, a game about the temptation and consequences of abusing drugs – for example, mental health issues and memory loss. During the game, players will confront enticement. An example is peer pressure, where friends ask you to participate in something to fit in with them and society. Two bubbles with choices will appear on the screen: try and reject. If you are successfully lured in, you die, and the game is over. If you stay resilient, you receive compliments and win. This innovative video game combines teens’ beloved entertainment with educational information so they can avoid drugs, hopefully decreasing the number of young substance abusers.
Cherry Lai Sum-yi, 10, St Bonaventure Catholic Primary School: A robot. It would have an alarm on its head and the nose of a dog, an animal with a sense of smell 40 times that of humans. When the robot catches someone taking drugs, its alarm will ring, and red warning lights will flash. The robot will follow the scent right to the person who is taking drugs. Then, it will take away the drug and give that person a fresh fruit, such as an apple. Besides that, the robot will play videos that teach youths about the harmful effects of drugs. It will also encourage teenagers to avoid drugs by rewarding them every month. Last but not least, the robot has a special tool to help youths quit drugs: rehabilitation plans customised for each person according to their needs.
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Leah Lei Lok-ching, 16, Cognitio College (Kowloon): The “Neural Impulse Redirective Headphone”. It is designed to detect brain activity linked to cravings, peer pressure and, most importantly, impulsive thoughts about drug use. But here is the special part – it speaks to you in the voice of someone you trust, someone you admire. Users can customise it using their favourite character’s voice. And the moment it picks up on risky thought patterns, it steps in. A familiar voice cuts through the noise, offering reassurance, strengthening self-control and reminding them of their goals. By using imagination to fight temptation, this headphone does not just block out bad decisions – it turns fantasies into a force for good, keeping teens focused on what truly matters.
Holden Chan, 17, Scientia Secondary School: A wearable device that monitors and analyses body chemistry in real time. If it detects signs of drug use or cravings, it sends alerts to trusted adults and offers immediate coping strategies. It also provides educational content about the risks of drugs. This device could act as a constant guardian and educator for young people.
Cherry Zhang Qiaoyan, 15, PLK Tang Yuk Tien College: A virtual pet that accompanies a young person and advises them not to take drugs, especially if it is to follow a trend. If a young person turns to drugs because of stress, the virtual pet will help them relax and deal with the negative feelings.
Tsui Pik-kwan, 16, PLK Tang Yuk Tien College: A floating space capsule with virtual reality (VR). Those who have an addiction to the high of a drug can enjoy this feeling of floating and the fascinating “imaginary” virtual world. The gravity-free environment and VR world to explore would address their needs directly.
Livia Lam, 12, St Stephen’s Girls’ College: The “Forgetting Glass”. Let me explain how this incredible technology works. The moment a young person encounters drugs and is tempted to touch or consume them, the glass generates a powerful barrier that helps them forget what they were about to do. This would allow them to realise that they should avoid drugs altogether.
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Jason Tam Yau-hang, 14, SKH Tsang Shiu Tim Secondary School: The Metaverse, like in the book Snow Crash. Think about it: if there is a whole new virtual world to explore, why would anyone choose to be addicted to something as boring as drugs? You may argue that inventing the Metaverse will encourage internet addiction, but that is not the case. The problem with internet addiction is social isolation. The whole point of creating the Metaverse is constructing a new world full of possibilities, which includes a new society where people can interact. Of course, there may be other hitches for an unexplored area like this, but who knows? A new world awaits us, and I believe we could make it all work out.
Archie Lau, 16, Ma On Shan Tsung Tsin Secondary School: A technology that stops our brain’s reward system from viewing drugs as a reward. Long-term use of drugs can cause our brains to become dependent on the substance as a way to attain joy and fulfilment. Tackling the problem at its roots would stop us from seeing drug use as a method to relieve stress and negative feelings, which are some typical reasons teenagers turn to substances.