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ABSTRACT: Background
Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed.Objective
The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments.Methods
We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized c
SUBMITTER: Montanaro E
PROVIDER: S-EPMC4642786 | biostudies-literature | 2015 Oct
REPOSITORIES: biostudies-literature