Cognitive Bias Modification for adolescents with substance use problems – Can serious games help?

作者: Wouter J. Boendermaker , Pier J.M. Prins , Reinout W. Wiers

DOI: 10.1016/J.JBTEP.2015.03.008

关键词: Games for HealthProcess (engineering)Applied psychologyIntervention (counseling)Cognitive trainingCognitive bias modificationFormative assessmentPsychologyTask (project management)Field (computer science)Developmental psychology

摘要: Abstract Background and Objectives Excessive use of psychoactive substances resulting disorders are a major societal problem, the most prevalent mental disorder in young men. Recent reviews have concluded that Cognitive Bias Modification (CBM) shows promise as an intervention method this field. As adolescence is critical formative period, successful early may be key preventing later substance difficult to treat. One issue with adolescents, however, they often lack motivation change their behavior, engage multisession cognitive training programs. The upcoming serious games for health provide solution motivational challenge. Methods game-elements CBM fairly new, there very few published studies This review therefore focuses on currently available evidence from similar fields, such training, well several ongoing gamification projects, illustrate general principles. Results A number steps process identified, starting original, evidence-based task, towards full integration game. While more data needed, some seem better suited than others. Based current evidence, recommendations made. Limitations field still its infancy, further research needed before firm conclusions can drawn. Conclusions Gamified promising way reach at risk youth, but term “game” should used caution. Suggestions made future research.

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