Cited by 30Educational Games and GamificationMental Health Treatment and AccessDigital Mental Health Interventions

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

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Cangas, Adolfo, Navarro, Noelia, Aguilar-Parra, José, Trigueros, Rubén, Gallego, José, Zárate, Roberto, Gregg, Melanie·2019·Journal of Clinical Medicine

Abstract

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.

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Authors
Cangas, A., Navarro, N., Aguilar-Parra, J., Trigueros, R., Gallego, J., Zárate, R., & Gregg, M.
Affiliations
  • University of Almería (ES)
  • Department of Psychology, Hum-760 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain
  • University of California, Los Angeles (US)
  • The University of Winnipeg (CA)
Corresponding author
  • Cangas, Adolfo
  • Aguilar-Parra, José
  • Trigueros, Rubén
Venue
Journal of Clinical Medicine
Publisher
MDPI AG
Published
2019-09-20
Volume
8
Issue
10
Pages
1504
ISSN
2077-0383 (ISSN-L)
OpenAlex
W2974435949
Cited by
30
References
27
Citations by year
2026: 2 · 2025: 9 · 2024: 2 · 2023: 6 · 2022: 5 · 2021: 3 · 2020: 3
FWCI
5.01
Type
journal article
Language
en
Open access
Locations
  • Journal of Clinical Medicine (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
  • Repositorio de Patentes de la Universidad de Almería (Universidad de Almería) (submittedVersion, cc-by-nc-nd)
  • Repositorio Institucional de la Universidad de Málaga (University of Málaga) (submittedVersion, cc-by)
  • Zenodo (CERN European Organization for Nuclear Research) (submittedVersion, cc-by)
Funders
Spanish Ministry of Science, Innovation and Universities (PSI2017-84961-R AEI/FEDER, UE)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Social Psychology › Mental Health Treatment and Access
  • Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
Keywords
serious games, mental health awareness, stigma reduction, mental health stigma, mental illness, video game preferences, high school students, university students, game-based learning

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