"More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change

Although the significance of Mental Health (MH) is becoming increasingly more accepted worldwide, the level of MH Literacy (MHL) remains low. Individuals often find it uncomfortable to discuss this crucial topic. Unwillingness to discuss MH can be a result of the stigma surrounding the topic which results in misconceptions, discrimination, and reluctance to seek help or talk openly about MH challenges. Educating individuals about MH and encouraging open discussions are key to reducing stigma. Games have proven their effectiveness for diverse learning purposes. Our goal in this paper is to assess the potential of games and digital displays for MHL education and stigma reduction by incorporating MH educational content into a mobile game with different learning strategies and a large public display to create a community. We compare the pre and post-MHL of users before and after playing our game and the results show an improvement in the MHL of participants. Our paper contributes to game design approaches by identifying mechanisms for educating individuals about MH and our results indicate that the game helps reduce stigma through the use of large displays.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677090
Citations
6
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
2.46
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article

"More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change

Jessica Hammer, Rina R. Wehbe, Soraya S. Anvari
6 citations
Proceedings of the ACM on Human-Computer Interaction
Digital Mental Health Interventions
2.46
article

"More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change

Jessica Hammer, Rina R. Wehbe, Soraya S. Anvari
article en
6 citations

Abstract

Although the significance of Mental Health (MH) is becoming increasingly more accepted worldwide, the level of MH Literacy (MHL) remains low. Individuals often find it uncomfortable to discuss this crucial topic. Unwillingness to discuss MH can be a result of the stigma surrounding the topic which results in misconceptions, discrimination, and reluctance to seek help or talk openly about MH challenges. Educating individuals about MH and encouraging open discussions are key to reducing stigma. Games have proven their effectiveness for diverse learning purposes. Our goal in this paper is to assess the potential of games and digital displays for MHL education and stigma reduction by incorporating MH educational content into a mobile game with different learning strategies and a large public display to create a community. We compare the pre and post-MHL of users before and after playing our game and the results show an improvement in the MHL of participants. Our paper contributes to game design approaches by identifying mechanisms for educating individuals about MH and our results indicate that the game helps reduce stigma through the use of large displays.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
Dalhousie University (CA), Carnegie Mellon University (US)
Quality Education
Openalex Percentile: Top 10%
Digital Mental Health Interventions
2.46
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