Introducing The Fling – An innovative serious game to train behavioral control in adolescents: Protocol of a randomized controlled trial

Publication date

2016

Authors

Boendermaker, W. J.ORCID 0000-0002-8783-9030ISNI 0000000419516322
Veltkamp, R.C.ISNI 0000000109665680
Beun, R.J.ISNI 0000000083179093
van der Schoot, R.
Peeters, MargotORCID 0000-0001-8861-5744ISNI 0000000390696920

Editors

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

taverne

Abstract

Behavioral control weaknesses are a strong predictor of problematic behaviors in adolescents, such as heavy alcohol use. Heavy alcohol use at this young age can lead to health and school-related problems and is a severe societal problem. Strengthening of cognitive control mechanisms through computerized training has been shown to have positive effects on behavior, but is often perceived as a tedious exercise. Applying novel serious gaming techniques to evidence-based training paradigms may offer a solution to this motivational problem. This paper describes the design and analysis plan that will be used to evaluate an innovative Serious Game called The Fling, aimed specifically at increasing cognitive control over impulses in adolescents. The game will be evaluated in a randomized controlled trial (RCT) among adolescents between 15–18 years in mainstream and special education.

Keywords

Serious games, Cognitive training, Adolescents, Motivation, Inhibition, Taverne, SDG 3 - Good Health and Well-being

Citation

Boendermaker, W J, Veltkamp, R C, Beun, R J, van der Schoot, R & Peeters, M 2016, Introducing The Fling – An innovative serious game to train behavioral control in adolescents : Protocol of a randomized controlled trial. in Games and Learning Alliance : 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Proceedings. Lecture Notes in Computer Science, vol. 10056, pp. 120-129. https://doi.org/10.1007/978-3-319-50182-6_11