Abstract

ABSTRACT The present study aims to determine the effects of an intervention that analyzes the effectiveness of a serious game (video-game with educational objectives) designed to reduce stigma towards people with mental-health problems. This video-game was applied both separately and in combination with other traditional-tools, such as a talk with a professional and face-to-face contact with persons with lived experiences of mental health conditions in a design with three experimental groups, where the different interventions were incorporated consecutively and a control group, where only participants without intervention were assessed. The Questionnaire on Students Attitudes towards Schizophrenia was used to assess stigma. The results obtained reveal the utility of the serious-game, producing a statistically significant reduction of stigma, and also the importance of combining it with other elements, such as contact with persons with lived experiences of mental health conditions. The talk by a professional produced no improvements in the intervention. The relevance of these results is discussed.

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