4.5 Article

Combination of a Serious Game Application and Direct Contact with Mental Health Patients

期刊

出版社

SPRINGER
DOI: 10.1007/s11469-022-00752-x

关键词

Stigma; Schizophrenia; Serious games; Dangerousness; Social distance

资金

  1. CRUE-CSIC
  2. Springer Nature

向作者/读者索取更多资源

This study examines the combined effect of a serious game and a stigma awareness program on reducing stigma, with results showing that both interventions were effective in improving stigma but the serious game group showed greater improvement in the fear factor.
Currently, one of the difficulties associated with patient recovery from severe mental disorders is stigma. Some authors have even identified its effects as a second illness. In order to combat these difficulties, various stigma awareness programs have been launched. Furthermore, in recent years, new technologies have also been incorporated, such as in the cases of serious games (educational video games) designed for this purpose. The present study examines the combined effect of a serious game called Stigma-Stop with a stigma awareness program based on direct contact between students and mental health patients. A total of 313 students participated in the study. The individuals were divided into two experimental groups (one which utilized Stigma-Stop and another which did not) and a control group. The results demonstrated that the two interventions were effective in reducing stigma, but the group which featured the serious game obtained a greater improvement on the fear factor. The discussion section addresses the relevance of these results.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.5
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据