Literature DB >> 30855993

Effect of a Serious Game (Stigma-Stop) on Reducing Stigma Among Psychology Students: A Controlled Study.

David Mullor1, Pablo Sayans-Jiménez1, Adolfo J Cangas1, Noelia Navarro1.   

Abstract

The aim of this study was to compare the effectiveness of a new serious game focused on reducing stigma toward mental health illness with other traditional procedures utilized in different stigma awareness programs, namely face-to-face contact with mental health patients and talks given by professionals. The Stigma-Stop serious game introduces four characters with various psychological disorders (schizophrenia, depression, bipolar disorder, and agoraphobia) providing users with information about these disorders and pertinent questions. Furthermore, it offers players different ways of reacting when in contact with such individuals. A sample of university psychology students was selected and divided into four groups: (a) students who used Stigma-Stop, (b) direct contact with people suffering from mental health problems, (c) a talk by a professional, and (d) the control group. The results show that the serious game had an effect similar to those of direct contact with mental health patients and the talk by a professional with regard to dangerousness, avoidance, segregation, and anger. The game's results were better in terms of help when compared with the talk, and also diminished the stigma related to coercion when compared with direct contact and the talk.

Entities:  

Keywords:  adolescence; mental health; serious games; social stigma

Mesh:

Year:  2019        PMID: 30855993     DOI: 10.1089/cyber.2018.0172

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  5 in total

Review 1.  Innovative Technology-Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis.

Authors:  Matías E Rodríguez-Rivas; Adolfo J Cangas; Laura A Cariola; Jorge J Varela; Sara Valdebenito
Journal:  JMIR Serious Games       Date:  2022-05-30       Impact factor: 3.364

2.  Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.

Authors:  Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer
Journal:  Front Digit Health       Date:  2022-04-07

3.  Controlled Study of the Impact of a Virtual Program to Reduce Stigma Among University Students Toward People With Mental Disorders.

Authors:  Matías E Rodríguez-Rivas; Adolfo J Cangas; Daniela Fuentes-Olavarría
Journal:  Front Psychiatry       Date:  2021-02-09       Impact factor: 4.157

4.  Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games.

Authors:  Adolfo J Cangas; Noelia Navarro; José M Aguilar-Parra; Rubén Trigueros; José Gallego; Roberto Zárate; Melanie Gregg
Journal:  J Clin Med       Date:  2019-09-20       Impact factor: 4.241

5.  Acquisition of Learning and Empathy Towards Patients in Nursing Students Through Online Escape Room: An Exploratory Qualitative Study.

Authors:  José M Rodríguez-Ferrer; Ana Manzano-León; Adolfo J Cangas; José M Aguilar-Parra; Carolina Fernández-Jiménez; Juan M Fernández-Campoy; Antonio Luque de la Rosa; Ana M Martínez-Martínez
Journal:  Psychol Res Behav Manag       Date:  2022-01-11
  5 in total

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