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Usefulness of a serious game (Stigma-Stop) to raise awareness among young people in high school and at university about mental health problems

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Mendeley Data2024-01-31 更新2024-06-26 收录
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A total of 530 students participated in the study (231 from high school and 299 from university). Items from the Questionnaire on Students Attitudes towards Schizophrenia are included. Also scores (from 1 to 10) of the usefulness and entertainment value of the program (Stigma Stop) and whether they would recommend it or not. Number of hours that typically participants devote to playing video games (intervals of 0, 0-1 hour, 1-3 hours, 3-7 hours, 7-14 hours, 14-30 hours, or more than 30 hours) and which types of games they like most (choosing among the video game genres of action, platform, arcade, shooting, strategy, simulation, sports, racing, adventure, graphic adventures, virtual, musical, or others).

本研究共招募530名学生参与,其中高中生231名,大学生299名。研究纳入了《学生对精神分裂症态度调查问卷》(Questionnaire on Students Attitudes towards Schizophrenia)的相关条目。同时收集了项目Stigma Stop的实用性与娱乐性评分(1至10分),以及参与者是否愿意推荐该项目的情况。此外,还统计了参与者日常投入电子游戏的时长区间(分为0小时、0-1小时、1-3小时、3-7小时、7-14小时、14-30小时及30小时以上共7个档位),以及他们最偏好的电子游戏类型(可从动作类、平台类、街机类、射击类、策略类、模拟类、体育类、竞速类、冒险类、图形冒险类、虚拟现实类、音乐类或其他游戏品类中选择)。
创建时间:
2024-01-31
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