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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 27, 2018
Open Peer Review Period: Jul 31, 2018 - Sep 25, 2018
Date Accepted: Jan 30, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial

Abroms LC, Fishman M, Vo H, Chiang SC, Somerville V, Rakhmanov L, Ruggiero M, Greenberg D

A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial

JMIR Serious Games 2019;7(2):e11716

DOI: 10.2196/11716

PMID: 31124471

PMCID: 6552452

Feasibility of a Motion-Activated Videogame for Substance Use Disorder Relapse Prevention in Youth: A Pilot Randomized Trial

  • Lorien C. Abroms; 
  • Marc Fishman; 
  • Hoa Vo; 
  • Shawn C. Chiang; 
  • Victoria Somerville; 
  • Lawrence Rakhmanov; 
  • Michael Ruggiero; 
  • Daniel Greenberg

ABSTRACT

Background:

Body motion-activated video games are a promising strategy for promoting addiction treatment engagement and adherence among youth.

Objective:

This pilot randomized trial (N=80) investigated the feasibility of a body-motion activated video game prototype, Recovery Warrior 2.0, targeting relapse prevention in the context of a community inpatient care program for youth.

Methods:

Participants ages 15-25 were recruited from an inpatient drug treatment program and randomized to treatment as usual (TAU) or to game play + TAU. Assessments were conducted at baseline, prior to discharge, and at 4-and 8-weeks post discharge.

Results:

The provision of the game play intervention was found to be feasible in the inpatient setting. On average, participants in the intervention group played for 36.6 minutes and played on 3.6 different days. Participants in the intervention group mostly agreed that they would use the refusal skills taught by the game. Those in the intervention group reported attending more outpatient counseling sessions than the control group (10.8 versus 4.8, respectively), but differences were not significant. The game had no effect on drug use at 4-weeks or 8-weeks post discharge, with the exception of a benefit reported at 4-week follow up to participants in treatment for marijuana addiction (p<.05).

Conclusions:

Preliminary evidence indicates that a motion activated video game for addiction recovery appears to be feasible and acceptable for youth within the context of inpatient treatment. With further development, such games hold promise as a tool for youth substance use disorder treatment.


 Citation

Please cite as:

Abroms LC, Fishman M, Vo H, Chiang SC, Somerville V, Rakhmanov L, Ruggiero M, Greenberg D

A Motion-Activated Video Game for Prevention of Substance Use Disorder Relapse in Youth: Pilot Randomized Controlled Trial

JMIR Serious Games 2019;7(2):e11716

DOI: 10.2196/11716

PMID: 31124471

PMCID: 6552452

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.