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.

dc.centroFacultad de Psicología y Logopediaes_ES
dc.contributor.authorCangas, Adolfo J.
dc.contributor.authorNavarro-Gómez, Noelia
dc.contributor.authorAguilar-Parra, José M.
dc.contributor.authorTrigueros, Rubén
dc.contributor.authorGallego, José
dc.contributor.authorZárate, Roberto
dc.contributor.authorGregg, Melanie
dc.date.accessioned2025-01-16T08:20:34Z
dc.date.available2025-01-16T08:20:34Z
dc.date.issued2019-09
dc.departamentoPsicología Evolutiva y de la Educación
dc.description.abstractBackground: 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. Method: The serious game introduces four characters who display the symptoms of different psychological disorders. A total of 530 students participated in the study, 412 of whom comprised the experimental group and 118 the control group, 291 came from secondary school classes and 239 were university students. Results: The findings show that this serious game significantly reduced total stigma among students. Variables like time habitually spent playing video games or video game preference had no bearing on the results. Conclusion: Our findings suggest that the serious game is an appropriated tool to reduce stigma, both in high school and university students, independently of the type of video games that young people usually play, or time spent playing video games.es_ES
dc.identifier.citationCangas, A. J., Navarro, N., Aguilar-Parra, J. M., Trigueros, R., Gallego, J., Zárate, R., & Gregg, M. (2019). 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. Journal of Clinical Medicine, 8(10), 1504. https://doi.org/10.3390/jcm8101504es_ES
dc.identifier.doi10.3390/jcm8101504
dc.identifier.urihttps://hdl.handle.net/10630/36393
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAttribution 4.0 Internacional*
dc.rights.accessRightsopen accesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectUniversidades - Servicios de promoción de la saludes_ES
dc.subjectEducación sanitariaes_ES
dc.subjectSalud mental - Aspectos socialeses_ES
dc.subject.otherSerious gameses_ES
dc.subject.otherStigmaes_ES
dc.subject.otherMental healthes_ES
dc.subject.otherEducationes_ES
dc.subject.otherInclusiones_ES
dc.titleAnalysis 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.es_ES
dc.typejournal articlees_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication

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