Evidence map›Paper›PMID 31547017›Full record

ArticleJournal of clinical medicine2019

Analysis 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 Games.

Adolfo J Cangas, Noelia Navarro, José M Aguilar-Parra, Rubén Trigueros, José Gallego, Roberto Zárate, Melanie Gregg

Open access · goldAbstract read
In one paragraph

Article in Journal of clinical medicine, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed, 1 pooled it
6.4field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 1 synthesis or guideline pooled it, 29 citations in OpenAlex.

  1. Pooled it
  2. Article
  3. Review
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 3 institutions in 3 countries.

Adolfo J CangasDepartment of Psychology, Hum-760 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain. ajcangas@ual.es.ORCID 0000-0002-5646-5582
Noelia NavarroDepartment of Psychology, Hum-760 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain. nng777@ual.es.
José M Aguilar-ParraDepartment of Psychology, Hum-878 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain. jmaguilar@ual.es.
Rubén TriguerosDepartment of Psychology, Hum-878 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain. rtr088@ual.es.
José GallegoDepartment of Psychology, Hum-760 Research Team, Health Research Centre, University of Almería, 04120 Almería, Spain. jgallego@ual.es.
Roberto ZárateDepartment of Psychology, University of UCLA, Los Angeles, CA 90095, USA. rzarate@ucla.edu.
Melanie GreggPhysical Education Department, University of Winnipeg, MB 00000, Canada. m.gregg@uwinnipeg.ca.
University of Almería · ESUniversity of California, Los Angeles · USUniversity of Winnipeg · CA

Funding

Spanish Ministry of Science, Innovation and Universities PSI2017-84961-R AEI/FEDER, UE
6 · The paper itself

Abstract

backgroundOne of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders.

aimsThis 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.

methodThe 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.

resultsThe 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.

conclusionOur 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.

Indexed as

educationinclusionmental healthserious gamesstigma

Identifiers

PMID31547017
PMCPMC6832220
OpenAlexW2974435949

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.