2015
DOI: 10.1089/g4h.2014.0100
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A Motion Videogame for Opioid Relapse Prevention

Abstract: Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.

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Cited by 11 publications
(14 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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“…This study builds on an earlier pilot study [14] and examines how a game that runs on an off-the-shelf gaming system (Microsoft Kinect) can be used in SUD treatment by helping patients develop negative associations with drugs and acquire drug-refusal skills [15]. This study is a pilot randomized trial (N=80) of a revised body motion–activated game, Recovery Warrior 2.0, targeting relapse prevention in the context of a community treatment program for SUD among youth.…”
Section: Introductionmentioning
confidence: 99%