2015
DOI: 10.1016/j.jbtep.2015.03.008
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Cognitive Bias Modification for adolescents with substance use problems – Can serious games help?

Abstract: Gamified CBM may be a promising way to reach at risk youth, but the term "game" should be used with caution. Suggestions are made for future research.

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Cited by 104 publications
(109 citation statements)
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“…Furthermore, gamification did not have a (negative) influence on the usability of the system. So, in this study, the gamified elements did not seem to add more complexity to the system as observed in other studies [41].…”
Section: Discussionsupporting
confidence: 75%
“…Furthermore, gamification did not have a (negative) influence on the usability of the system. So, in this study, the gamified elements did not seem to add more complexity to the system as observed in other studies [41].…”
Section: Discussionsupporting
confidence: 75%
“…The authors reported gamification helped improve engagement in the short and longer term and made the task more attractive. Other studies have found increased self-empowerment (16) and improved existing skills sets (16 (17) reviewed how gamification might help address one of the core challenges of conventional interventions, that of motivation to train; these tasks tend to be highly repetitive, with a need for multiple training sessions. Wouter J et al (2015) (17) highlighted several potential gamification strategies and explored how they have been used in some studies.…”
Section: Introductionmentioning
confidence: 99%
“…Other studies have found increased self-empowerment (16) and improved existing skills sets (16 (17) reviewed how gamification might help address one of the core challenges of conventional interventions, that of motivation to train; these tasks tend to be highly repetitive, with a need for multiple training sessions. Wouter J et al (2015) (17) highlighted several potential gamification strategies and explored how they have been used in some studies. The gamification approaches used include that of the addition of gaming elements to existing tasks; the transformation of a conventional task into a serious game; identification of an underlying theory of the intervention and developing a game; the addition of a full gaming approach to a conventional task; both intrinsic and extrinsic combination and lastly, the use of over the shelf entertainment games.…”
Section: Introductionmentioning
confidence: 99%
“…It is not essential to use any digital technology in gamification but smart phones make the implementation easier and the outreach wider. As regards the efficacy of gamification in preventing substance use among adolescents, Boendermaker and colleagues [27] found that game elements (authors label them as "serious games") can help to motivate youngsters to do a Cognitive Bias Modification (CBM) training, which might reduce substance consumption. However, research is still lacking to draw further conclusions about the efficacy of gamification.…”
Section: Introductionmentioning
confidence: 99%