Abstract
Behavioral control weaknesses are a strong predictor of problematic
behaviors in adolescents, such as heavy alcohol use. Heavy alcohol use at this
young age can lead to health and school-related problems and is a severe societal
problem. Strengthening of cognitive control mechanisms through computerized
training has been shown to have positive effects on behavior, but is often perceived
as a tedious exercise. Applying novel serious gaming techniques to
evidence-based training paradigms may offer a solution to this motivational
problem. This paper describes the design and analysis plan that will be used to
evaluate an innovative Serious Game called The Fling, aimed specifically at
increasing cognitive control over impulses in adolescents. The game will be
evaluated in a randomized controlled trial (RCT) among adolescents between
15–18 years in mainstream and special education.
behaviors in adolescents, such as heavy alcohol use. Heavy alcohol use at this
young age can lead to health and school-related problems and is a severe societal
problem. Strengthening of cognitive control mechanisms through computerized
training has been shown to have positive effects on behavior, but is often perceived
as a tedious exercise. Applying novel serious gaming techniques to
evidence-based training paradigms may offer a solution to this motivational
problem. This paper describes the design and analysis plan that will be used to
evaluate an innovative Serious Game called The Fling, aimed specifically at
increasing cognitive control over impulses in adolescents. The game will be
evaluated in a randomized controlled trial (RCT) among adolescents between
15–18 years in mainstream and special education.
| Original language | English |
|---|---|
| Title of host publication | Games and Learning Alliance |
| Subtitle of host publication | 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Proceedings |
| Pages | 120-129 |
| Number of pages | 10 |
| ISBN (Electronic) | 978-3-319-50182-6 |
| DOIs | |
| Publication status | Published - 2016 |
Publication series
| Name | Lecture Notes in Computer Science |
|---|---|
| Volume | 10056 |
Keywords
- Serious games
- Cognitive training
- Adolescents
- Motivation
- Inhibition