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

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. <b>Background/Objectives</b>: This study aimed to identify and summarize gaps in the published literat...

Full description

Saved in:
Bibliographic Details
Main Authors: Serim Lee, Jinyung Kim, Sarah Bockhold, Jimin Lee, JongSerl Chun, Mansoo Yu
Format: Article
Language:English
Published: MDPI AG 2024-12-01
Series:Children
Subjects:
Online Access:https://www.mdpi.com/2227-9067/11/12/1554
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1846105314922856448
author Serim Lee
Jinyung Kim
Sarah Bockhold
Jimin Lee
JongSerl Chun
Mansoo Yu
author_facet Serim Lee
Jinyung Kim
Sarah Bockhold
Jimin Lee
JongSerl Chun
Mansoo Yu
author_sort Serim Lee
collection DOAJ
description 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. <b>Background/Objectives</b>: 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. <b>Methods</b>: 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. <b>Results</b>: 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. <b>Conclusions</b>: This study offers valuable insights into the development and validation of game-based digital interventions, thereby establishing a robust foundation for their efficacy.
format Article
id doaj-art-d9ea521c050a46e29e41784c2234b333
institution Kabale University
issn 2227-9067
language English
publishDate 2024-12-01
publisher MDPI AG
record_format Article
series Children
spelling doaj-art-d9ea521c050a46e29e41784c2234b3332024-12-27T14:18:03ZengMDPI AGChildren2227-90672024-12-011112155410.3390/children11121554Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic ReviewSerim Lee0Jinyung Kim1Sarah Bockhold2Jimin Lee3JongSerl Chun4Mansoo Yu5Department of Social Welfare, Ewha Womans University, Seoul 03760, Republic of KoreaSchool of Social Work, University of Maryland, Baltimore, MD 20742, USASchool of Social Work, University of Missouri, Columbia, MO 65211, USADepartment of Social Welfare, Ewha Womans University, Seoul 03760, Republic of KoreaDepartment of Social Welfare, Ewha Womans University, Seoul 03760, Republic of KoreaSchool of Social Work, University of Missouri, Columbia, MO 65211, USAThis 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. <b>Background/Objectives</b>: 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. <b>Methods</b>: 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. <b>Results</b>: 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. <b>Conclusions</b>: This study offers valuable insights into the development and validation of game-based digital interventions, thereby establishing a robust foundation for their efficacy.https://www.mdpi.com/2227-9067/11/12/1554game-based interventiondigital gamepositive developmentsubstance useadolescents
spellingShingle Serim Lee
Jinyung Kim
Sarah Bockhold
Jimin Lee
JongSerl Chun
Mansoo Yu
Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
Children
game-based intervention
digital game
positive development
substance use
adolescents
title Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
title_full Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
title_fullStr Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
title_full_unstemmed Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
title_short Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review
title_sort game based digital interventions for enhancing positive development and addressing substance use in adolescents a systematic review
topic game-based intervention
digital game
positive development
substance use
adolescents
url https://www.mdpi.com/2227-9067/11/12/1554
work_keys_str_mv AT serimlee gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview
AT jinyungkim gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview
AT sarahbockhold gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview
AT jiminlee gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview
AT jongserlchun gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview
AT mansooyu gamebaseddigitalinterventionsforenhancingpositivedevelopmentandaddressingsubstanceuseinadolescentsasystematicreview