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ABSTRACT: 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, C
SUBMITTER: Labrosse D
PROVIDER: S-EPMC10985612 | biostudies-literature | 2024 Mar
REPOSITORIES: biostudies-literature