An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study
Langue
EN
Article de revue
Ce document a été publié dans
JMIR Serious Games. 2024-03-18, vol. 12, p. e48545
Résumé en anglais
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 ...Lire la suite >
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.< Réduire
Mots clés en anglais
COVID-19
Acceptability
Cocreation
Effective tool
Game
Learning
Mental health
Motivation
Promote
Psychological well-being
Questionnaire
Students
Testing
Tool
University student
User centered
Project ANR
Co-création et évaluation d'une Escape Room numérique pour les étudiants sur la santé mentale à l'ère du Covid-19 - ANR-21-CE36-0011
Unités de recherche