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

Published: 15 October 2024 Publication History

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.

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cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CHI PLAY
CHI PLAY
October 2024
1726 pages
EISSN:2573-0142
DOI:10.1145/3700823
Issue’s Table of Contents
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike International 4.0 License.

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Published: 15 October 2024
Published in PACMHCI Volume 8, Issue CHI PLAY

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  1. education
  2. game
  3. large display
  4. mental health
  5. mental health literacy

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