Cited by 8Substance Abuse Treatment and OutcomesEducational Games and GamificationImpact of Technology on Adolescents

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

Open access
Lee, Serim, Kim, Jinyung, Bockhold, Sarah, Lee, Jimin, Chun, JongSerl, Yu, Mansoo·2024·Children

Abstract

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 adolescents. Background/Objectives: This study aimed to identify and summarize gaps in the published literature on game-based digital interventions for substance use and positive development for adolescents through a systematic review. Methods: Following PRISMA guidelines, 26 studies were selected for final analysis from an initial screening of 1601 references. Data were coded for multiple components, including study characteristics, intervention types, intervention contents, sample characteristics, substance use, positive development details, measurement tools, and main findings, particularly emphasizing the effectiveness of game-based digital interventions and the facilitators and barriers affecting program effectiveness. Results: Regarding substance use, 50% of studies reported game-based digital interventions as effective in reducing substance use, 16.7% as partially effective, and 33.3% as not effective. For attitudes toward substance use, 65.0% demonstrated statistical effectiveness, 25.0% indicated partial effectiveness, and 10% found no significance. Among studies that included a positive development component, 35.7% were effective, 50% were partially effective, and 14.3% were not effective. Very few studies have explored the facilitators and barriers to program effectiveness without statistical verification. Conclusions: This study offers valuable insights into the development and validation of game-based digital interventions, thereby establishing a robust foundation for their efficacy.

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  • A systematic review concluded that game-based digital interventions may be effective in reducing substance use and promoting positive development for adolescents.

    “Additionally, a systematic review concluded that game-based digital interventions may be effective in reducing substance use and promoting positive development for adolescents [63].”

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  1. [34]Covidence Better Systematic Review Management Available online: https://www.covidence.org/ (accessed on 7 March 2024)

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Authors
Lee, S., Kim, J., Bockhold, S., Lee, J., Chun, J., & Yu, M.
Affiliations
  • Ewha Womans University (KR)
  • University of Maryland, Baltimore (US)
  • University of Missouri (US)
Corresponding author
Yu, Mansoo
Venue
Children
Publisher
MDPI AG
Published
2024-12-21
Volume
11
Issue
12
Pages
1554
ISSN
2227-9067 (ISSN-L)
OpenAlex
W4405698755
Cited by
8
References
52
Citations by year
2026: 7 · 2025: 1
FWCI
0.53
Type
journal article
Language
en
Open access
Locations
  • Children (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Health Sciences › Medicine › Epidemiology › Substance Abuse Treatment and Outcomes
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
substance use prevention, adolescents, positive development, attitudes toward substance use, intervention effectiveness, barriers and facilitators, video games

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