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

被引:45
|
作者
Boendermaker, Wouter J. [1 ,2 ]
Maceiras, Soraya Sanchez [2 ]
Boffo, Marilisa [2 ]
Wiers, Reinout W. [2 ]
机构
[1] Univ Utrecht, Dept Child & Adolescent Studies, Heidelberglaan 1, NL-3584 CS Utrecht, Netherlands
[2] Univ Amsterdam, Dept Dev Psychol, Amsterdam, Netherlands
来源
JMIR SERIOUS GAMES | 2016年 / 4卷 / 02期
关键词
cognitive training; cognitive bias modification (CBM); attentional bias; adolescents; serious games; motivation; IDENTIFICATION TEST AUDIT; WORKING-MEMORY; ALCOHOL-USE; EXPERIMENTAL MANIPULATION; DRINKING BEHAVIOR; SUBSTANCE USE; ADOLESCENTS; ASSOCIATIONS; INTERVENTIONS; QUESTIONNAIRE;
D O I
10.2196/games.6464
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
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.
引用
收藏
页数:10
相关论文
共 50 条
  • [41] Action research as a game design methodology for a serious game
    Contreras-Espinosa, Ruth S.
    Luis Eguia-Gomez, Jose
    Solano Albajes, Lluis
    RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA, 2016, 19 (02): : 71 - 90
  • [42] Evaluating the impact of a cloud-based serious game on obese people
    Alamri, Atif
    Hassan, Mohammad Mehedi
    Hossain, M. Anwar
    Al-Qurishi, Muhammad
    Aldukhayyil, Yousuf
    Hossain, M. Shamim
    COMPUTERS IN HUMAN BEHAVIOR, 2014, 30 : 468 - 475
  • [43] Evaluating a serious game to improve childhood cancer patients' treatment adherence
    Chai, Carmen Wang Er
    Lau, Bee Theng
    Tee, Mark Kit Tsun
    Al Mahmud, Abdullah
    DIGITAL HEALTH, 2022, 8
  • [44] A Systematic Mapping Study on Game Elements and Serious Games for Learning Programming
    dos Santos, Adriano Lages
    Souza, Mauricio R. A.
    Dayrell, Marcela
    Figueiredo, Eduardo
    COMPUTER SUPPORTED EDUCATION, 2019, 1022 : 328 - 356
  • [45] Effective mitigation of anchoring bias, projection bias, and representativeness bias from serious game-based training
    Clegg, Benjamin A.
    McKernan, Brian
    Martey, Rosa M.
    Taylor, Sarah M.
    Stromer-Galley, Jennifer
    Kenski, Kate
    Saulnier, E. Tobi
    Rhodes, Matthew G.
    Folkestad, James E.
    McLaren, Elizabeth
    Shaw, Adrienne
    Strzalkowski, Tomek
    6TH INTERNATIONAL CONFERENCE ON APPLIED HUMAN FACTORS AND ERGONOMICS (AHFE 2015) AND THE AFFILIATED CONFERENCES, AHFE 2015, 2015, 3 : 1558 - 1565
  • [46] Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game
    Dunbar, Norah E.
    Miller, Claude H.
    Adame, Bradley J.
    Elizondo, Javier
    Wilson, Scott N.
    Lane, Brianna L.
    Kauffman, Abigail Allums
    Bessarabova, Elena
    Jensen, Matthew L.
    Straub, Sara K.
    Lee, Yu-Hao
    Burgoon, Judee K.
    Valacich, Joseph J.
    Jenkins, Jeffrey
    Zhang, Jun
    COMPUTERS IN HUMAN BEHAVIOR, 2014, 37 : 307 - 318
  • [47] Mobile AR in the Wild: Exploring an Augmented Reality Concept for a Nature Discovery Path and evaluating its Serious Game Elements
    Trefzger, Mathias
    Schlegel, Thomas
    PROCEEDINGS OF 2023 MENSCH UND COMPUTER, MUC 2023: Building Bridges, 2023, : 513 - 517
  • [49] THE CIDOC CRM GAME: A Serious Game Approach to Ontology Learning
    Guillem, Anais
    Bruseker, George
    ICOMOS/ISPRS INTERNATIONAL SCIENTIFIC COMMITTEE ON HERITAGE DOCUMENTATION (CIPA) 26TH INTERNATIONAL CIPA SYMPOSIUM - DIGITAL WORKFLOWS FOR HERITAGE CONSERVATION, 2017, 42-2 (W5): : 317 - 323
  • [50] MAthE the Game: A Serious Game for Education and Training in News Verification
    Katsaounidou, Anastasia
    Vrysis, Lazaros
    Kotsakis, Rigas
    Dimoulas, Charalampos
    Veglis, Andreas
    EDUCATION SCIENCES, 2019, 9 (02):