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针对有物质使用问题的青少年的认知偏差矫正——严肃游戏能有所帮助吗?

Cognitive Bias Modification for adolescents with substance use problems--Can serious games help?

作者信息

Boendermaker Wouter J, Prins Pier J M, Wiers Reinout W

机构信息

Department of Developmental Psychology, University of Amsterdam, The Netherlands.

Department of Developmental Psychology, University of Amsterdam, The Netherlands.

出版信息

J Behav Ther Exp Psychiatry. 2015 Dec;49(Pt A):13-20. doi: 10.1016/j.jbtep.2015.03.008. Epub 2015 Mar 20.

Abstract

BACKGROUND AND OBJECTIVES

Excessive use of psychoactive substances and resulting disorders are a major societal problem, and the most prevalent mental disorder in young men. Recent reviews have concluded that Cognitive Bias Modification (CBM) shows promise as an intervention method in this field. As adolescence is a critical formative period, successful early intervention may be key in preventing later substance use disorders that are difficult to treat. One issue with adolescents, however, is that they often lack the motivation to change their behavior, and to engage in multisession cognitive training programs. The upcoming use of serious games for health may provide a solution to this motivational challenge.

METHODS

As the use of game-elements in CBM is fairly new, there are very few published studies in this field. This review therefore focuses on currently available evidence from similar fields, such as cognitive training, as well as several ongoing CBM gamification projects, to illustrate the general principles.

RESULTS

A number of steps in the gamification process are identified, starting with the original, evidence-based CBM task, towards full integration in a game. While more data is needed, some steps seem better suited for CBM gamification than others. Based on the current evidence, several recommendations are made.

LIMITATIONS

As the field is still in its infancy, further research is needed before firm conclusions can be drawn.

CONCLUSIONS

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.

摘要

背景与目的

精神活性物质的过度使用及其引发的紊乱是一个重大的社会问题,也是年轻男性中最普遍的精神障碍。近期综述得出结论,认知偏差矫正(CBM)作为该领域的一种干预方法显示出前景。由于青春期是一个关键的成长阶段,成功的早期干预可能是预防后期难以治疗的物质使用障碍的关键。然而,青少年存在的一个问题是,他们往往缺乏改变行为以及参与多阶段认知训练项目的动力。即将出现的用于健康的严肃游戏可能为这一动机挑战提供解决方案。

方法

由于在CBM中使用游戏元素相当新颖,该领域发表的研究非常少。因此,本综述聚焦于来自类似领域(如认知训练)的现有证据,以及几个正在进行的CBM游戏化项目,以阐述一般原则。

结果

确定了游戏化过程中的若干步骤,从最初基于证据的CBM任务开始,直至完全融入一款游戏。虽然还需要更多数据,但有些步骤似乎比其他步骤更适合CBM游戏化。基于当前证据,提出了若干建议。

局限性

由于该领域仍处于起步阶段,在得出确凿结论之前还需要进一步研究。

结论

游戏化的CBM可能是接触高危青少年的一种有前景的方式,但“游戏”一词的使用应谨慎。对未来研究提出了建议。

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