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Training Behavioral Control in Adolescents Using a Serious Game.

Wouter J Boendermaker1, Remco C Veltkamp2, Margot Peeters1

  • 11 Department of Interdisciplinary Social Science, Utrecht University , Utrecht, The Netherlands .

Games for Health Journal
|September 20, 2017
PubMed
Summary

This study evaluated "The Fling," a serious game designed to enhance adolescent behavioral control and reduce alcohol misuse. While the game motivated participants, further research is needed to confirm its effectiveness in improving drinking behavior.

Keywords:
AdolescentsCognitive trainingMotivationSerious games

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Area of Science:

  • Adolescent health
  • Behavioral psychology
  • Digital health interventions

Background:

  • Adolescent risk-taking behaviors, including heavy alcohol use, pose significant health risks.
  • Developing effective interventions to improve behavioral control in adolescents is crucial.

Purpose of the Study:

  • To develop and evaluate "The Fling," a serious game intervention aimed at enhancing behavioral control in adolescents.
  • To assess the impact of the serious game on adolescent alcohol use control.
  • To compare the serious game training with a game placebo and a non-game training version.

Main Methods:

  • A randomized controlled trial involving 185 adolescents (mean age 14.9 years).
  • Four training sessions utilizing the stop-signal paradigm to improve behavioral control.
  • Cognitive assessments and questionnaires administered pre- and post-training.

Main Results:

  • Serious game variants demonstrated higher motivation levels compared to the non-game version.
  • Significant improvements in behavioral control were observed across all groups, potentially due to game engagement.
  • No significant training effects on drinking behavior were found, likely due to low baseline alcohol consumption.

Conclusions:

  • The study suggests serious games can be motivating training environments for adolescents.
  • "The Fling" shows promise, but further research is required to confirm its efficacy in improving adolescent alcohol use.
  • Serious games may effectively bridge evidence-based training with engaging digital platforms.