[HTML][HTML] Serious games supporting the prevention and treatment of alcohol and drug consumption in youth: sco** review

J Martínez-Miranda, IE Espinosa-Curiel - JMIR Serious Games, 2022 - games.jmir.org
Background: The consumption of alcohol and drugs, particularly in adolescents and young
adults, has increased worldwide in the last several years, representing a significant public …

[HTML][HTML] Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review

S Lee, J Kim, S Bockhold, J Lee, JS Chun, M Yu - Children, 2024 - pmc.ncbi.nlm.nih.gov
This study systematically reviewed research on the use of digital game approaches for the
prevention, assessment, and treatment of substance use and positive development in …

Factors influencing the effectiveness of serious gaming in the field of vocational orientation

C Keller, AK Döring, E Makarova - Education Sciences, 2022 - mdpi.com
This study investigates the effectiveness of the serious game like2be, which has been
developed to support the individual career orientation process of adolescents by broadening …

Rapid, iterative application of the co-create, build, engage (CBE) framework: development of Blurred Minds Va** and the Environment module

J Khan, S Rundle-Thiele - Journal of Social Marketing, 2024 - emerald.com
Purpose The number of young people using e-cigarettes (commonly referred to as va**)
has grown at an alarming rate, creating the need for urgent action. This paper demonstrates …

[HTML][HTML] The role of enjoyment in a serious game for binge drinking prevention: pretest-posttest quasi-experimental study

T Hong, J Cabrera, CE Beaudoin - Journal of medical internet research, 2020 - jmir.org
Background Although binge drinking peaks at age 21 to 25 years, there is limited research
on the effects of serious games in this population, as well as on the process by which …

[HTML][HTML] Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals' Skills in Using e–Mental Health: Multiple Methods User …

J Bierbooms, MA Feijt, WA IJsselsteijn… - JMIR Serious …, 2022 - games.jmir.org
Background: A major factor hampering the adoption of technology in mental health care is a
lack of knowledge and skills. Serious gaming offers a potentially effective strategy to …

[HTML][HTML] Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game …

J Nicholas, B Mills, S Hansen, SJ Bright, J Scott… - Computers in Human …, 2023 - Elsevier
Serious games have shown to be effective in improving motivation to learn, knowledge and
retention, thus are being increasingly used for alcohol and other drug (AOD) education. This …

The potential of serious games to foster learning among children and adolescents with disabilities: A systematic review

C Keller, AK Döring… - Digital Culture …, 2021 - westminsterresearch.westminster.ac …
Serious Games for children and adolescents with disabilities can enhance their learning and
respond to their needs in an inclusive educational setting. The aim of this systematic review …

Predictors of Psychoactive Substance Abuse Among Eastern Nigeran Youth

KC Izuka - 2023 - search.proquest.com
Psychoactive substance (PAS) abuse is a major public health problem leading to increased
morbidity and mortality. In Nigeria, the incidence rate of PAS abuse has remained high …

Engagement and Players' Intended Behaviors in a Cybersecurity Serious Game

R Salameh, CS Loh - International Journal of Gaming and Computer …, 2022 - igi-global.com
Serious games have been shown to be effective in engaging end-users for various types of
training. However, the research in cybersecurity awareness training with serious games is …