Orygen Youth Mental Health Research Centre, Department of Psychiatry, University of Melbourne, Melbourne, VIC, Australia.
Med J Aust. 2010 Jun 7;192(S11):S27-30. doi: 10.5694/j.1326-5377.2010.tb03689.x.
Reach Out Central (ROC) is a serious game drawing on the principles of cognitive behaviour theory that has been designed to improve the mental health and wellbeing of young people, particularly men. ROC was developed over a 3-year period from 2003 to 2006, in consultation with young people aged 16-25 years who use the Reach Out mental health website http://www.reachout.com). ROC was launched online in September 2007. A traditional and viral awareness campaign was designed to engage young men, particularly "gamers". In the first month after launch, ROC had 76 045 unique website visits, with 10 542 new members (52% male) joining Reach Out. An independent online evaluation involving 266 young people aged 18-25 years was conducted between August 2007 and February 2008 to examine psychological wellbeing, stigma and help seeking in ROC players. Overall results indicated that ROC was successful in attracting, engaging and educating young people. Young women reported reduced psychological distress and improved life satisfaction, problem solving and help seeking; however, no significant changes were observed for young men. Although ROC was successful in attracting young men, demonstrating that the concept resonates with them, the service failed to keep them engaged. Further research is needed to explore how (or what changes need to be made) to sustain young men's engagement in the game.
Reach Out Central (ROC) 是一款基于认知行为理论设计的严肃游戏,旨在改善年轻人,尤其是男性的心理健康和幸福感。ROC 是在 2003 年至 2006 年期间与使用 Reach Out 心理健康网站 http://www.reachout.com 的 16-25 岁年轻人协商开发的。ROC 于 2007 年 9 月在线推出。设计了传统和病毒式的宣传活动来吸引年轻男性,特别是“游戏玩家”。在推出后的第一个月,ROC 有 76045 个独特的网站访问量,有 10542 名新成员(52%为男性)加入 Reach Out。2007 年 8 月至 2008 年 2 月,对 266 名 18-25 岁的年轻人进行了独立的在线评估,以检查 ROC 玩家的心理健康、污名和寻求帮助的情况。总体结果表明,ROC 成功地吸引、参与和教育了年轻人。年轻女性报告说心理困扰减少,生活满意度、解决问题和寻求帮助的能力提高;然而,年轻男性没有观察到明显的变化。尽管 ROC 成功地吸引了年轻男性,证明了这个概念与他们产生了共鸣,但该服务未能让他们保持参与。需要进一步研究如何(或需要做出什么改变)来维持年轻男性对游戏的参与。