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dc.rights.licenseopenen_US
dc.contributor.authorLABROSSE, David
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorVIE, Clara
dc.contributor.authorHAJJAM, Hana
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorTISSERON, Clement
dc.contributor.authorTHELLIER, Dimitri
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorMONTAGNI, Ilaria
ORCID: 0000-0003-0076-0010
IDREF: 258573880
dc.date.accessioned2024-05-06T11:43:22Z
dc.date.available2024-05-06T11:43:22Z
dc.date.issued2024-03-18
dc.identifier.issn2291-9279en_US
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/199658
dc.description.abstractEnBACKGROUND: 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.
dc.description.sponsorshipCo-création et évaluation d'une Escape Room numérique pour les étudiants sur la santé mentale à l'ère du Covid-19 - ANR-21-CE36-0011en_US
dc.language.isoENen_US
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subject.enCOVID-19
dc.subject.enAcceptability
dc.subject.enCocreation
dc.subject.enEffective tool
dc.subject.enGame
dc.subject.enLearning
dc.subject.enMental health
dc.subject.enMotivation
dc.subject.enPromote
dc.subject.enPsychological well-being
dc.subject.enQuestionnaire
dc.subject.enStudents
dc.subject.enTesting
dc.subject.enTool
dc.subject.enUniversity student
dc.subject.enUser centered
dc.title.enAn Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study
dc.title.alternativeJMIR Serious Gamesen_US
dc.typeArticle de revueen_US
dc.identifier.doi10.2196/48545en_US
dc.subject.halSciences du Vivant [q-bio]/Santé publique et épidémiologieen_US
dc.identifier.pubmed38498033en_US
bordeaux.journalJMIR Serious Gamesen_US
bordeaux.pagee48545en_US
bordeaux.volume12en_US
bordeaux.hal.laboratoriesBordeaux Population Health Research Center (BPH) - UMR 1219en_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.institutionINSERMen_US
bordeaux.teamHEALTHY_BPHen_US
bordeaux.peerReviewedouien_US
bordeaux.inpressnonen_US
hal.identifierhal-04569531
hal.version1
hal.date.transferred2024-05-06T11:43:24Z
hal.popularnonen_US
hal.audienceInternationaleen_US
hal.exporttrue
dc.rights.ccPas de Licence CCen_US
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.jtitle=JMIR%20Serious%20Games&rft.date=2024-03-18&rft.volume=12&rft.spage=e48545&rft.epage=e48545&rft.eissn=2291-9279&rft.issn=2291-9279&rft.au=LABROSSE,%20David&VIE,%20Clara&HAJJAM,%20Hana&TISSERON,%20Clement&THELLIER,%20Dimitri&rft.genre=article


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