2015
DOI: 10.1016/j.childyouth.2015.04.007
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Preventing substance abuse and relationship violence: Proof-of-concept evaluation of a social, multi-user, tablet-based game

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Cited by 12 publications
(16 citation statements)
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“…Digital health technology has also been linked with increased AYA self-efficacy. For example, college-aged youth have found games for health to be more engaging than traditional didactic lessons because they feel the locus of control lies with them [68,74]. In a randomized evaluation of a digital game with interactive narratives and virtual avatars about risky sexual behavior for young men who have sex with men, initial results were promising for increased self-efficacy and prediction of reduced future risky sexual behavior [30].…”
Section: Cognitive Affordancementioning
confidence: 99%
“…Digital health technology has also been linked with increased AYA self-efficacy. For example, college-aged youth have found games for health to be more engaging than traditional didactic lessons because they feel the locus of control lies with them [68,74]. In a randomized evaluation of a digital game with interactive narratives and virtual avatars about risky sexual behavior for young men who have sex with men, initial results were promising for increased self-efficacy and prediction of reduced future risky sexual behavior [30].…”
Section: Cognitive Affordancementioning
confidence: 99%
“…In terms of the substances addressed, of the 29 studies, 13 (45%) were focused on problems associated with the consumption or abuse of alcohol, 7 (24%) were focused on drugs (such as methamphetamine, inhalants, cannabis, ecstasy, opioids, lysergic acid diethylamide, cocaine, and heroin), and 7 (24%) addressed problems for both alcohol and drug use. It is important to note that 7% (2/29) of the studies considered comorbidity-of these 2 studies, 1 (50%) focused on alcohol use disorder and depression [26,27], and 1 (50%) focused on substance use and relationship violence [28].…”
Section: Type Of Substance Addressedmentioning
confidence: 99%
“…An American research group (Elias-Lambert, Boyas, Black, & Schoech, 2015;Schoech, Boyas, Black, & Elias-Lambert, 2013) has developed a school-based primaryintervention serious game called "Choices & Consequences" (C&C). Green Acres High and the C&C game have many similarities, such as exposing teenagers to different virtual situations and asking their opinion regarding safety.…”
Section: Green Acres High-an Online Game-based Interventionmentioning
confidence: 99%