Literature DB >> 28926286

Training Behavioral Control in Adolescents Using a Serious Game.

Wouter J Boendermaker1, Remco C Veltkamp2, Margot Peeters1.   

Abstract

OBJECTIVE: Risk taking, such as heavy alcohol use, is commonplace among adolescents. Nevertheless, prolonged alcohol use at this age can lead to severe health problems. The goal of this study was to develop and evaluate a serious game training ("The Fling"), aimed at increasing behavioral control in adolescents and thereby helping them to improve control over their alcohol use. The game training was compared to a game placebo and a nongame training version in a randomized controlled trial.
MATERIALS AND METHODS: A sample of 185 adolescents (mean age 14.9 years) in secondary education participated in the study. They performed four sessions of training, as well as a set of questionnaires and cognitive assessment tasks before and after the training. The basis for the training was the stop-signal paradigm, aimed at increasing behavioral control.
RESULTS: The game variants were shown to motivate adolescents beyond the level of the nongame version. Behavioral control improved significantly over time, but this effect was also present in the game placebo, suggesting that the game activities alone may have had a beneficial effect on our measures of behavioral control. As baseline drinking levels were low, no significant training effects on drinking behavior were found.
CONCLUSIONS: Although the current results are not yet conclusive as to whether "The Fling" is effective as a cognitive training, they do warrant further research in this direction. This study also shows that serious games may be uniquely suitable to bridge the gap between an evidence-based training paradigm and an attractive, motivating training environment.

Entities:  

Keywords:  Adolescents; Cognitive training; Motivation; Serious games

Mesh:

Year:  2017        PMID: 28926286     DOI: 10.1089/g4h.2017.0071

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  10 in total

1.  Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial.

Authors:  Wouter J Boendermaker; Thomas E Gladwin; Margot Peeters; Pier J M Prins; Reinout W Wiers
Journal:  JMIR Serious Games       Date:  2018-05-23       Impact factor: 4.143

2.  To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction.

Authors:  Najmeh Khalili-Mahani; Anna Smyrnova; Lisa Kakinami
Journal:  J Med Internet Res       Date:  2019-04-02       Impact factor: 5.428

3.  A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation.

Authors:  Darlinton Barbosa Feres Carvalho; Daniel Bueno Domingueti; Sandro Martins De Almeida Santos; Diego Roberto Colombo Dias
Journal:  JMIR Serious Games       Date:  2019-10-15       Impact factor: 4.143

4.  Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.

Authors:  Darius Zayeni; Jean-Philippe Raynaud; Alexis Revet
Journal:  Front Psychiatry       Date:  2020-02-06       Impact factor: 4.157

5.  The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study.

Authors:  Traci Hong; Joshua Cabrera; Christopher E Beaudoin
Journal:  J Med Internet Res       Date:  2020-11-30       Impact factor: 5.428

Review 6.  Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review.

Authors:  Kim Martinez; Maria Isabel Menéndez-Menéndez; Andres Bustillo
Journal:  JMIR Serious Games       Date:  2021-12-16       Impact factor: 4.143

7.  Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior.

Authors:  Mahiro Egashira; Daisuke Son; Arisa Ema
Journal:  JMIR Serious Games       Date:  2022-02-21       Impact factor: 3.364

8.  Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment.

Authors:  Eric Redlinger; Bernhard Glas; Yang Rong
Journal:  JMIR Serious Games       Date:  2022-04-28       Impact factor: 4.143

9.  The Use of Smartphone Serious Gaming Apps in the Treatment of Substance Use Disorders: Observational Study on Feasibility and Acceptability.

Authors:  Thelma Schilt; Elvira Sharine Ruijter; Nikky Godeschalk; Marit van Haaster; Anna E Goudriaan
Journal:  JMIR Form Res       Date:  2022-09-06

10.  Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation.

Authors:  Cristina Célia De Almeida Pereira Santana; Ana Tereza Vaz De Souza Freitas; Gilson Oliveira Barreto; Igor Sousa De Avelar; Renata Mazaro-Costa; Gina Nolêto Bueno; Diuly Caroline Ribeiro; Gabriela Damasceno Silva; Alessandra Vitorino Naghettini
Journal:  JMIR Serious Games       Date:  2020-09-14       Impact factor: 4.143

  10 in total

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