Reception to and Efficacy of a Serious Video Game for Correctional Intervention: Project Choices

Keegan J. Diehl, Robert D. Morgan, Christopher M. King, Paul B. Ingram, Cooper Mitchell

Research output: Contribution to journalArticlepeer-review

1 Scopus citations

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 languageEnglish
Pages (from-to)1635-1653
Number of pages19
JournalCriminal Justice and Behavior
Volume51
Issue number11
DOIs
StatePublished - Nov 2024

Keywords

  • correctional
  • eHealth
  • intervention
  • rehabilitation
  • serious video games

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