Reception to and Efficacy of a Serious Video Game for Correctional Intervention: Project Choices
| Published date | 01 November 2024 |
| DOI | http://doi.org/10.1177/00938548241268043 |
| Author | Keegan J. Diehl,Robert D. Morgan,Christopher M. King,Paul B. Ingram,Cooper Mitchell |
| Date | 01 November 2024 |
CRIMINAL JUSTICE AND BEHAVIOR, 2024, Vol. 51, No. 11, November 2024, 1635 –1653.
DOI: https://doi.org/10.1177/00938548241268043
Article reuse guidelines: sagepub.com/journals-permissions
© 2024 International Association for Correctional and Forensic Psychology
1635
RECEPTION TO AND EFFICACY OF A SERIOUS
VIDEO GAME FOR CORRECTIONAL
INTERVENTION
Project Choices
KEEGAN J. DIEHL
Texas Tech University
ROBERT D. MORGAN
Texas Tech University
Southern Illinois University Carbondale
CHRISTOPHER M. KING
Montclair State University
PAUL B. INGRAM
Texas Tech University
COOPER MITCHELL
Southern Illinois University Carbondale
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, rela-
tive 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.
Keywords: eHealth; serious video games; correctional; intervention; rehabilitation
AUTHORS’ NOTE: We have no known conflict of interest to disclose. This study was not preregistered. The
data that support the findings of this study are available from the corresponding author upon reasonable
request. Materials and analysis code for this study are not available. A portion of these results were presented
at the 2022 American Psychology-Law Annual Conference. A portion of this research was supported by a stu-
dent grant awarded to the primary author from the International Association Forensic Mental Health Services.
Correspondence concerning this article should be addressed to Robert D. Morgan, College of Health and
Human Sciences, Southern Illinois University Carbondale, Mail Code 6604, 1365 Douglas Drive, Carbondale,
IL 62901; e-mail: robert.d.morgan@siu.edu.
1268043CJBXXX10.1177/00938548241268043Criminal Justice and BehaviorDiehl et al. / PROJECT CHOICES PILOT STUDY
research-article2024
1636 CRIMINAL JUSTICE AND BEHAVIOR
Rearrest for new offenses or community supervision violations is common among per-
sons who are justice involved (Alper et al., 2018), and criminal recidivism entails
numerous and substantial costs (Wickramasekera et al., 2015). Fortunately, correctional
interventions have been shown to be a cost-effective strategy for reducing recidivism rates
when services adhere to the evidence-based principles of the Risk-Needs-Responsivity
model (Drake et al., 2009; Wormith & Zidenberg, 2018). However, limited access to and
attrition from correctional rehabilitation services are concerns (Olver et al., 2011; Taxman
et al., 2014). Thus, developing strategies for expanding access to and increasing engage-
ment with RNR-adherent correctional treatment services is imperative.
A variety of factors may contribute to gaps in access to correctional treatment services,
and attrition from such services—including inadequate resources and nonadherence with
RNR principles, respectively. For instance, the COVID-19 pandemic presented numerous
challenges for the U.S. correctional system (Carson & Nadel, 2022), and while the pan-
demic resulted in an overall decrease in the number of persons incarcerated, this reduction
has since rebounded (Kang-Brown et al., 2021) without a commensurate increase in staff
hirings (Felix et al., 2022). Understaffing may include having too few clinical providers to
render services to an optimal degree and too few security staff to maximally facilitate move-
ments within facilities to access services that are available (Blakinger, 2022; Carson &
Nadel, 2022). In addition, if services are offered that do not adequately adherence to RNR
principles such as the responsivity principle, then clients’ motivation for those services and
the extent to which they benefit from them can be expected to be less than desired (Andrews
et al., 1990; Bonta & Andrews, 2016; Gendreau et al., 1996).
One direction for correctional rehabilitation services that may help to address such chal-
lenges is greater incorporation of technology (Kip et al., 2018, 2020). While developments
specific to corrections have been slow, technology offers opportunities to further reach and
engage individuals in treatment services for a wide range of needs. Technological solutions
for health care, often referred to by terms such as eHealth (electronic health) and mHealth
(mobile health), can facilitate primary or adjunctive service delivery (Al-Shorbaji, 2013;
Marcolino et al., 2018). Examples of potential benefits of technology-facilitated services
for persons who are justice involved include standardization, flexibility, portability, and
reduced demands on providers (Grove et al., 2021; Kip et al., 2018). Outside of the correc-
tions space, research on eHealth has generally found such technologies to be promising,
including in terms of acceptability to clients, symptom reduction, and cost-effectiveness
(Bennett et al., 2020; Gentili et al., 2022). This includes a subtype of eHealth commonly
termed serious video games (Eichenberg & Schott, 2017; Lau et al., 2017); that is, video
games developed specifically for clinical purposes.
Accordingly, the potential for eHealth for correctional populations is being increasingly
discussed by professionals (Kip & Bouman, 2021; Kirschstein, Batastini, et al., 2023). For
instance, the potential for mobile technology to support community corrections practitio-
ners and clients (Jackson et al., 2015), and positively and enjoyably reinforce appropriate
decision-making practice among those who are justice involved (Russo et al., 2017). Persons
who are justice involved have also recommended greater incorporation of technology into
correctional interventions (King et al., 2017).
Notably, leisure video game playing is highly prevalent in the general population (WePC,
n.d.; Yanev, 2021). Considering also the fact that such games can be self-administered and
promote learning (e.g., Wilson et al., 2009), serious video games may be especially suited
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