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...
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| Format: | Article |
| Language: | English |
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MDPI AG
2024-12-01
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| Series: | Children |
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| Online Access: | https://www.mdpi.com/2227-9067/11/12/1554 |
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| _version_ | 1846105314922856448 |
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| 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 |
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