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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.

Adolfo J CangasNoelia NavarroJosé M Aguilar-ParraRubén TriguerosJosé GallegoRoberto ZárateMelanie Gregg
Published in: Journal of clinical medicine (2019)
Our findings suggest that the serious game is an appropriated tool to reduce stigma, both in high school and university students, independently of the type of video games that young people usually play, or time spent playing video games.
Keyphrases
  • high school
  • mental health
  • virtual reality
  • mental illness
  • hiv aids
  • social support
  • depressive symptoms