ArticleJMIR mental health2017
Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness.
Article in JMIR mental health, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 2 of them syntheses that pooled it.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
10 citing papers in PubMed, 2 syntheses or guidelines pooled it, 48 citations in OpenAlex.
- Evidence for the effectiveness of interventions to reduce mental health related stigma in the workplace: a systematic review.BMJ open · 2023Pooled it
- Mental Health Stigma Reduction Interventions Among Men: A Systematic Review.American journal of men's healthPooled it
- The Effects of Internet-Based Storytelling Programs (Amazing Adventure Against Stigma) in Reducing Mental Illness Stigma With Mediation by Interactivity and Stigma Content: Randomized Controlled Trial.Journal of medical Internet research · 2022Trial
- Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.Interactive journal of medical research · 2026Review
- Interventions to reduce the stigma of mental health at work: a narrative review.Psicologia, reflexao e critica : revista semestral do Departamento de Psicologia da UFRGS · 2023Review
- Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants.JMIR serious games · 2022Article
- The Benefits and Challenges of Employment for Working Professionals Diagnosed with Mental Illness.Community mental health journal · 2022Article
- Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review.JMIR serious games · 2020Article
- Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade.JMIR mental health · 2019Article
- Review
Corrections and comments
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Authors and funding
5 authors at 3 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundTo counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited.
objectiveThe objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work.
methodsWe describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years.
resultsWe found a positive impact of the Web-based training program on managers' knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high.
conclusionsResults provide first evidence of the effectiveness of LMHP to positively affect managers' skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.