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Adolescents often experiment with alcohol. Excessive use at this age can lead to health problems, school dropout and addiction problems in later life. In these cases, early intervention is important. Training or re-training cognitive processes relating to alcohol can be effective in helping adolescents get a grip on and decrease their alcohol use, but this kind of treatment is often perceived as being boring and taking too long. Wouter Boendermaker investigates whether serious gaming could offer a solution in this regard.

Event details of Gamifying cognitive training for adolescents
Date 9 March 2017
Time 10:00 -11:00
Location Agnietenkapel
Room Location

W.J. Boendermaker: Serious Gamification. Motivating Adolescents To Do Cognitive Training.

Supervisors

Prof. P.J.M. Prins

Prof. R.W.H.J. Wiers

 

Agnietenkapel

Room Location

Oudezijds Voorburgwal 229 - 231
1012 EZ Amsterdam

Entrance

This event is open to the public.