What is it about?
This paper explores how games can be used to educate people about mental health and reduce the stigma surrounding it. The authors designed a mobile game called "Pet Project" that includes mini-games and a large public display to create a community around mental health education. The game aims to improve players' mental health literacy, which is their understanding of mental health issues, how to seek help, and how to use appropriate language when discussing mental health. The game was tested with university students, and the results showed that playing the game improved participants' literacy of mental health. The study also found that certain game mechanics, like character customization and interactive feedback, were particularly effective in engaging players and helping them learn. Additionally, a large public display encouraged social interaction and discussion about mental health, though it was more effective for small groups of friends rather than strangers.
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Why is it important?
Mental Health Awareness: Mental health issues are common, especially among young adults, but many people lack the knowledge to recognize symptoms or seek help. Improving mental health literacy (MHL) can lead to earlier intervention and better outcomes. Reducing Stigma: Stigma around mental health often prevents people from discussing their struggles or seeking support. By using games to normalize conversations about mental health, this research helps reduce stigma and encourages more open dialogue. Community Building: Using large public displays and interactive gameplay fosters a sense of community, encouraging people to learn together and support one another. This can create a more empathetic and understanding environment. Practical Skills: The game teaches practical skills, such as how to use appropriate language when discussing mental health and how to respond to crises. These skills can have a real-world impact on how people interact with those experiencing mental health challenges.
Read the Original
This page is a summary of: "More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change, Proceedings of the ACM on Human-Computer Interaction, October 2024, ACM (Association for Computing Machinery),
DOI: 10.1145/3677090.
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