Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games
Background: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. Aims: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising awareness among students about mental health...
Main Authors: | , , , , , , |
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Format: | info:eu-repo/semantics/article |
Language: | English |
Published: |
MDPI
2020
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Subjects: | |
Online Access: | http://hdl.handle.net/10835/7520 |