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Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review
16 references·0 citing·53 second hop
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review (2022)Serious Games Supporting the Prevention a…Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to (2021)Individualization in serious …Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster (2020)Nutritional Education and Pro…A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study (2020)A Mobile Serious Game About t…Serious Games, Gamification, and Serious Mental Illness: A Scoping Review (2019)Serious Games, Gamification, …Use of digital technology in addiction disorders (2018)Use of digital technology in …Serious Games for Children with Chronic Diseases: A Systematic Review (2018)Serious Games for Children wi…PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)PRISMA Extension for Scoping …Improving Adaptive Gameplay in Serious Games Through Interactive Deep Reinforcement Learning (2018)Improving Adaptive Gameplay i…My care manager, my computer therapy and me: The relationship triangle in computerized cognitive behavioural therapy (2017)My care manager, my computer …Comparing usability and engagement between a serious game and a traditional online program (2016)Comparing usability and engag…Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game (2016)Attentional Bias Modification…Serious games for health (2013)Serious games for healthA systematic review of computerised serious educational games about alcohol and other drugs for adolescents (2013)A systematic review of comput…The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants (2011)The Impact of a Science Educa…Social cognitive theory. (2011)Social cognitive theory.Drugs and the Brain: Learning the impact of methamphetamine abuse on the brain through a virtual brain exhibit in the museum (2010)Drugs and the Brain: Learning…Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic review of serious games in asthma education (2016)Systematic reviews of the effectiveness of developmental prevention programs in reducing delinquency, aggression, and bullying (2016)Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Situated Cognition and the Culture of Learning (1989)National Science Education Standards (1995)Should There Be a Three-Strikes Rule Against Pure Discovery Learning? 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(2002)The Inhibition of Socially Rejecting Information Among People with High Versus Low Self-Esteem: The Role of Attentional Bias and the Effects of Bias Reduction Training (2004)Clinical Efficacy of Attentional Bias Modification Procedures: An Updated Meta-Analysis (2014)Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques (2017)Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review (2018)Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects (2019)Clinical significance: A statistical approach to defining meaningful change in psychotherapy research. (1991)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials (2010)Videogames in the Treatment of Obstructive Respiratory Diseases: A Systematic Review (2019)Prosocial digital games for youth: A systematic review of interventions (2020)Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Scoping studies: towards a methodological framework (2005)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Scoping studies: advancing the methodology (2010)PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Three Approaches to Qualitative Content Analysis (2005)Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review (2022)Integrating gamification and instructional design to enhance usability of online learning (2022)Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review (2024)Origins of Serious Games (2011)Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days (2016)The effects of social deprivation on adolescent development and mental health (2020)Impact of a Serious Game (Escape COVID-19) on the Intention to Change COVID-19 Control Practices Among Employees of Long-term Care Facilities: Web-Based Randomized Controlled Trial (2021)Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic (2023)Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework (2024)Learning and Teaching Styles in Engineering Education. (1988)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)The strength and direction of the difficulty adaptation affect situational interest in game-based learning (2022)A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments (2023)Can healthcare choice be predicted using stated preference data? (2019)A Functional Review of Research on Clarity, Immediacy, and Credibility of Teachers and Their Impacts on Motivation and Engagement of Students (2021)Chatting with ChatGPT: decoding the mind of Chatbot users and unveiling the intricate connections between user perception, trust and stereotype perception on self-esteem and psychological well-being (2023)
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References

  • 2018PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation45,728 cited
  • 2013Serious games for health325 cited
  • 2011Social cognitive theory.250 cited
  • 2019Serious Games, Gamification, and Serious Mental Illness: A Scoping Review116 cited
  • 2013A systematic review of computerised serious educational games about alcohol and other drugs for adolescents92 cited
  • 2020A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study92 cited
  • 2011The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants81 cited
  • 2018Serious Games for Children with Chronic Diseases: A Systematic Review70 cited
  • 2016Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game67 cited
  • 2021Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to52 cited
  • 2020Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster47 cited
  • 2010Drugs and the Brain: Learning the impact of methamphetamine abuse on the brain through a virtual brain exhibit in the museum36 cited
  • 2016Comparing usability and engagement between a serious game and a traditional online program36 cited
  • 2018

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Use of digital technology in addiction disorders
33 cited
  • 2017My care manager, my computer therapy and me: The relationship triangle in computerized cognitive behavioural therapy29 cited
  • 2018Improving Adaptive Gameplay in Serious Games Through Interactive Deep Reinforcement Learning29 cited
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