2021 IEEE 45th Annual Computers, Software, and Applications Conference (COMPSAC) 2021
DOI: 10.1109/compsac51774.2021.00196
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Person-Centered Virtual Serious Games: Mental Health Education

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Cited by 4 publications
(4 citation statements)
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“…The SUS was applied to 18 participants (n = 18), of which 15 were nursing students and three were nursing faculty. The final SUS score obtained was 85, implying that the Moirai player achieved a good degree of usability [55].…”
Section: User Studymentioning
confidence: 95%
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“…The SUS was applied to 18 participants (n = 18), of which 15 were nursing students and three were nursing faculty. The final SUS score obtained was 85, implying that the Moirai player achieved a good degree of usability [55].…”
Section: User Studymentioning
confidence: 95%
“…The development of this case study started in 2019, prior to the COVID-19 pandemic, and it addressed two problems: (i) the need to better understand the lived experiences of persons with mental illness to inform the design of serious games geared for undergraduate students, and (ii) the need for more accessible and interactive VSGs for student learning prior to attending mental health community placements [55].…”
Section: Person-centred Serious Games For Mental Health Educationmentioning
confidence: 99%
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“…College students generally have to face the triple pressures of school work, employment, and life; therefore, when their ideality collides with social reality, their psychology is prone to lose balance and generate psychological crises [1][2][3][4][5][6]. Now, the public has paid more attention to the mental health education of students, and there are more discussions on the mental health education of undergraduates and junior college students [7][8][9][10][11][12][13].…”
Section: Introductionmentioning
confidence: 99%