2020
DOI: 10.2196/21652
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The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study

Abstract: Background Although binge drinking peaks at age 21 to 25 years, there is limited research on the effects of serious games in this population, as well as on the process by which playing serious games impacts alcohol-related outcomes. Designed with both health behavioral theory and game theory, One Shot is an online serious game that aims to prevent binge drinking. Objective This study utilized a conceptual model for serious video game processes. Using On… Show more

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Cited by 7 publications
(7 citation statements)
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“…Nevertheless, these positive results decreased over time after the last playing session [45]. 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.…”
Section: Evaluation Procedures and Reported Resultsmentioning
confidence: 99%
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“…Nevertheless, these positive results decreased over time after the last playing session [45]. 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.…”
Section: Evaluation Procedures and Reported Resultsmentioning
confidence: 99%
“…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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“…To develop a game for a health promotion intervention (similar to Hong et al [ 35 ]), it is essential to consider the levels of involvement needed. It is important to consider the need for technical skills to develop and maintain the game (technical skills).…”
Section: Discussionmentioning
confidence: 99%
“…The relevance of the components in the "HPV Vaccine" game was the emotional reaction established during the game such as fear, anger, happiness, and enjoyment at each level. Hong et al stated in their study that the role of enjoyment in a serious game significantly influenced people's intentions and strengthen their belief in a healthy lifestyle [27]. The "HPV Vaccine" game is equipped with a scoring system that quantifies the achievement of players and at the same time enables grading of the knowledge shared by the game system to the players.…”
Section: Implication Of Findingmentioning
confidence: 99%