Introducing The Fling – An innovative serious game to train behavioral control in adolescents: Protocol of a randomized controlled trial

W. J. Boendermaker, R. C. Veltkamp, R. J. Beun, R. van der Schoot, M. Peeters

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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.
Original languageEnglish
Title of host publicationGames and Learning Alliance
Subtitle of host publication5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Proceedings
Pages120-129
Number of pages10
ISBN (Electronic)978-3-319-50182-6
DOIs
Publication statusPublished - 2016

Publication series

Name Lecture Notes in Computer Science
Volume10056

Keywords

  • Serious games
  • Cognitive training
  • Adolescents
  • Motivation
  • Inhibition

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