2016
DOI: 10.2196/games.6464
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Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game

Abstract: BackgroundYoung 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.ObjectiveTo prevent escalation of regular use into problematic use in youth, motivation ap… Show more

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Cited by 62 publications
(83 citation statements)
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“…However, the authors reported that there were differences in the gender, and the significant results were observed amongst females only. Contrary to the findings of Dennis TA et al For the study involving participants with alcohol-related problems (Boendermaker et al (2016)) (4), the gamified variant of the cognitive bias modification task did not reduce attention bias and failed to achieve a decline in overall alcohol consumption. Of importance, Boendermaker et al (2016)'s (4)study was also the only study that investigated the effects of gamification and motivation of participants in using the training task.…”
Section: Characteristics Of Gamified Cognitive Bias Modification Intecontrasting
confidence: 79%
See 3 more Smart Citations
“…However, the authors reported that there were differences in the gender, and the significant results were observed amongst females only. Contrary to the findings of Dennis TA et al For the study involving participants with alcohol-related problems (Boendermaker et al (2016)) (4), the gamified variant of the cognitive bias modification task did not reduce attention bias and failed to achieve a decline in overall alcohol consumption. Of importance, Boendermaker et al (2016)'s (4)study was also the only study that investigated the effects of gamification and motivation of participants in using the training task.…”
Section: Characteristics Of Gamified Cognitive Bias Modification Intecontrasting
confidence: 79%
“…By adopting intrinsic integration, this helps to make the task more engaging, which might increase the inherent levels of motivation to continue training. Unfortunately, we found no evidence that the adoption of "intrinsic integration" did lead to increased motivation to train, as only one study included motivation to train as an outcome measure, and in that study (Boendermaker et al, 2016) (4), there was no improvements.…”
Section: Discussionmentioning
confidence: 85%
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“…Secondly, the map screen and changing graphical backgrounds may have hinted at player autonomy and exploration as is typical in other games, but ultimately the player experience was railroaded. These two factors may have undermined autonomy and violated participant expectations, resulting in a dissatisfying experience (Boendermaker, Maceiras, Boffo, & Wiers, 2016;Ryan, Rigby, & Przybylski, 2006). Despite this, it is possible that the clear end goal on the map and novelty of changing backgrounds could explain the maintenance of participants in the Theme variant, while still not being a very satisfying or enjoyable experience.…”
Section: Discussionmentioning
confidence: 99%