An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study

被引:2
作者
Labrosse, David [1 ]
Vie, Clara [2 ]
Hajjam, Hana [1 ]
Tisseron, Clement [2 ]
Thellier, Dimitri [1 ]
Montagni, Ilaria [2 ,3 ]
机构
[1] Tricky, Bordeaux, France
[2] Univ Bordeaux, Bordeaux Populat Hlth Res Ctr U1219, Inserm, Bordeaux, France
[3] Univ Bordeaux, Bordeaux Populat Hlth Res Ctr U1219, Inserm, 146 rue Leo Saignat, F-33000 Bordeaux, France
来源
JMIR SERIOUS GAMES | 2024年 / 12卷
关键词
students; game; mental health; COVID-19; cocreation; university student; promote; psychological well-being; effective tool; tool; acceptability; testing; questionnaire; learning; motivation; user centered; COLLEGE-STUDENTS;
D O I
10.2196/48545
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
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.
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页数:16
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