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BEAT IT! Training behavioral control in adolescents.

Using serious games to train behavioral control in adolescents.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON28915
Enrollment
150
Registered
2016-07-11
Start date
2016-09-01
Completion date
Unknown
Last updated
2024-02-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

increasing behavioral control and reducing (heavy) alcohol use keywords EN: serious gaming, behavioral control, alcohol use, adolescents, delay of gratification keyword NL: serious gaming, gedragscontrole, alcohol gebruik, adolescenten, uitstel van beloning

Interventions

1) serious game training condition 2) placebo game training condition 3) non-Game training condition

Sponsors

Utrecht University, Dynamics of Youth
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: adolescents between 15-18 years mainstream and special education

Exclusion criteria

Exclusion criteria: none

Design outcomes

Secondary

MeasureTime frame
alcohol use after 4 weeks and 3 month follow-up

Primary

MeasureTime frame
behavioral control at 2 and 4 weeks after training

Contacts

Public ContactMargot Peeters

Utrecht University, Interdisciplinary Social Sciences

m.peeters1@uu.nl,+31 (0)30 253 4522

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)