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

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,...

Full description

Bibliographic Details
Main Authors: Adolfo J. Cangas, Noelia Navarro, José M. A. Parra, Juan J. Ojeda, Diego Cangas, Jose A. Piedra, Jose Gallego
Format: Article
Language:English
Published: Frontiers Media S.A. 2017-08-01
Series:Frontiers in Psychology
Subjects:
Online Access:http://journal.frontiersin.org/article/10.3389/fpsyg.2017.01385/full
id doaj-59e93eb933a1439c9eecc78684a528c9
record_format Article
spelling doaj-59e93eb933a1439c9eecc78684a528c92020-11-24T20:50:58ZengFrontiers Media S.A.Frontiers in Psychology1664-10782017-08-01810.3389/fpsyg.2017.01385282136Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational SettingsAdolfo J. Cangas0Noelia Navarro1José M. A. Parra2Juan J. Ojeda3Diego Cangas4Jose A. Piedra5Jose Gallego6Department of Psychology, University of AlmeríaAlmería, SpainDepartment of Psychology, University of AlmeríaAlmería, SpainDepartment of Education, University of AlmeríaAlmería, SpainDepartment of Informatics, University of AlmeríaAlmería, SpainDepartment of Informatics, University of AlmeríaAlmería, SpainDepartment of Informatics, University of AlmeríaAlmería, SpainDepartment of Education, University of AlmeríaAlmería, SpainThis 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 are psychologically well, and if they think they could help these individuals. Similarly, a variety of reactions are provided for players to choose from when they encounter the characters with these problems. A total of 552 students between the ages of 14 and 18 participated in the study, and they were randomly assigned to either the experimental group, which used Stigma-Stop, or the control group, which utilized a video game completely unrelated to mental health. Both video games were used for similar lengths of time. Following the application of Stigma-Stop, a statistically significant decrease was obtained in levels of stigma toward schizophrenia, both in terms of stereotypes and, to a greater extent, its potential dangerousness. However, this was not the case in the control group. Results thus demonstrate the video game’s usefulness toward eradicating erroneous notions about serious mental disorders like schizophrenia.http://journal.frontiersin.org/article/10.3389/fpsyg.2017.01385/fullstigmavirtual realitypsychological disordersserious gameshuman factors
collection DOAJ
language English
format Article
sources DOAJ
author Adolfo J. Cangas
Noelia Navarro
José M. A. Parra
Juan J. Ojeda
Diego Cangas
Jose A. Piedra
Jose Gallego
spellingShingle Adolfo J. Cangas
Noelia Navarro
José M. A. Parra
Juan J. Ojeda
Diego Cangas
Jose A. Piedra
Jose Gallego
Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
Frontiers in Psychology
stigma
virtual reality
psychological disorders
serious games
human factors
author_facet Adolfo J. Cangas
Noelia Navarro
José M. A. Parra
Juan J. Ojeda
Diego Cangas
Jose A. Piedra
Jose Gallego
author_sort Adolfo J. Cangas
title Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
title_short Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
title_full Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
title_fullStr Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
title_full_unstemmed Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
title_sort stigma-stop: a serious game against the stigma toward mental health in educational settings
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2017-08-01
description 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 are psychologically well, and if they think they could help these individuals. Similarly, a variety of reactions are provided for players to choose from when they encounter the characters with these problems. A total of 552 students between the ages of 14 and 18 participated in the study, and they were randomly assigned to either the experimental group, which used Stigma-Stop, or the control group, which utilized a video game completely unrelated to mental health. Both video games were used for similar lengths of time. Following the application of Stigma-Stop, a statistically significant decrease was obtained in levels of stigma toward schizophrenia, both in terms of stereotypes and, to a greater extent, its potential dangerousness. However, this was not the case in the control group. Results thus demonstrate the video game’s usefulness toward eradicating erroneous notions about serious mental disorders like schizophrenia.
topic stigma
virtual reality
psychological disorders
serious games
human factors
url http://journal.frontiersin.org/article/10.3389/fpsyg.2017.01385/full
work_keys_str_mv AT adolfojcangas stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT noelianavarro stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT josemaparra stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT juanjojeda stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT diegocangas stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT joseapiedra stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
AT josegallego stigmastopaseriousgameagainstthestigmatowardmentalhealthineducationalsettings
_version_ 1716803045761744896