2022
DOI: 10.2196/21376
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Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants

Abstract: Background Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game’s success; however, assessment of these apps is often compared with the nongame control condition, resulting i… Show more

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Cited by 8 publications
(2 citation statements)
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References 60 publications
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“…[44]. Games seem to best construct this experience, as players exhibit more authentic behaviour through the magic circle [45,46] and flowstate [47]. Emotions always play a role in this flow state.…”
Section: Serious Games For Perspective Takingmentioning
confidence: 99%
“…[44]. Games seem to best construct this experience, as players exhibit more authentic behaviour through the magic circle [45,46] and flowstate [47]. Emotions always play a role in this flow state.…”
Section: Serious Games For Perspective Takingmentioning
confidence: 99%
“…Also interviewing can be used to discover such emergent topics. Interviewing may occur concurrently with the design use, such as when the participant reacts to designed mockups or prototypes ( Ospina-Pinillos et al, 2018 ; Pine et al, 2020 ; Wehbe et al, 2022 ) or in think-aloud usability tests ( Van Den Haak et al, 2003 ). Interviews can also be retrospective, which allows for creating an understanding on the aggregative experience the intervention and the associated processes have elicited ( Crane et al, 2017 ; T. Fleming et al, 2016 ).…”
Section: Introductionmentioning
confidence: 99%