Evidence map›Paper›PMID 38498033›Full record

ArticleJMIR serious games2024

An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study.

David Labrosse, Clara Vié, Hana Hajjam, Clément Tisseron, Dimitri Thellier, Ilaria Montagni

Registry-linked trialAbstract read
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06720792 (An Escape Game to Promote Students' Mental Health Outcomes in the Aftermaths of Covid-19 Pandemic), which is not on this map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
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.

NCT06720792 narecruitingnot on this map

An Escape Game to Promote Students' Mental Health Outcomes in the Aftermaths of Covid-19 Pandemic: Protocol for a Randomized Controlled Trial Evaluating a Cocreated Intervention

TypeinterventionalSponsorUniversity of BordeauxRan2022 to 2025Enrolled191ConditionsMental HealthArmsEscapeCovid
3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Review
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

6 authors.

David Labrosse *Tricky, Bordeaux, France.ORCID https://orcid.org/0009-0003-4701-8646
Clara Vié *University of Bordeaux, Inserm, Bordeaux Population Health Research Center U1219, Bordeaux, France.ORCID https://orcid.org/0009-0005-6053-7963
Hana HajjamTricky, Bordeaux, France.ORCID https://orcid.org/0009-0006-7901-4350
Clément TisseronUniversity of Bordeaux, Inserm, Bordeaux Population Health Research Center U1219, Bordeaux, France.ORCID https://orcid.org/0009-0009-8783-1125
Dimitri ThellierTricky, Bordeaux, France.ORCID https://orcid.org/0000-0001-7724-7755
Ilaria MontagniUniversity of Bordeaux, Inserm, Bordeaux Population Health Research Center U1219, Bordeaux, France.ORCID https://orcid.org/0000-0003-0076-0010

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe COVID-19 pandemic has had a severe impact on students' mental health. Interventions are needed to promote their psychological well-being and prevent mental illnesses in the aftermath of this unprecedented situation. Digital escape games can be an effective tool to support students' mental health. A cocreation approach can improve the acceptability of these interventions by involving different stakeholders (eg, end users, game designers, and health professionals) to obtain audience-specific games.

objectiveThis study aims to describe the process of testing and optimizing the game "EscapeCovid" on students' mental health, to serve as a model for the cocreation of future similar interventions.

methodsThe PRODUCES (Problem, Objective, Design, End Users, Cocreators, Evaluation, Scalability) framework was used. Cocreation steps (test and optimization) were detailed for replicability. A total of 45 students tested a pilot version of the game, with 10 undergoing a semistructured interview. Meetings with a group of stakeholders and brainwriting were organized to optimize the game.

resultsWe produced a new version of the game incorporating the suggestions provided by student testers and following the stakeholders' guidelines. Improvements were made to both the content and the form of the new version of the pilot game. The storyline, including the protagonist and the scenes, was adapted to the student population.

conclusionsOur results suggested that cocreation can contribute to the design of more widely accepted interventions aimed at promoting mental health and preventing psychological disorders. Results also suggest that an end user-centered approach can facilitate intervention tailoring. When conceiving a health-related escape game for students, we recommend using the cocreation approach to enhance players' experience, thus positively influencing their learning process and overall well-being.

Indexed as

acceptabilitycocreationCOVID-19effective toolgamelearningmental healthmotivationpromotepsychological well-beingquestionnairestudentstestingtooluniversity studentuser centered

Identifiers

PMID38498033
PMCPMC10985612

What OpenQuestion holds

Textmetadata
LicenceCC BY
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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.