Effect of a Serious Game ( Stigma-Stop ) on Reducing Stigma Among Psychology Students: A Controlled Study
Abstract
The aim of this study was to compare the effectiveness of a new serious game focused on reducing stigma toward mental health illness with other traditional procedures utilized in different stigma awareness programs, namely face-to-face contact with mental health patients and talks given by professionals. The Stigma-Stop serious game introduces four characters with various psychological disorders (schizophrenia, depression, bipolar disorder, and agoraphobia) providing users with information about these disorders and pertinent questions. Furthermore, it offers players different ways of reacting when in contact with such individuals. A sample of university psychology students was selected and divided into four groups: (a) students who used Stigma-Stop , (b) direct contact with people suffering from mental health problems, (c) a talk by a professional, and (d) the control group. The results show that the serious game had an effect similar to those of direct contact with mental health patients and the talk by a professional with regard to dangerousness, avoidance, segregation, and anger. The game's results were better in terms of help when compared with the talk, and also diminished the stigma related to coercion when compared with direct contact and the talk.
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Video games are an effective tool to reduce anxious and depressive symptomatology in patients and are useful to reduce misconceptions and stigmatization about severe mental illnesses such as schizophrenia or bipolar disorder.
“Among this type of interventions, the use of video games has been highlighted as an effective tool to reduce anxious and depressive symptomatology in patients, and has been useful to reduce misconceptions and stigmatization about severe mental illnesses, such as schizophrenia or bipolar disorder [12,13].”
From Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis (2022) · cites this paper as [13]
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- Authors
- Mullor, D., Sayans-Jiménez, P., Cangas, A. J., & Navarro, N.
- Affiliations
- University of Almería (ES)
- Psychology Department, University of Almería, Almería, Spain.
- Corresponding author
- Cangas, Adolfo J.
- ORCID
- Cangas, Adolfo J.
- Venue
- Cyberpsychology, Behavior, and Social Networking
- Publisher
- SAGE Publications
- Published
- 2019-03-01
- Volume
- 22
- Issue
- 3
- Pages
- 205-211
- ISSN
- 2152-2715 (ISSN-L)
- 2152-2723
- OpenAlex
- W2922187543
- Cited by
- 48
- References
- 31
- Citations by year
- 2025: 5 · 2024: 4 · 2023: 4 · 2022: 26 · 2021: 4 · 2020: 3 · 2019: 2
- FWCI
- 10.99
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Cyberpsychology Behavior and Social Networking (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Psychology › Social Psychology › Mental Health Treatment and Access
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Keywords
- serious games, mental health stigma, stigma reduction, psychology students, schizophrenia, depression, bipolar disorder, agoraphobia
- MeSH terms
- Mental Disorders, Humans, Psychology, Students, Video Games, Social Stigma
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