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dc.contributor.authorCangas Díaz, Adolfo Javier 
dc.contributor.authorNavarro Gómez, Noelia 
dc.contributor.authorAguilar Parra, José Manuel 
dc.contributor.authorTrigueros Ramos, Rubén 
dc.contributor.authorGallego Antonio, José 
dc.contributor.authorZárate, Roberto 
dc.contributor.authorGregg, Melanie 
dc.date.accessioned2020-01-17T09:03:59Z
dc.date.available2020-01-17T09:03:59Z
dc.date.issued2019-09-20
dc.identifier.issn2077-0383
dc.identifier.urihttp://hdl.handle.net/10835/7520
dc.description.abstractBackground: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. Aims: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising awareness among students about mental health problems and analyse whether its usefulness can be influenced by the type of video games or the time that students usually devote to playing with this type of entertainment. Method: The serious game introduces four characters who display the symptoms of different psychological disorders. A total of 530 students participated in the study, 412 of whom comprised the experimental group and 118 the control group, 291 came from secondary school classes and 239 were university students. Results: The findings show that this serious game significantly reduced total stigma among students. Variables like time habitually spent playing video games or video game preference had no bearing on the results. Conclusion: 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.es_ES
dc.language.isoenes_ES
dc.publisherMDPIes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectserious gameses_ES
dc.subjectstigmaes_ES
dc.subjectmental healthes_ES
dc.subjecteducationes_ES
dc.subjectinclusiones_ES
dc.titleAnalysis 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 Gameses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttps://www.mdpi.com/2077-0383/8/10/1504es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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