Psychology Department, University of Almería, Almería, Spain.
Cyberpsychol Behav Soc Netw. 2019 Mar;22(3):205-211. doi: 10.1089/cyber.2018.0172.
The aim of this study was to compare the effectiveness of a new serious game focused on reducing stigma toward mental health illness with other traditional procedures utilized in different stigma awareness programs, namely face-to-face contact with mental health patients and talks given by professionals. The Stigma-Stop serious game introduces four characters with various psychological disorders (schizophrenia, depression, bipolar disorder, and agoraphobia) providing users with information about these disorders and pertinent questions. Furthermore, it offers players different ways of reacting when in contact with such individuals. A sample of university psychology students was selected and divided into four groups: (a) students who used Stigma-Stop, (b) direct contact with people suffering from mental health problems, (c) a talk by a professional, and (d) the control group. The results show that the serious game had an effect similar to those of direct contact with mental health patients and the talk by a professional with regard to dangerousness, avoidance, segregation, and anger. The game's results were better in terms of help when compared with the talk, and also diminished the stigma related to coercion when compared with direct contact and the talk.
本研究旨在比较一款新的以减少对心理健康疾病污名化为重点的严肃游戏与其他不同污名意识项目中使用的传统程序的有效性,即与心理健康患者面对面接触和专业人士的演讲。“Stigma-Stop”严肃游戏引入了四个具有不同心理障碍(精神分裂症、抑郁症、双相情感障碍和广场恐惧症)的角色,为用户提供有关这些障碍的信息和相关问题。此外,它为玩家提供了与这些人接触时的不同反应方式。选择了一组大学生心理学专业学生,并将他们分为四组:(a)使用“Stigma-Stop”的学生,(b)与心理健康问题患者直接接触的学生,(c)由专业人士进行的演讲的学生,以及(d)对照组。结果表明,该严肃游戏在危险、回避、隔离和愤怒方面的效果与与心理健康患者直接接触和专业人士演讲的效果相似。与演讲相比,该游戏在帮助方面的效果更好,与直接接触和演讲相比,它也减少了与强制相关的污名。