Usefulness of a serious game (Stigma-Stop) to raise awareness among young people in high school and at university about mental health problems

Published: 15 June 2018| Version 1 | DOI: 10.17632/4tdd6v7xk4.1
Adolfo J. cangas


A total of 530 students participated in the study (231 from high school and 299 from university). Items from the Questionnaire on Students Attitudes towards Schizophrenia are included. Also scores (from 1 to 10) of the usefulness and entertainment value of the program (Stigma Stop) and whether they would recommend it or not. Number of hours that typically participants devote to playing video games (intervals of 0, 0-1 hour, 1-3 hours, 3-7 hours, 7-14 hours, 14-30 hours, or more than 30 hours) and which types of games they like most (choosing among the video game genres of action, platform, arcade, shooting, strategy, simulation, sports, racing, adventure, graphic adventures, virtual, musical, or others).