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dc.rights.licenseopenen_US
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorMONTAGNI, Ilaria
ORCID: 0000-0003-0076-0010
IDREF: 258573880
hal.structure.identifierBordeaux population health [BPH]
dc.contributor.authorVIE, Clara
dc.contributor.authorTHELLIER, D.
dc.contributor.authorLABROSSE, D.
dc.date.accessioned2024-05-17T07:53:47Z
dc.date.available2024-05-17T07:53:47Z
dc.date.issued2023-10-01
dc.date.conference2023-11-08
dc.identifier.issn1101-1262en_US
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/199914
dc.description.abstractEnUniversity students’ mental health has been strongly impacted by the health crisis linked to Covid-19, with increased levels of stress, anxiety and depression in this population. During the pandemic and afterwards, there was the urgent need to implement interventions to promote students’ well-being and help them cope with these stressful conditions. Gamification - defined as the use of game features in serious contexts - can increase knowledge on health-related topics using a learning-by-doing approach. Studies have proved its effectiveness in promoting players’ health literacy. For this, a team of researchers and a start-up worked together to create an Escape Game (called EscapeCovid) addressed to students on their mental health during the Covid-19 series of lockdowns and curfews. Through playing, students could improve their mental health literacy, destigmatize mental illnesses and learn how to tackle psychological problems. The aim of this study was to describe the preliminary steps of the co-creation of EscapeCovid by researchers, industrials and students. Starting from a prototype, 45 students tested the game and provided their comments through mixed-methods data collection. All players completed a questionnaire before and after the game. They were asked about their knowledge and mental health status to observe a modification due to the game. Satisfaction questions were also asked concerning the design and contents of the game. In addition, semi-structured interviews were conducted with 10 students for in-depth opinions. According to the results of the evaluation, participant appreciated the Escape Game as an innovative tool for health promotion. Especially because of its ability to transmit knowledge and increase skills through gamification. University students seemed very receptive to this type of tool. In order to guarantee its effectiveness, it was clear that the game must be adapted to the target audience and meet its expectations.
dc.language.isoENen_US
dc.rightsAttribution-NonCommercial 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/3.0/us/*
dc.title.enCo-creation of an Escape Game on University students' mental health
dc.typeCommunication dans un congrèsen_US
dc.identifier.doi10.1093/eurpub/ckad160.298en_US
dc.subject.halSciences du Vivant [q-bio]/Santé publique et épidémiologieen_US
bordeaux.volume33en_US
bordeaux.hal.laboratoriesBordeaux Population Health Research Center (BPH) - UMR 1219en_US
bordeaux.issueSupll. 2en_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.institutionINSERMen_US
bordeaux.conference.title16th European Public Health Conference 2023 Our Food, Our Health, Our Earth: A Sustainable Future for Humanityen_US
bordeaux.countryieen_US
bordeaux.title.proceedingEuropean Journal of Public Health
bordeaux.teamHEALTHY_BPHen_US
bordeaux.conference.cityDublinen_US
hal.identifierhal-04578672
hal.version1
hal.date.transferred2024-05-17T07:53:49Z
hal.proceedingsouien_US
hal.conference.end2023-11-11
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.date=2023-10-01&rft.volume=33&rft.issue=Supll.%202&rft.eissn=1101-1262&rft.issn=1101-1262&rft.au=MONTAGNI,%20Ilaria&VIE,%20Clara&THELLIER,%20D.&LABROSSE,%20D.&rft.genre=unknown


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