A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education

被引:0
作者
Bjorner, Thomas [1 ]
Andersen, Sofie Daniel [1 ]
Sommer, Emilie [1 ]
Andersen, Kristine Fogh [1 ]
Qvarnstrom, Marius Frederik [1 ]
Enevoldsen, Mie Moller [1 ]
Larsson, Nicolai Lennart [1 ]
Sorensen, Stacia Suwan [1 ]
机构
[1] Aalborg Univ, Dept Architecture Design & Media Technol, Aalborg, Denmark
来源
PROCEEDINGS OF THE 2024 INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY FOR SOCIAL GOOD, GOODIT 2024 | 2024年
关键词
Serious game; Students; Suicide; Suicidal thoughts; Higher education; Engagement; Mental health; USER ENGAGEMENT; IDEATION;
D O I
10.1145/3677525.3678680
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The number of university students with suicidal thoughts is alarmingly high, and there is a general taboo about suicidal thoughts. This study aimed to investigate whether a serious game could promote engagement and increase knowledge about suicidal thoughts among students in higher education. The developed game had implemented five mini-games with various focus and interactive elements. This study included 82 university students, and the evaluation was based on a knowledge test, 17 items in an engagement questionnaire, and in-depth interviews with four students. The gained knowledge was evaluated by four questions in a true/false test with 34 students from an experimental gaming group and 48 students from a non-gaming control group. The results from the knowledge test revealed that the experimental group performed significantly better than the control group. The results from the engagement questionnaire showed very high engagement for the game, especially within the sensory appeal and for the story and character. All four interviewed participants enjoyed and appreciated the game while expressing confusion about the goal and interactions in the minigames.
引用
收藏
页码:342 / 349
页数:8
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