| Literature DB >> 29661748 |
Mary Metcalf1, Karen Rossie1, Katie Stokes1, Christina Tallman1, Bradley Tanner1.
Abstract
BACKGROUND: New technologies such as virtual reality, augmented reality, and video games hold promise to support and enhance individuals in addiction treatment and recovery. Quitting or decreasing cigarette or alcohol use can lead to significant health improvements for individuals, decreasing heart disease risk and cancer risks (for both nicotine and alcohol use), among others. However, remaining in recovery from use is a significant challenge for most individuals.Entities:
Keywords: Kinect; addiction treatment; motion control games; serious games; virtual reality
Year: 2018 PMID: 29661748 PMCID: PMC5928331 DOI: 10.2196/games.9231
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1A staff developer swipes away a beer bottle during game play.
Figure 2Players can select specific backgrounds for the game.
Figure 3Game backgrounds include realistic photos.
Figure 4Substance images were drawn to be less specific as preferred by the target audience.
Change in substance use after 2 weeks (percentagea based on first reported use).
| Characteristic | Control without game (n=11) | Case with game (n=17) |
| Average change in substance use compared to initial 100%, %a | 110 | 38 |
| Number who quit, n | 0 | 5 |
| Number who restarted, n | 2 | 1 |
aPercentage reflects the amount of substance use increase.
Substance use in case group (n=15). N/A: not applicable.
| Use for participants who completed session 4 from 7-Day Timeline | Session 1 | Session 3 | Session 4 | |
| Used substance, % | 100.00 | 37.74 | 52.37 | |
| Increased since previous session, n | N/A | 2 | 4 | |
| Decreased since previous session, n | N/A | 7 | 2 | |
| Use stayed the same, n | N/A | 1 | 3 | |
| Decreased and stayed at 0% use, n | 5 | 6 | ||
| Total, n | 15 | 15 | 15 | |
| 15 | 15 | 14 | ||
| Restarted | N/A | N/A | 1 | |
Case player self-assessment scores (5-point Likert-type scale; n=29).
| Characteristics | Session 1 (Baseline) | Session 3 | Session 1 to 3 (Difference) | Session 4 (1-week follow-up) | |
| I am happy with how far I have come in my substance use treatment and recovery | 4.07 | 4.17 | 0.10 | 4.14 | |
| I feel good about my future regarding substance use abstinence | 4.21 | 4.34 | 0.13 | 4.03 | |
| I am confident in my ability to overcome my substance use issue | 4.07 | 4.38 | 0.31 | 4.07 | |
| I am confident in my ability to refuse the use of problematic substances (alcohol/drugs/tobacco) | 3.93 | 4.07 | 0.14 | 3.79 | |
| Average self-efficacy | 4.07 | 4.24 | 0.17 | 4.01 | |
| Using the help of support channels | 4.00 | 4.07 | 0.07 | 3.86 | |
| Using the help of health care professionals | 3.41 | 3.72 | 0.31 | 3.45 | |
| Using the help of friends | 4.24 | 4.17 | –0.07 | 3.97 | |
| Average attitude | 3.88 | 3.99 | 0.10 | 3.67 | |
| Behavior—I intend to quit using problematic substances (alcohol/drugs/tobacco) | 4.27 | 4.00 | –0.27 | 3.93 | |
| I intend to reduce my use of problematic substances (alcohol/drugs/tobacco) | 4.56 | 4.43 | –0.13 | 4.15 | |
| Health care to assist with my substance use issues | 2.96 | 3.57 | 0.61 | 3.41 | |
| Friends to assist with my substance use issues | 4.07 | 4.03 | –0.04 | 3.90 | |
| Family to assist with my substance use issues | 3.43 | 3.61 | 0.18 | 3.34 | |
| Support groups to assist with my substance use issues | 3.54 | 3.50 | –0.04 | 3.61 | |
| Resources to assist with my substance use issues | 3.79 | 4.03 | 0.24 | 3.93 | |
| Healthy lifestyle behaviors such as eating healthily | 4.31 | 4.48 | 0.17 | 4.10 | |
| Healthy lifestyle behaviors such as exercising | 4.38 | 4.48 | 0.10 | 4.21 | |
| Healthy lifestyle behaviors such as socializing | 4.41 | 4.48 | 0.07 | 4.03 | |
| Healthy lifestyle behaviors such as hobbies | 4.34 | 4.62 | 0.32 | 4.24 | |
| Average behavior or intended behavior | 4.00 | 4.11 | 0.11 | 3.89 | |
Average change in substance use for participants who started the study using a substance within the past week (n=24).
| Substance type | Session 1 attendance, n (%) | Session 3 attendance, n (%) |
| Tobacco | 13 (100) | 12 (96) |
| Alcohol | 11 (100) | 7 (25) |
Game satisfaction scores (5-point Likert-type scale). N/A: not applicable.
| Game satisfaction | Session 1 (n=52) | Session 2 (n=52) | Session 3 (n=52) | Session 4 (1-week follow-up; n=29) | |
| The game was fun. | 4.43 | 4.48 | 4.37 | 4.10 | |
| This game was engaging. | 4.58 | 4.48 | 4.48 | 4.17 | |
| Based on my experience, I would recommend this game to other patients in treatment for substance use problems. | 3.88 | 3.98 | 4.00 | 3.67 | |
| Based on my experience, this game will aid in my substance use treatment and recovery. | 3.45 | 3.55 | 3.81 | 3.53 | |
| Overall, this game will be a useful substance use treatment and recovery tool. | 3.78 | 3.83 | 4.12 | 3.70 | |
| Relapse prevention | 3.41 | 3.40 | 3.65 | N/A | |
| Seeking help | 3.22 | 3.10 | 3.38 | N/A | |
| Sticking to treatment | 3.68 | 3.60 | 3.88 | N/A | |
| Better long-term outcomes | 3.76 | 3.65 | 3.69 | N/A | |
| Higher quality of life | 3.61 | 3.70 | 3.71 | N/A | |