2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH) 2016
DOI: 10.1109/segah.2016.7586229
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Enhancing protective role-playing behaviors through avatar-based scenarios

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Cited by 6 publications
(4 citation statements)
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“…The study by Hong et al [34] reported that participants improved from before to after the game in intention to drink less alcohol and in drinking refusal self-efficacy, where the enjoyment of the game was a key feature. The results reported in the study by Hughes et al [36] indicate that participants from the intervention group were more likely to adopt protective behaviors such as trying to stop somebody from driving after drinking and using a designated driver than participants in the control condition. One of these studies also demonstrated that participants in a game session to provide information about potential risks of substance abuse during nightlife events evaluated the serious game to be as positive and credible as more traditional information tools such as leaflets [54].…”
Section: Evaluation Procedures and Reported Resultsmentioning
confidence: 94%
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“…The study by Hong et al [34] reported that participants improved from before to after the game in intention to drink less alcohol and in drinking refusal self-efficacy, where the enjoyment of the game was a key feature. The results reported in the study by Hughes et al [36] indicate that participants from the intervention group were more likely to adopt protective behaviors such as trying to stop somebody from driving after drinking and using a designated driver than participants in the control condition. One of these studies also demonstrated that participants in a game session to provide information about potential risks of substance abuse during nightlife events evaluated the serious game to be as positive and credible as more traditional information tools such as leaflets [54].…”
Section: Evaluation Procedures and Reported Resultsmentioning
confidence: 94%
“…Most of the evaluated serious games (18/29, 62%) were developed to support the prevention of substance use, whereas the rest of the serious games (11/29, 38%) were focused on the enhancement of the provided treatment or on supporting individuals during specific stages of their treatment. All the serious games designed with prevention objectives (18/29, 62%) implemented their games' mechanics to facilitate the increase of knowledge on different topics, such as the negative consequences of nonmedical prescription drug use [29], the biological consequences of the abuse of inhalants [30], how the brain is affected by alcohol and other drugs [31,32], how to identify and reduce risky health behaviors [33,34] as well as carry out protective behavioral techniques [35,36], and the effects and consequences of alcohol and drug consumption [37,38].…”
Section: Type Of Interventionmentioning
confidence: 99%
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