Exploring serious games for school mental health programs — ASN Events

Exploring serious games for school mental health programs (#700)

Sneha John 1 , Kamlesh Singh 1
  1. Indian Institute of Technology, New Delhi, NEW DELHI, India

Background

School mental health programs (SMHP) are ideal for dealing with increasing social, emotional, and educational challenges (Bettman & Digiacomo, 2022; Seligman et al., 2009). During COVID-19 school closures, there were considerable challenges that came with the schools operating remotely, especially in a lower middle-income country like India. Within a short timeframe, the school services had to be made more flexible and dynamic, relying on online resources also, including mental health programs. They are promising and are used to increase engagement while imparting knowledge and skills to improve health-related outcomes.

 

Aims

Our study aimed to first understand the experiences of counselors who worked remotely during the pandemic lockdown in India. Secondly, we aimed to explore the feasibility, acceptability, and effectiveness of a serious game-based counseling program in a school setup. 

 

Method

We conducted semi-structured interviews with 30 school-counselors. Thematic analysis was conducted. For the second part of the study, which is still ongoing, we are conducting a quasi-experimental intervention study with adolescents (12-17-year-olds) enrolled in a formal school, with borderline low mood and anxiety. 50 participants would receive a counselor-assisted 7-level game-based Cognitive Behavioral Therapy intervention developed by O’Reilly & Coyle (2015) over a span of 3 months. The outcome measures involve the RCADS (Chorpita et al. 2000), Children’s outcome rating scale (Duncan, Miller & Sparks, 2003). These measures are in-built into the digital program and participants are assessed pre and post-intervention and experiential feedback is taken after each level of the program. Ethical and confidentiality norms were strictly followed throughout.

 

Results

Themes were based on- strategies and resources, best practices, engagement, challenges, and suggestions that can facilitate efficient delivery of online mental health services for future. Analysis of the intervention study will be presented later.

 

Conclusion

Digital technology in the form of serious games could be promising area to be researched in the field of mental health interventions. It ensures higher engagement, retention and overcomes infrastructural limitations.

 

  • Please select up to 3 keywords from the following list to best describe your submission content: Gamification, Online / Virtual, Psychotherapy
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