RT Journal Article T1 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. A1 Cangas, Adolfo J. A1 Navarro-Gómez, Noelia A1 Aguilar-Parra, José M. A1 Trigueros, Rubén A1 Gallego, José A1 Zárate, Roberto A1 Gregg, Melanie K1 Universidades - Servicios de promoción de la salud K1 Educación sanitaria K1 Salud mental - Aspectos sociales AB 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. 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. PB MDPI YR 2019 FD 2019-09 LK https://hdl.handle.net/10630/36393 UL https://hdl.handle.net/10630/36393 LA eng NO Cangas, 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/jcm8101504 DS RIUMA. Repositorio Institucional de la Universidad de Málaga RD 20 ene 2026