Abstract
Project Choices (PC), a newly developed videogame for correctional intervention, consists of realistic decision-making scenarios and cognitive behavioral skills feedback. A pilot study investigated PC engagement and immersion by employing a cross-over design with a sample of 24 men on probation remanded to residential treatment. The study also examined effects of gameplay on criminogenic thinking, self-perceived criminogenic risk, and social problem-solving. As hypothesized, relative to a leisure video game (Tetris), participants generally appeared comparably engaged by and immersed in PC. Most hypothesized effects of PC on treatment-relevant outcomes were not statistically significant; however, PC contributed to moderate to large treatment effects across most outcomes of interest. Although results are promising, PC requires further validation to determine whether it could serve as a useful adjunctive tool for practitioners hoping to further reach and engage corrections clients in criminogenic risk-reduction services. Future research directions for technology like PC are numerous and encouraged.
| Original language | English |
|---|---|
| Pages (from-to) | 1635-1653 |
| Number of pages | 19 |
| Journal | Criminal Justice and Behavior |
| Volume | 51 |
| Issue number | 11 |
| DOIs | |
| State | Published - Nov 2024 |
Keywords
- correctional
- eHealth
- intervention
- rehabilitation
- serious video games