Cognitive Bias Modification for adolescents with substance use problems - Can serious games help?

Cognitive Bias Modification for adolescents with substance use problems - Can serious games help?
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DOI:
10.1016/j.jbtep.2015.03.008
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发表时间:
2015-12-01
影响因子:
1.8
通讯作者:
Wiers, Reinout W.
Wiers, Reinout W.
中科院分区:
医学3区
文献类型:
--
作者:
Boendermaker, Wouter J.;Prins, Pier J. M.;Wiers, Reinout W.

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背景和目标:过度使用精神活性物质及其导致的精神障碍是一个主要的社会问题,也是青年男子中最普遍的精神障碍。最近的评论得出结论,认知偏差修正(CBM)显示出作为该领域的干预方法的前景。由于青春期是一个关键的形成期,成功的早期干预可能是关键,在预防以后的物质使用障碍,是难以治疗的。一个问题与青少年,然而,是他们往往缺乏动机,改变自己的行为,并从事多期认知训练计划。即将使用的严重游戏的健康可能会提供一个解决方案,这个动机challenge.Methods:作为游戏元素在CBM中的使用是相当新的,有很少发表的研究在这一领域。因此,本次审查的重点是目前可用的证据,从类似的领域,如认知训练,以及几个正在进行的CBM游戏化项目,以说明一般principles.Results:在游戏化过程中的一些步骤被确定,从原来的,以证据为基础的CBM任务,在一个游戏中的全面整合。虽然需要更多的数据,但有些步骤似乎比其他步骤更适合CBM游戏化。根据目前的证据,几个recommendations.Limitations:由于该领域仍处于起步阶段,需要进一步的研究,才能得出确切的结论。Conclusions:Gamified CBM可能是一个很有前途的方式来达到风险青年,但术语“游戏”应谨慎使用。对今后的研究提出了建议。(C)2015年,作者。爱思唯尔有限公司出版
Background and Objectives: Excessive use of psychoactive substances and resulting disorders are a major societal problem, and the most prevalent mental disorder in young men. Recent reviews have concluded that Cognitive Bias Modification (CBM) shows promise as an intervention method in this field. As adolescence is a critical formative period, successful early intervention may be key in preventing later substance use disorders that are difficult to treat. One issue with adolescents, however, is that they often lack the motivation to change their behavior, and to engage in multisession cognitive training programs. The upcoming use of serious games for health may provide a solution to this motivational challenge.Methods: As the use of game-elements in CBM is fairly new, there are very few published studies in this field. This review therefore focuses on currently available evidence from similar fields, such as cognitive training, as well as several ongoing CBM gamification projects, to illustrate the general principles.Results: A number of steps in the gamification process are identified, starting with the original, evidence-based CBM task, towards full integration in a game. While more data is needed, some steps seem better suited for CBM gamification than others. Based on the current evidence, several recommendations are made.Limitations: As the field is still in its infancy, further research is needed before firm conclusions can be drawn.Conclusions: Gamified CBM may be a promising way to reach at risk youth, but the term "game" should be used with caution. Suggestions are made for future research. (C) 2015 The Authors. Published by Elsevier Ltd.