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Introducing The Fling
A Serious Game to Train Behavioral
Control in Adolescents
Wouter Boendermaker, M.Sc.
Utrecht University
Games for Health: Europe, November 1st, 2016
Theory
Addiction and adolescents
• Underage alcohol consumption is relatively
high in The Netherlands.
• Reckless use in adolescence can lead to later
addiction problems
• Costly prevention campaigns:
explicit messages
seem ineffective
Dual Process Model of Addiction
• Dual Process Model
focuses on less visible (implicit) cognitive processes
• Imbalance between two processes
leads to and maintains addiction problems
Weak cognitive
control processes
Too strongly developed
automatic reactions
to drug-related cues
More info: Wiers, RW, Bartholow, BW, Wildenberg, E van den, Thush, C, Engels, RCME, Sher, KJ, Grenard, J, Ames, SL, & Stacy, AW (2007). Automatic and controlled processes and the development in addictive
behaviors in adolescents: A review and a model. Pharmacology, Biochemistry and Behavior, 86, 263-283.
Cognitive Training!
We can (re)train these processes using computerized trainings:
1. Cognitive Bias Modification (CBM)
• Interpretation or memory bias
• Biased attention or approach behavior towards substance
2. Executive Function (EF) training:
• Working memory (updating new information)
• Inhibition (stopping behavior)
Several online training projects: www.impliciet.eu
Problem with adolescents
• Drinking / blowing is very popular
• Substance use is high but seldom seen as problematic
• General lack of motivation to change behavior
• And: These tasks are boring, take a long time and are repetitive
 They have no (intrinsic) motivation to train
Solution(?): Motivate with game elements
Introducing The Fling
Training inhibition:
GO or STOP
Timing very important
The Fling adds:
Storyline, humor
Rhythm
3D (Unity)
Level structure
Study Design
• Three experimental conditions
• GAME – TRAINING vs. GAME PLACEBO vs. REGULAR TRAINING
• 160 Adolescents
• 13-17 years old
• School based, low-level vocational (VMBO-kader)
• Four training sessions
• Ten 3-4 minute levels (>1000 trials)
• Measures of inhibition, working memory, substance use
Data collection ongoing
First results
• General numbers:
• 154 participants finished; 4 dropped out
• 66 boys; 92 girls
• Mean age 14.8
• Game training rated much higher (6.5/10) than non-game (4.2/10)
• Some unexpected findings:
• Several kids did not understand written and verbal instructions
• The storyline did not draw much attention
• Training was harder than we imagined:
• Almost no perfect scores
• Bonus cues were confusing to some
Discussion
Careful scientific evaluation, before going public!
Some things to think about:
• How can we keep motivation high throughout the entire (multi-
session) training?
• Even commercial games become boring at some point!
• Could the word game create unrealistic expectancies?
• Commercial games are all regular youth are familiar with
• Crushed expectancies  disappointment  low motivation?
• What happens to motivation during post-training assessment, where
no game elements are used?
Future plans
• Continue development
• Mobile / tablet app
• More adaptive levels
• Use your own music
• Test among broader audience
• Fewer time limits: free play
• Stronger training effects?
• When does fatigue start?
• How long does the game remain fun to play?
Thank you!
Many thanks to:
• Margot Peeters
• Remco Veltkamp
• Robbert-Jan Beun
• Rens van de Schoot
• Harold de Groot (Shosho)
Questions?
www.uu.nl/onderzoek/beat-it
www.wouboe.nl

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Introducing the Fling: A Serious Game to Train Behavioral Control in Adolescents

  • 1. Introducing The Fling A Serious Game to Train Behavioral Control in Adolescents Wouter Boendermaker, M.Sc. Utrecht University Games for Health: Europe, November 1st, 2016
  • 2. Theory Addiction and adolescents • Underage alcohol consumption is relatively high in The Netherlands. • Reckless use in adolescence can lead to later addiction problems • Costly prevention campaigns: explicit messages seem ineffective
  • 3. Dual Process Model of Addiction • Dual Process Model focuses on less visible (implicit) cognitive processes • Imbalance between two processes leads to and maintains addiction problems Weak cognitive control processes Too strongly developed automatic reactions to drug-related cues More info: Wiers, RW, Bartholow, BW, Wildenberg, E van den, Thush, C, Engels, RCME, Sher, KJ, Grenard, J, Ames, SL, & Stacy, AW (2007). Automatic and controlled processes and the development in addictive behaviors in adolescents: A review and a model. Pharmacology, Biochemistry and Behavior, 86, 263-283.
  • 4. Cognitive Training! We can (re)train these processes using computerized trainings: 1. Cognitive Bias Modification (CBM) • Interpretation or memory bias • Biased attention or approach behavior towards substance 2. Executive Function (EF) training: • Working memory (updating new information) • Inhibition (stopping behavior) Several online training projects: www.impliciet.eu
  • 5. Problem with adolescents • Drinking / blowing is very popular • Substance use is high but seldom seen as problematic • General lack of motivation to change behavior • And: These tasks are boring, take a long time and are repetitive  They have no (intrinsic) motivation to train Solution(?): Motivate with game elements
  • 6. Introducing The Fling Training inhibition: GO or STOP Timing very important The Fling adds: Storyline, humor Rhythm 3D (Unity) Level structure
  • 7. Study Design • Three experimental conditions • GAME – TRAINING vs. GAME PLACEBO vs. REGULAR TRAINING • 160 Adolescents • 13-17 years old • School based, low-level vocational (VMBO-kader) • Four training sessions • Ten 3-4 minute levels (>1000 trials) • Measures of inhibition, working memory, substance use Data collection ongoing
  • 8. First results • General numbers: • 154 participants finished; 4 dropped out • 66 boys; 92 girls • Mean age 14.8 • Game training rated much higher (6.5/10) than non-game (4.2/10) • Some unexpected findings: • Several kids did not understand written and verbal instructions • The storyline did not draw much attention • Training was harder than we imagined: • Almost no perfect scores • Bonus cues were confusing to some
  • 9. Discussion Careful scientific evaluation, before going public! Some things to think about: • How can we keep motivation high throughout the entire (multi- session) training? • Even commercial games become boring at some point! • Could the word game create unrealistic expectancies? • Commercial games are all regular youth are familiar with • Crushed expectancies  disappointment  low motivation? • What happens to motivation during post-training assessment, where no game elements are used?
  • 10. Future plans • Continue development • Mobile / tablet app • More adaptive levels • Use your own music • Test among broader audience • Fewer time limits: free play • Stronger training effects? • When does fatigue start? • How long does the game remain fun to play?
  • 11. Thank you! Many thanks to: • Margot Peeters • Remco Veltkamp • Robbert-Jan Beun • Rens van de Schoot • Harold de Groot (Shosho) Questions? www.uu.nl/onderzoek/beat-it www.wouboe.nl

Editor's Notes

  1. Overarching talk (no focus on specific results) Some words on project planning