1 Department of Interdisciplinary Social Science, Utrecht University , Utrecht, The Netherlands .
2 Department of Information and Computing Sciences, Utrecht University , Utrecht, The Netherlands .
Games Health J. 2017 Dec;6(6):351-357. doi: 10.1089/g4h.2017.0071. Epub 2017 Sep 19.
Risk taking, such as heavy alcohol use, is commonplace among adolescents. Nevertheless, prolonged alcohol use at this age can lead to severe health problems. The goal of this study was to develop and evaluate a serious game training ("The Fling"), aimed at increasing behavioral control in adolescents and thereby helping them to improve control over their alcohol use. The game training was compared to a game placebo and a nongame training version in a randomized controlled trial.
A sample of 185 adolescents (mean age 14.9 years) in secondary education participated in the study. They performed four sessions of training, as well as a set of questionnaires and cognitive assessment tasks before and after the training. The basis for the training was the stop-signal paradigm, aimed at increasing behavioral control.
The game variants were shown to motivate adolescents beyond the level of the nongame version. Behavioral control improved significantly over time, but this effect was also present in the game placebo, suggesting that the game activities alone may have had a beneficial effect on our measures of behavioral control. As baseline drinking levels were low, no significant training effects on drinking behavior were found.
Although the current results are not yet conclusive as to whether "The Fling" is effective as a cognitive training, they do warrant further research in this direction. This study also shows that serious games may be uniquely suitable to bridge the gap between an evidence-based training paradigm and an attractive, motivating training environment.
冒险行为,如酗酒,在青少年中很常见。然而,这个年龄段的长期酗酒会导致严重的健康问题。本研究的目的是开发和评估一种严肃游戏训练(“The Fling”),旨在提高青少年的行为控制能力,从而帮助他们更好地控制饮酒。该游戏训练与游戏安慰剂和非游戏训练版本在随机对照试验中进行了比较。
一项针对 185 名中学青少年(平均年龄 14.9 岁)的研究参与了该研究。他们在训练前和训练后进行了四组训练,以及一套问卷和认知评估任务。训练的基础是停止信号范式,旨在提高行为控制能力。
游戏变体被证明能够激发青少年的积极性,超出了非游戏版本的水平。行为控制随着时间的推移显著改善,但这种效果也存在于游戏安慰剂中,这表明仅游戏活动可能对我们的行为控制测量产生了有益的影响。由于基线饮酒水平较低,因此未发现饮酒行为的显著训练效果。
尽管目前的结果还不能确定“Fling”作为认知训练是否有效,但值得进一步研究。本研究还表明,严肃游戏可能是弥合基于证据的训练范例和有吸引力、激励性的训练环境之间差距的独特方法。