2019
DOI: 10.2196/11716
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A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial

Abstract: Background Body motion-activated video games are a promising strategy for promoting engagement in and adherence to addiction treatment among youth. Objective This pilot randomized trial (N=80) investigated the feasibility of a body motion–activated video game prototype, Recovery Warrior 2.0, targeting relapse prevention in the context of a community inpatient care program for youth. Methods Participants aged 15-25 years were recruited from an… Show more

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Cited by 8 publications
(12 citation statements)
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“…SPARX , the game most studied ( 74 83 ), was played by youth at all three levels of illness severity (Steps 1, 2-3, 4) and Dojo ( 84 86 ) was played at Steps 2-3 and 4, which brings the total game count to 35 taking these repetitions into account. Other games tested in more than one study were: Recovery Warrior ( 87 , 88 ) (Step 4), SmartCAT ( 89 , 90 ) (Steps 2-3), Pesky gNATs ( 91 , 92 ) (Steps 2-3), and REThink ( 93 96 ) (Step 0). The remaining games were evaluated in single studies.…”
Section: Resultsmentioning
confidence: 99%
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“…SPARX , the game most studied ( 74 83 ), was played by youth at all three levels of illness severity (Steps 1, 2-3, 4) and Dojo ( 84 86 ) was played at Steps 2-3 and 4, which brings the total game count to 35 taking these repetitions into account. Other games tested in more than one study were: Recovery Warrior ( 87 , 88 ) (Step 4), SmartCAT ( 89 , 90 ) (Steps 2-3), Pesky gNATs ( 91 , 92 ) (Steps 2-3), and REThink ( 93 96 ) (Step 0). The remaining games were evaluated in single studies.…”
Section: Resultsmentioning
confidence: 99%
“…Seven games (9/49 studies: 18.4%) were played by youth with severe mental illness in residential institutions or inpatient/outpatient psychiatry units. They included four therapeutic games: The SIMS Life Stories TM ( 113 ) for trauma, SPARX ( 74 ) for depression, Muse ( 112 ) for trauma and RAGE-Control for anger management ( 102 ); two relapse prevention games: Arise ( 99 ) for substance use disorder and Recovery Warrior ( 87 , 88 ) for substance use disorder including opioid or marijuana use disorder, and a biofeedback game, Dojo ( 85 , 86 ), that was used as adjunct to therapy.…”
Section: Resultsmentioning
confidence: 99%
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“…The game has been shown to improve adolescents' attitudes and change their behaviors [22]. Additionally, Recovery Warrior 2.0, a motion-activated video game prototype, which targets relapse prevention for adolescents, has preliminary data indicating that an SG for addiction recovery appears to be possible and appropriate for adolescents [24]. Although several interventions have shown promise in improving adolescents' health-related behaviors, there are limited studies that have examined the effect of an SG on adolescent's opioid-safety awareness [20].…”
Section: Introductionmentioning
confidence: 99%