Prevention in Addiction: Using Serious Games to (re)train Cognition in Dutch Adolescents

  • Wouter J. Boendermaker
  • Pier J. M. Prins
  • Reinout W. Wiers
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9090)


Excessive use of psychoactive substances during adolescence poses a serious health risk. It can lead to cognitive impairment, as well as addictive problems later in life. Dual process models of addiction suggest that to counter this development, the overdeveloped automatic reactions to drug-related cues should be tempered and cognitive control functions should be strengthened. Recently, several training paradigms have been developed to (re)train these processes. While effective in long time users, most adolescents lack a motivation to train. To motivate them we have developed several serious games that incorporate these evidence-based training paradigms. This paper will present some of them and describe how they work.


Serious games Cognitive training Cognitive bias modification Motivation Adolescents Substance use 


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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Wouter J. Boendermaker
    • 1
  • Pier J. M. Prins
    • 1
  • Reinout W. Wiers
    • 1
  1. 1.Developmental PsychologyUniversity of AmsterdamAmsterdamThe Netherlands

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