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带有严肃游戏元素的注意力偏差修正:评估射击游戏

Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game.

作者信息

Boendermaker Wouter J, Sanchez Maceiras Soraya, Boffo Marilisa, Wiers Reinout W

机构信息

Utrecht University, Department of Child and Adolescent Studies, Utrecht, Netherlands.

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

出版信息

JMIR Serious Games. 2016 Dec 6;4(2):e20. doi: 10.2196/games.6464.

Abstract

BACKGROUND

Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification of attention," or CBM-A), has been shown to be a promising add-on to treatment, helping to prevent relapse.

OBJECTIVE

To prevent escalation of regular use into problematic use in youth, motivation appears to play a pivotal role. As CBM-A is often viewed as long and boring, this paper presents this training with the addition of serious game elements as a novel approach aimed at enhancing motivation to train.

METHODS

A total of 96 heavy drinking undergraduate students carried out a regular CBM-A training, a gamified version (called "Shots"), or a placebo training version over 4 training sessions. Measures of motivation to change their behavior, motivation to train, drinking behavior, and attentional bias for alcohol were included before and after training.

RESULTS

Alcohol attentional bias was reduced after training only in the regular training condition. Self-reported drinking behavior was not affected, but motivation to train decreased in all conditions, suggesting that the motivational features of the Shots game were not enough to fully counteract the tiresome nature of the training. Moreover, some of the motivational aspects decreased slightly more in the game condition, which may indicate potential detrimental effects of disappointing gamification.

CONCLUSIONS

Gamification is not without its risks. When the motivational value of a training task with serious game elements is less than expected by the adolescent, effects detrimental to their motivation may occur. We therefore advise caution when using gamification, as well as underscore the importance of careful scientific evaluation.

摘要

背景

年轻人经常尝试大量饮酒,这会带来严重的健康风险,并增加成瘾问题的发生几率。在临床患者中,对自动的欲求过程进行认知再训练,比如对酒精的选择性注意(称为“注意力的认知偏差修正”,即CBM-A),已被证明是一种很有前景的辅助治疗方法,有助于预防复发。

目的

为防止青少年将常规饮酒升级为问题饮酒,动机似乎起着关键作用。由于CBM-A通常被认为冗长且枯燥,本文提出在这种训练中加入严肃游戏元素,作为一种旨在增强训练动机的新方法。

方法

总共96名大量饮酒的本科生在4次训练课程中分别进行常规的CBM-A训练、游戏化版本(称为“射击”)或安慰剂训练版本。在训练前后,纳入了改变行为的动机、训练动机、饮酒行为以及对酒精的注意偏差等测量指标。

结果

仅在常规训练条件下,训练后酒精注意偏差有所降低。自我报告的饮酒行为未受影响,但在所有条件下训练动机均下降,这表明“射击”游戏的激励特性不足以完全抵消训练的枯燥性质。此外,在游戏条件下,一些动机方面的下降幅度略大,这可能表明令人失望的游戏化存在潜在的不利影响。

结论

游戏化并非没有风险。当带有严肃游戏元素的训练任务的激励价值低于青少年的预期时,可能会对他们的动机产生不利影响。因此,我们建议在使用游戏化时要谨慎,并强调仔细进行科学评估的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dda6/5174726/47db52943eef/games_v4i2e20_fig1.jpg

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