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Legal, mental health and psychosocial outcomes of the RePresent Games: a quasi-experimental study.

Jack TsaiMinda HuangKathleen DanielsCasper HarteveldDan Jackson
Published in: Psychiatry, psychology, and law : an interdisciplinary journal of the Australian and New Zealand Association of Psychiatry, Psychology and Law (2022)
This study evaluated a pair of video games called the RePresent games that taught users how to represent themselves in civil court. A quasi-experimental study was conducted that compared 69 RePresent game users and 78 non-game users with civil legal issues across four U.S. states on legal, mental health and psychosocial outcomes over 3 months. The results revealed that RePresent game users reported greater legal knowledge, better mental health and higher quality of life than non-game users across time, and a greater rate of improvement in legal knowledge than non-game users over time. These findings suggest that gamifying education about legal procedures for the general public holds great potential in helping individuals obtain self-help legal assistance although some formal mental health treatment may be needed for many seeking legal aid.
Keyphrases
  • mental health
  • virtual reality
  • healthcare
  • mental illness
  • type diabetes
  • metabolic syndrome
  • climate change
  • glycemic control
  • electronic health record
  • smoking cessation