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
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Instruments
2.2.1. Questionnaire on Students Attitudes towards Schizophrenia (QSAS)
2.2.2. Familiarity and Use of Video Games
2.3. Intervention
2.4. Procedure
3. Results
3.1. Data Analysis
3.2. Reduction of Stigma
3.3. Relationship with Familiarity and Time Spent Playing Video Games
4. Discussion
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Pre Test | Post Test | |||||
---|---|---|---|---|---|---|
t | p | d | t | p | d | |
Social distance | 0.94 | 0.34 | 0.070 | −4.96 | 0.00 | −0.50 |
Stereotypes | −1.57 | 0.11 | −0.15 | −2.45 | 0.015 | −0.26 |
Total stigma | −0.11 | 0.91 | −0.01 | −4.24 | 0.00 | −0.41 |
Experimental | Control | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Pre (n = 412) | Post (n = 412) | Pre-Post | Pre (n = 118) | Post (n = 118) | Pre-Post | |||||
M (SD) | M (SD) | t | p | d | M (SD) | M (SD) | t | p | d | |
Social distance | 4.78 (2.56) | 3.10 (2.48) | 13.70 | 0.00 | 0.66 | 4.26 (9.30) | 4.33 (2.35) | −0.09 | 0.93 | −0.01 |
Stereotypes | 4.02 (3.39) | 3.53 (3.13) | 3.77 | 0.00 | 0.15 | 4.58 (3.78) | 4.46 (3.88) | −0.74 | 0.45 | 0.03 |
Total stigma | 8.77 (5.22) | 6.64 (4.83) | 10.78 | 0.00 | 0.42 | 8.85 (10.72) | 8.80 (5.55) | −0.05 | 0.95 | 0.01 |
Pre Test | Post Test | |||||
---|---|---|---|---|---|---|
t | p | d | t | p | d | |
Social distance | −8.73 | 0.00 | −0.86 | −6.96 | 0.00 | −0.67 |
Stereotypes | −7.22 | 0.00 | −0.70 | −5.20 | 0.00 | −0.50 |
Total | −9.21 | 0.00 | −0.90 | −7.08 | 0.00 | −0.68 |
University Students | High School Students | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Pre Test (n = 181) | Post Test (n = 181) | Pre-Post | Pre Test (n = 231) | Post-Test (n = 231) | Pre-Post | |||||
M (SD) | M (SD) | t | p | d | M (SD) | M (SD) | t | p | d | |
Social distance | 3.59 (2.29) | 2.22 (1.90) | 9.11 | 0.00 | 0.65 | 5.62 (2.39) | 3.78 (2.65) | 10.31 | 0.00 | 0.72 |
Stereotypes | 2.76 (2.65) | 2.68 (2.22) | 0.46 | 0.64 | .0032 | 4.98 (3.58) | 4.17 (3.53) | 4.38 | 0.00 | 0.22 |
Total | 6.35 (4.24) | 4.90 (3.42) | 5.84 | 0.00 | 0.37 | 10.61 (5.14) | 7.96 (5.29) | 9.12 | 0.00 | 0.50 |
Entertaining | Useful | Time | ||
---|---|---|---|---|
Entertaining | Pearson Correlation | |||
Sig. (bilateral) | ||||
Useful | Pearson Correlation | 0.67 ** | ||
Sig. (bilateral) | 0.00 | |||
Recommend | Pearson Correlation | −0.40 ** | −0.36 ** | −0.062 |
Sig. (bilateral) | 0.00 | 0.00 | 0.42 | |
Time | Pearson Correlation | 0.10 | 0.00 | |
Sig. (bilateral) | 0.17 | 0.90 |
Entertaining | Useful | Time | ||
---|---|---|---|---|
None | Pearson Correlation | 0.02 | 0.11 | 0.26 ** |
Sig. (bilateral) | 0.78 | 0.15 | 0.00 | |
Action | Pearson Correlation | −0.12 | −0.09 | −0.23 ** |
Sig. (bilateral) | 0.12 | 0.24 | 0.01 | |
Platform | Pearson Correlation | 0.01 | 0.01 | −0.23 ** |
Sig. (bilateral) | 0.95 | 0.94 | 0.01 | |
Arcade | Pearson Correlation | 0.09 | 0.08 | −0.11 |
Sig. (bilateral) | 0.23 | 0.28 | 0.13 | |
Shooting | Pearson Correlation | 0.03 | −0.05 | −0.26 ** |
Sig. (bilateral) | 0.67 | 0.51 | 0.00 | |
Strategy | Pearson Correlation | 0.02 | 0.08 | −0.11 |
Sig. (bilateral) | 0.79 | 0.31 | 0.12 | |
Simulation | Pearson Correlation | −0.09 | −0.09 | −0.06 |
Sig. (bilateral) | 0.23 | 0.23 | 0.40 | |
Sports | Pearson Correlation | 0.00 | −0.10 | −0.13 |
Sig. (bilateral) | 0.99 | 0.18 | 0.078 | |
Racing | Pearson Correlation | −0.05 | −0.15 | 0.040 |
Sig. (bilateral) | 0.51 | 0.05 | 0.59 | |
Adventure | Pearson Correlation | −0.13 | −0.10 | −0.09 |
Sig. (bilateral) | 0.07 | 0.19 | 0.23 | |
Adventure Graphics | Pearson Correlation | 0.01 | −0.04 | 0.03 |
Sig. (bilateral) | 0.84 | 0.57 | 0.65 | |
Virtual Worlds | Pearson Correlation | −0.10 | 0.02 | −0.05 |
Sig. (bilateral) | 0.18 | 0.76 | 0.50 | |
Musical | Pearson Correlation | −0.02 | −0.04 | −0.04 |
Sig. (bilateral) | 0.78 | 0.61 | 0.57 | |
Others | Pearson Correlation | 0.02 | −0.02 | −0.08 |
Sig. (bilateral) | 0.82 | 0.83 | 0.32 |
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Cangas, A.J.; Navarro, N.; Aguilar-Parra, J.M.; Trigueros, R.; Gallego, J.; Zárate, R.; Gregg, M. 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. J. Clin. Med. 2019, 8, 1504. https://doi.org/10.3390/jcm8101504
Cangas AJ, Navarro N, Aguilar-Parra JM, Trigueros R, Gallego J, Zárate R, Gregg M. 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. Journal of Clinical Medicine. 2019; 8(10):1504. https://doi.org/10.3390/jcm8101504
Chicago/Turabian StyleCangas, Adolfo J., Noelia Navarro, José M. Aguilar-Parra, Rubén Trigueros, José Gallego, Roberto Zárate, and Melanie Gregg. 2019. "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" Journal of Clinical Medicine 8, no. 10: 1504. https://doi.org/10.3390/jcm8101504
APA StyleCangas, A. J., Navarro, N., Aguilar-Parra, J. M., Trigueros, R., Gallego, J., Zárate, R., & Gregg, M. (2019). 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. Journal of Clinical Medicine, 8(10), 1504. https://doi.org/10.3390/jcm8101504