关于 COVID-19 大流行期间大学生心理健康的逃生游戏:共同创作研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-03-18 DOI:10.2196/48545
David Labrosse, Clara Vié, Hana Hajjam, Clément Tisseron, Dimitri Thellier, Ilaria Montagni
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引用次数: 0

摘要

背景:COVID-19 大流行严重影响了学生的心理健康。在这种前所未有的情况下,需要采取干预措施来促进他们的心理健康并预防心理疾病。数字逃生游戏可以成为支持学生心理健康的有效工具。通过让不同的利益相关者(如最终用户、游戏设计者和卫生专业人员)参与进来,共同创造的方法可以提高这些干预措施的可接受性,从而获得针对特定受众的游戏:本研究旨在描述 "EscapeCovid "游戏对学生心理健康的测试和优化过程,为今后类似干预措施的共同创造提供范例:方法:采用 PRODUCES(问题、目标、设计、最终用户、共同创作者、评估、可扩展性)框架。为实现可复制性,对共同创造步骤(测试和优化)进行了详细说明。共有 45 名学生测试了游戏的试验版本,其中 10 人接受了半结构化访谈。为了优化游戏,我们还组织了与利益相关者和智囊团的会议:结果:我们制作了一个新版本的游戏,采纳了学生测试者提供的建议,并遵循了利益相关者的指导方针。我们对新版试点游戏的内容和形式都进行了改进。故事情节,包括主角和场景,都根据学生群体进行了调整:我们的研究结果表明,共同创作有助于设计出更多广为接受的干预措施,以促进心理健康和预防心理障碍。结果还表明,以最终用户为中心的方法可以促进干预措施的定制。在为学生构思与健康相关的逃生游戏时,我们建议使用共同创造的方法来增强玩家的体验,从而对他们的学习过程和整体健康产生积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study.

Background: The 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.

Objective: This 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.

Methods: The 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.

Results: We 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.

Conclusions: Our 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.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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