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Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game.
Wouter J Boendermaker1,2, Soraya Sanchez Maceiras2, Marilisa Boffo2
1Utrecht University, Department of Child and Adolescent Studies, Utrecht, Netherlands.
JMIR Serious Games
|December 8, 2016
Summary
Gamifying cognitive bias modification of attention (CBM-A) training for young adults did not improve motivation or reduce alcohol use. The serious game elements were insufficient to overcome the training
Area of Science:
- Psychology
- Behavioral Science
- Addiction Research
Background:
- Young adults frequently engage in heavy alcohol use, increasing risks for health problems and addiction.
- Cognitive bias modification of attention (CBM-A) shows promise in clinical settings for relapse prevention by retraining attentional processes.
Purpose of the Study:
- To investigate if integrating serious game elements into CBM-A training can enhance motivation in young adults.
- To explore a novel approach to prevent the escalation of regular alcohol use into problematic patterns.
Main Methods:
- 96 heavy-drinking undergraduate students participated in 4 training sessions.
- Conditions included regular CBM-A, a gamified version ('Shots'), and a placebo.
- Measures assessed motivation, drinking behavior, and attentional bias for alcohol pre- and post-training.
Main Results:
- Only regular CBM-A training reduced alcohol attentional bias; self-reported drinking behavior remained unaffected.
- Motivation to train decreased across all conditions, indicating gamification did not fully counteract task tedium.
- The gamified condition showed slightly greater motivational declines, suggesting potential negative impacts of unmet gamification expectations.
Conclusions:
- Gamification in training carries risks; motivational value must meet or exceed expectations.
- Disappointing gamification can have detrimental effects on adolescent motivation.
- Caution and thorough scientific evaluation are advised when implementing gamification strategies.
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