2017
DOI: 10.3389/fpsyg.2017.01385
|View full text |Cite
|
Sign up to set email alerts
|

Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings

Abstract: This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters ar… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

3
55
0
2

Year Published

2018
2018
2022
2022

Publication Types

Select...
8
1

Relationship

3
6

Authors

Journals

citations
Cited by 68 publications
(60 citation statements)
references
References 50 publications
(50 reference statements)
3
55
0
2
Order By: Relevance
“…Today, persons with SMI are still commonly perceived as frightening, unpredictable, and strange (Cangas et al . ).…”
Section: Introductionmentioning
confidence: 97%
“…Today, persons with SMI are still commonly perceived as frightening, unpredictable, and strange (Cangas et al . ).…”
Section: Introductionmentioning
confidence: 97%
“…Thus, the control group was comprised of 118 students and the experimental group was comprised of 412 students. The experimental group was intentionally made larger than the control group, so more students could benefit from the intervention and because in previous studies we found that the responses of the control group were very stable [15,16]. Thus, the classes were randomly distributed: first, a class became a control group, then the next three were assigned to the experimental group, the next was designated as a control group and so on.…”
Section: Methodsmentioning
confidence: 99%
“…Stigma Stop has been shown to be effective in reducing stigma among high school students. (i.e., secondary school and baccalaureate studies) between the ages of 14 and 18 [15]. In addition, with psychology students, it has been shown to be slightly superior in some dimensions to a talk by professionals and equivalent to a life history by mental health users [16].…”
Section: Introductionmentioning
confidence: 99%
“…While most mental health literacy programs consist of didactic sessions, we argue that the nature of video games fits better with our goal of teaching skills alongside increasing knowledge. Already, there are several examples of video games successfully teaching youth health knowledge and skills (eg, in cancer treatment specifically [31] and healthy lifestyles in general [32]) and changing mental health stigma [33]. Games provide the opportunity to practice behavior in a relatively safe, engaging, and virtual environment and to learn by doing [34].…”
Section: Introductionmentioning
confidence: 99%