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.