在COVID-19大流行期间对大学生心理健康的逃避游戏:共创研究
David Labrosse1, Clara Vié2, Hana Hajjam1
1Tricky, Bordeaux, France.
JMIR serious games
|March 18, 2024
概括
与学生和利益相关者共同创建数字逃生游戏可以增强他们的心理健康干预措施. 这种以用户为中心的方法提高了游戏的接受度和对心理健康的有效性.
科学领域:
- 数字心理健康干预数字心理健康干预
- 基于游戏的学习.
- 学生的福祉 学生的福祉
背景情况:
- COVID-19 疫情对学生的心理健康产生了负面影响.
- 数字逃生游戏提供了一个有前途的干预策略.
- 共同创造提高了干预的接受度和定制性.
研究的目的:
- 描述"EscapeCovid"数字逃生游戏的共同创作过程.
- 为了优化游戏对学生心理健康的支持.
- 为未来类似的干预提供一个模型.
主要方法:
- 使用PRODUCES框架进行干预设计.
- 参与了45名学生的试点测试和10名学生的面试.
- 举办了利益相关者会议,并为游戏优化提供了脑袋写作.
主要成果:
- 根据用户反,开发了一款经过修订的"EscapeCovid"游戏版本.
- 改进包括内容,故事情节和角色调整.
- 游戏是根据学生群体量身定制的.
结论:
- 共创会导致更多接受和有效的心理健康干预措施.
- 以终端用户为中心的方法对于定制健康干预措施至关重要.
- 建议在设计以学生为中心的健康逃跑游戏时共同创作.
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