| Literature DB >> 31547017 |
Adolfo J Cangas1, Noelia Navarro2, José M Aguilar-Parra3, Rubén Trigueros4, José Gallego5, Roberto Zárate6, Melanie Gregg7.
Abstract
BACKGROUND: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. AIMS: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising awareness among students about mental health problems and analyse whether its usefulness can be influenced by the type of video games or the time that students usually devote to playing with this type of entertainment.Entities:
Keywords: education; inclusion; mental health; serious games; stigma
Year: 2019 PMID: 31547017 PMCID: PMC6832220 DOI: 10.3390/jcm8101504
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.241
Pre-test and post-test differences between the experimental group and the control group.
| Pre Test | Post Test | |||||
|---|---|---|---|---|---|---|
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| Social distance | 0.94 | 0.34 | 0.070 | −4.96 | 0.00 | −0.50 |
| Stereotypes | −1.57 | 0.11 | −0.15 | −2.45 | 0.015 | −0.26 |
| Total stigma | −0.11 | 0.91 | −0.01 | −4.24 | 0.00 | −0.41 |
Note: t = t-students; p = p-value; d = d-Cohen
Mean scores, standard deviations, and t test at pre- and post-intervention.
| Experimental | Control | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Pre ( | Post ( | Pre-Post | Pre ( | Post ( | Pre-Post | |||||
| M (SD) | M (SD) |
|
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| M (SD) | M (SD) |
|
|
| |
| Social distance | 4.78 (2.56) | 3.10 (2.48) | 13.70 | 0.00 | 0.66 | 4.26 (9.30) | 4.33 (2.35) | −0.09 | 0.93 | −0.01 |
| Stereotypes | 4.02 (3.39) | 3.53 (3.13) | 3.77 | 0.00 | 0.15 | 4.58 (3.78) | 4.46 (3.88) | −0.74 | 0.45 | 0.03 |
| Total stigma | 8.77 (5.22) | 6.64 (4.83) | 10.78 | 0.00 | 0.42 | 8.85 (10.72) | 8.80 (5.55) | −0.05 | 0.95 | 0.01 |
Note: M = Mean; SD = Standard Deviation; t = t-students; p = p-value; d = d-Cohen.
Mean differences between the pre-test and post-test of high school and university students.
| Pre Test | Post Test | |||||
|---|---|---|---|---|---|---|
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| Social distance | −8.73 | 0.00 | −0.86 | −6.96 | 0.00 | −0.67 |
| Stereotypes | −7.22 | 0.00 | −0.70 | −5.20 | 0.00 | −0.50 |
| Total | −9.21 | 0.00 | −0.90 | −7.08 | 0.00 | −0.68 |
Note: t = t-students; p = p-value; d = d-Cohen.
Pre-test/post-test differences among high school students and university students.
| University Students | High School Students | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Pre Test ( | Post Test ( | Pre-Post | Pre Test ( | Post-Test ( | Pre-Post | |||||
| M (SD) | M (SD) |
|
|
| M (SD) | M (SD) |
|
|
| |
| Social distance | 3.59 (2.29) | 2.22 (1.90) | 9.11 | 0.00 | 0.65 | 5.62 (2.39) | 3.78 (2.65) | 10.31 | 0.00 | 0.72 |
| Stereotypes | 2.76 (2.65) | 2.68 (2.22) | 0.46 | 0.64 | .0032 | 4.98 (3.58) | 4.17 (3.53) | 4.38 | 0.00 | 0.22 |
| Total | 6.35 (4.24) | 4.90 (3.42) | 5.84 | 0.00 | 0.37 | 10.61 (5.14) | 7.96 (5.29) | 9.12 | 0.00 | 0.50 |
Note: M = Mean; SD = Standard Deviation; t = t-students; p = p-value; d = d-Cohen.
Correlations between the time spent playing video games and ratings of Stigma Stop’s entertainment and usefulness.
| Entertaining | Useful | Time | ||
|---|---|---|---|---|
| Entertaining | Pearson Correlation | |||
| Sig. (bilateral) | ||||
| Useful | Pearson Correlation | 0.67 ** | ||
| Sig. (bilateral) | 0.00 | |||
| Recommend | Pearson Correlation | −0.40 ** | −0.36 ** | −0.062 |
| Sig. (bilateral) | 0.00 | 0.00 | 0.42 | |
| Time | Pearson Correlation | 0.10 | 0.00 | |
| Sig. (bilateral) | 0.17 | 0.90 | ||
Sig., Significant correlation; **, Significant correlation at 0.01 level (bilateral).
Correlations between types of games, number of hours spent playing and Stigma Stop ratings for usefulness and entertainment.
| Entertaining | Useful | Time | ||
|---|---|---|---|---|
| None | Pearson Correlation | 0.02 | 0.11 | 0.26 ** |
| Sig. (bilateral) | 0.78 | 0.15 | 0.00 | |
| Action | Pearson Correlation | −0.12 | −0.09 | −0.23 ** |
| Sig. (bilateral) | 0.12 | 0.24 | 0.01 | |
| Platform | Pearson Correlation | 0.01 | 0.01 | −0.23 ** |
| Sig. (bilateral) | 0.95 | 0.94 | 0.01 | |
| Arcade | Pearson Correlation | 0.09 | 0.08 | −0.11 |
| Sig. (bilateral) | 0.23 | 0.28 | 0.13 | |
| Shooting | Pearson Correlation | 0.03 | −0.05 | −0.26 ** |
| Sig. (bilateral) | 0.67 | 0.51 | 0.00 | |
| Strategy | Pearson Correlation | 0.02 | 0.08 | −0.11 |
| Sig. (bilateral) | 0.79 | 0.31 | 0.12 | |
| Simulation | Pearson Correlation | −0.09 | −0.09 | −0.06 |
| Sig. (bilateral) | 0.23 | 0.23 | 0.40 | |
| Sports | Pearson Correlation | 0.00 | −0.10 | −0.13 |
| Sig. (bilateral) | 0.99 | 0.18 | 0.078 | |
| Racing | Pearson Correlation | −0.05 | −0.15 | 0.040 |
| Sig. (bilateral) | 0.51 | 0.05 | 0.59 | |
| Adventure | Pearson Correlation | −0.13 | −0.10 | −0.09 |
| Sig. (bilateral) | 0.07 | 0.19 | 0.23 | |
| Adventure Graphics | Pearson Correlation | 0.01 | −0.04 | 0.03 |
| Sig. (bilateral) | 0.84 | 0.57 | 0.65 | |
| Virtual Worlds | Pearson Correlation | −0.10 | 0.02 | −0.05 |
| Sig. (bilateral) | 0.18 | 0.76 | 0.50 | |
| Musical | Pearson Correlation | −0.02 | −0.04 | −0.04 |
| Sig. (bilateral) | 0.78 | 0.61 | 0.57 | |
| Others | Pearson Correlation | 0.02 | −0.02 | −0.08 |
| Sig. (bilateral) | 0.82 | 0.83 | 0.32 | |
Sig., Significant correlation; **, Significant correlation at 0.01 level (bilateral).