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...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
Background: One of the main challenges in the field of mental health today is the stigma towards ind...
A total of 530 students participated in the study (231 from high school and 299 from university). It...
The present work describes the first serious game designed to reduce the stigma among students towar...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Therapeutic serious video games are advancing rapidly in the field of mental health, targeting a num...
In this work, a serious game is presented to sensitize young people to stigma in mental health. This...
BACKGROUND: There has been an increase in the development and application of serious games to suppor...
Background Mental distress and disorders among adolescents are well documented. Despite the array of...
Background and aims: Given that computer games have positive and negative functions and may affect ...
As video games experience a rise in popularity, the issues of participating in this hobby become mor...
Serious games aimed at promoting well-being in youth have promising effects and potential for far-re...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
Background: One of the main challenges in the field of mental health today is the stigma towards ind...
A total of 530 students participated in the study (231 from high school and 299 from university). It...
The present work describes the first serious game designed to reduce the stigma among students towar...
Our qualitative analysis focuses on prosocial depictions of mental health issues in entertaining vid...
We are exploring presenting mental health topics in video games through the eyes of an axolotl named...
Therapeutic serious video games are advancing rapidly in the field of mental health, targeting a num...
In this work, a serious game is presented to sensitize young people to stigma in mental health. This...
BACKGROUND: There has been an increase in the development and application of serious games to suppor...
Background Mental distress and disorders among adolescents are well documented. Despite the array of...
Background and aims: Given that computer games have positive and negative functions and may affect ...
As video games experience a rise in popularity, the issues of participating in this hobby become mor...
Serious games aimed at promoting well-being in youth have promising effects and potential for far-re...
Contains fulltext : 195816.pdf (publisher's version ) (Open Access)Serious games a...
Abstract Video games deserve to be readily recognized as a means of assisting people in healthcare s...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...