Exploring elements of fun to motivate youth to do cognitive bias modification
Open accessAbstract
OBJECTIVE: Heavy drinking among young adults poses severe health risks, including development of later addiction problems. Cognitive retraining of automatic appetitive processes related to alcohol (so-called cognitive bias modification [CBM]) may help to prevent escalation of use. Although effective as a treatment in clinical patients, the use of CBM in youth proves more difficult, as motivation in this group is typically low, and the paradigms used are often viewed as boring and tedious. This article presents two separate studies that focused on three approaches that may enhance user experience and motivation to train: a serious game, a serious game in a social networking context, and a mobile application. MATERIALS AND METHODS: In the Game Study, 77 participants performed a regular CBM training, aimed at response matching, a gamified version, or a placebo version of that training. The gamified version was presented as a stand-alone game or in the context of a social network. In the Mobile Study, 64 participants completed a different CBM training, aimed at approach bias, either on a computer or on their mobile device. RESULTS: Although no training effects were found in the Game Study, adding (social) game elements did increase aspects of the user experience and motivation to train. The mobile training appeared to increase motivation to train in terms how often participants trained, but this effect disappeared after controlling for baseline motivation to train. CONCLUSIONS: Adding (social) game elements can increase motivation to train, and mobile training did not underperform compared with the regular training in this sample, which warrants more research into motivational elements for CBM training in younger audiences.
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Boendermaker et al. (2015) found no difference in effectiveness between a web-based and mobile gamified cognitive bias modification training for alcohol use.
“Boendermaker et al. (2015) found no difference in effectiveness between a web-based and mobile gamified cognitive bias modification training for alcohol use”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Boendermaker et al. (2015)
The Discussion (p. 9) says training effects did not substantially differ between the computer and mobile conditions, and that mobile training did not perform worse in this sample. But the paper studied gamification in a separate Game Study; it did not compare web-based and mobile gamified training. The authors also describe effectiveness as preliminary and note that the Mobile Study lacked a placebo control. (LLM, conf=0.88)
Experimental — accuracy not yet measuredBoendermaker et al. (2015) observed a positive impact on motivation to train with a gamified (avatar and backstory) application designed to moderate alcohol use, but participants reported greater task demand.
“Boendermaker et al. (2015) observed a positive impact on motivation to train; however, participants reported greater task demand associated with the gamified version of the application.”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Boendermaker et al. (2015)
Social interaction was found to increase user experiences of fun and motivation in moderating alcohol consumption, to have a positive influence on physical activity, and on flourishing mental health.
“Social Interaction was also commonly employed as a means to engage users and was found to increase user experiences of fun and motivation in the context of moderating alcohol consumption (Boendermaker et al., 2015), to have a positive influence on physical activity (Juho Hamari and Koivisto, 2015, Maher et al., 2015, Spillers and Asimakopoulos, 2014) and flourishing mental health (Hall et al., 201”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Boendermaker et al., 2015
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- Authors
- Boendermaker, W. J., Boffo, M., & Wiers, R. W.
- Affiliations
- University of Amsterdam (NL)
- Venue
- Games for Health Journal
- Publisher
- SAGE Publications
- Published
- 2015-12-01
- Volume
- 4
- Issue
- 6
- Pages
- 434-443
- ISSN
- 2161-783X (ISSN-L)
- 2161-7856
- OpenAlex
- W2151883930
- Cited by
- 71
- References
- 42
- Citations by year
- 2026: 1 · 2025: 2 · 2024: 9 · 2023: 5 · 2022: 5 · 2021: 9 · 2020: 12 · 2019: 8 · 2018: 9 · 2017: 4 · 2016: 6 · 2015: 1
- FWCI
- 16.84
- Type
- journal article
- Language
- en
- Open access
- green
- handle.uba.uva.nl
- Locations
- Games for Health Journal (publishedVersion)
- PubMed (publishedVersion)
- UvA-DARE (University of Amsterdam) (publishedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Funders
- National Science Foundation
- Nederlandse Organisatie voor Wetenschappelijk Onderzoek (314-99-102, 453‐08‐001)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Epidemiology › Substance Abuse Treatment and Outcomes
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Keywords
- cognitive bias modification, gamification, serious games, social networking, mobile application, motivation, youth, heavy drinking, alcohol prevention, approach bias, user experience
- MeSH terms
- Adult, Alcohol Drinking, Alcoholism, Association Learning, Cognition, Female, Humans, Male, Motivation, Surveys and Questionnaires, Students, Behavior, Addictive, Video Games, Young Adult, Pleasure, Binge Drinking, Mobile Applications
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