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Training Behavioral Control in Adolescents Using a Serious Game.

08:00 EDT 19th September 2017 | BioPortfolio

Summary of "Training Behavioral Control in Adolescents Using a Serious Game."

Risk taking, such as heavy alcohol use, is commonplace among adolescents. Nevertheless, prolonged alcohol use at this age can lead to severe health problems. The goal of this study was to develop and evaluate a serious game training ("The Fling"), aimed at increasing behavioral control in adolescents and thereby helping them to improve control over their alcohol use. The game training was compared to a game placebo and a nongame training version in a randomized controlled trial.

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This article was published in the following journal.

Name: Games for health journal
ISSN: 2161-7856
Pages:

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Medical and Biotech [MESH] Definitions

Theoretical construct used in applied mathematics to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. In a typical game, decision-making "players," who each have their own goals, try to gain advantage over the other parties by anticipating each other's decisions; the game is finally resolved as a consequence of the players' decisions.

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A behavioral response manifested by leaving home in order to escape from threatening situations. Children or adolescents leaving home without permission is usually implied.

A game in which a round inflated ball is advanced by kicking or propelling with any part of the body except the hands or arms. The object of the game is to place the ball in opposite goals.

Financial support for training including both student stipends and loans and training grants to institutions.

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