Serious games inzetten bij drinkende jongeren
Samenvatting
De adolescentie kenmerkt zich veelal door een toename van risicogedrag, zoals het experimenteren met grote hoeveelheden alcohol. Hoewel dit soort gedrag niet per se tot problemen hoeft te leiden, kan overmatig drankgebruik op deze leeftijd wel gezondheidsproblemen of schooluitval veroorzaken en vergroot het de kans op verslaving op latere leeftijd. Daarom is het belangrijk dat er vroeg wordt ingegrepen, zodat escalatie kan worden voorkomen. Uit onderzoek is gebleken dat het trainen van bepaalde controlerende cognitieve processen (zoals het werkgeheugen en inhibitievermogen) effectief kan zijn om jongeren meer grip te laten krijgen op hun alcoholgebruik. Bovendien kan een aantal meer automatische processen (zoals selectieve aandacht voor alcohol) opnieuw worden hertraind. Hoewel deze beide vormen van training, uitgevoerd op de computer, bewezen effectief zijn bevonden, worden ze ook vaak ervaren als lang en saai. Om jongeren extra te motiveren de cognitieve trainingen te voltooien, kunnen serious games wellicht uitkomst bieden. In dit artikel wordt een promotieonderzoek beschreven waarin dit is bestudeerd. Allereerst wordt een raamwerk beschreven waarbinnen deze serious games kunnen worden ontwikkeld, waarna er diverse gametrainingen aan bod komen. Het blijkt dat serious games inderdaad een motiverende rol kunnen spelen bij het trainen van jongeren. De omstandigheden waaronder dat precies gebeurt, zullen nog nader onderzocht moeten worden.
Using serious games to train cognition in drinking adolescents
Abstract
Adolescence is a developmental period in which an increase in risk taking behavior, such as experimenting with large amounts of alcohol, is common. Although this kind of behavior does not always lead to problematic behavior, excessive use of alcohol at this age can cause significant health problems and school drop-out, and it increases the chance of developing addiction-related problems later in life. It is therefore important to intervene at an early stage, to prevent escalation. Previous research has shown that training certain cognitive control processes, such as working memory and inhibition, can be effective means to help adolescents to get more grip on their alcohol use. Additionally, several relatively automatic processes, such as selective attention for alcohol, can be re-trained. Although both forms of computerized training have been shown to be effective, they are also often seen as long and boring. Serious games may provide a way to motivate adolescents to complete these cognitive training tasks. In this article, we describe the results from a PhD research project in which this was studied. First, we describe a framework for the development of such serious games, with several examples of game-training tasks, that we have developed. It can be concluded that serious games can indeed play an important motivating role in cognitive training of adolescents, although the specific circumstances under which this works optimally do need further study.
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