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“消除污名:一款对抗教育环境中对心理健康污名化的严肃游戏”

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

作者信息

Cangas Adolfo J, Navarro Noelia, Parra José M A, Ojeda Juan J, Cangas Diego, Piedra Jose A, Gallego Jose

机构信息

Department of Psychology, University of AlmeríaAlmería, Spain.

Department of Education, University of AlmeríaAlmería, Spain.

出版信息

Front Psychol. 2017 Aug 21;8:1385. doi: 10.3389/fpsyg.2017.01385. eCollection 2017.

Abstract

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.

摘要

本文展示了一款名为“消除污名”的严肃游戏在一群高中生中的应用结果,其目的是减少对精神疾病的污名化。这款电子游戏中有患有各种精神障碍(精神分裂症、抑郁症、双相情感障碍和伴有广场恐惧症的惊恐障碍)的角色,并提供有关这些问题的信息。此外,游戏会询问玩家是否曾有过与角色相同的感受,是否认为角色心理状况良好,以及是否认为自己可以帮助这些人。同样,当玩家遇到有这些问题的角色时,会提供各种反应供玩家选择。共有552名年龄在14至18岁之间的学生参与了这项研究,他们被随机分为使用“消除污名”的实验组或使用与心理健康完全无关的电子游戏的对照组。两款电子游戏的使用时长相似。在应用“消除污名”后,无论是在刻板印象方面,还是在更大程度上其潜在危险性方面,对精神分裂症的污名化程度都出现了统计学上的显著下降。然而,对照组并非如此。因此,结果证明了这款电子游戏在消除对像精神分裂症这样的严重精神障碍的错误观念方面的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/49b8/5573445/0e9b251cbfd6/fpsyg-08-01385-g001.jpg

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