2022
DOI: 10.2196/39086
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Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review

Abstract: Background The consumption of alcohol and drugs, particularly in adolescents and young adults, has increased worldwide in the last several years, representing a significant public health challenge. Serious games have the potential to support preventive and treatment interventions for substance use, facilitating the acquisition of relevant knowledge and the motivation for changes in attitudes and behaviors regarding substance consumption. Objective This … Show more

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Cited by 9 publications
(6 citation statements)
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References 59 publications
(129 reference statements)
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“…Moreover, interventions using SG to promote the treatment of mental health disorders have shown feasibility and high levels of acceptability among users and providers. 36 , 37 In relation to alcohol, SG has been used to increase knowledge regarding the consequences of alcohol consumption in adolescents, craving 38 and in reducing attentional bias. 39 So far, few studies have explored the efficacy of SG to reduce alcohol intake, maintain abstinence, or adherence to addiction treatment.…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, interventions using SG to promote the treatment of mental health disorders have shown feasibility and high levels of acceptability among users and providers. 36 , 37 In relation to alcohol, SG has been used to increase knowledge regarding the consequences of alcohol consumption in adolescents, craving 38 and in reducing attentional bias. 39 So far, few studies have explored the efficacy of SG to reduce alcohol intake, maintain abstinence, or adherence to addiction treatment.…”
Section: Introductionmentioning
confidence: 99%
“…A wide range of serious games can be designed to target different areas in healthcare training, which cumulatively provide a holistic and engaging approach for students to acquire knowledge and develop skills. [ 4 5 6 ] These include…”
Section: Introductionmentioning
confidence: 99%
“…[ 5 ] Further, there is also scope to introduce games dealing with interaction with virtual patients (to help students learn the art of effective communication, empathy, and counseling), emergency medicine (to inculcate the skills of rapid decision-making triage, etc., in trauma or other accidents-based scenarios), epidemiological (deals with outbreaks of infectious disease and public health interventions), etc. [ 2 3 6 8 ] …”
Section: Introductionmentioning
confidence: 99%
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“…Digital interventions are also widely scalable and can reach more adolescents than would be possible with in-person interventions, particularly in light of the limited availability of trained personnel [32]. Serious video games-video games designed for a primary purpose other than entertainment [17,18,[28][29][30]33]-are effective as interventions for adolescent substance misuse [34] and are a popular medium for adolescents, as over 95% of adolescents play video games [35]. Through simulated role-playing, which is a highly effective method used for learning purposes [36], serious video games allow individuals to practice behavioral skills in a safe and entertaining manner [37,38], increasing the likelihood of translating these practiced skills into real-life situations [39,40].…”
Section: Introductionmentioning
confidence: 99%