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.

Boendermaker, W.J., Veltkamp, R., Beun, R.J., Van de 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 R. Bottino, J. Jeuring, & R. C. Veltkamp (Eds.), GALA 2016, Lecture Notes in Computer Science: Vol. 10056. Games and Learning Alliance (pp. 120-129). http://dx.doi.org/10.1007/978-3-319-50182-6_11

Margot Peeters
Researcher
Margot studies longitudinal analyzing techniques to study the development of adolescents in the most efficient way. Techniques include latent transition, zero inflated, survival analysis, missing data analysis and Bayesian statistics.
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