Ontology highlight
ABSTRACT: Background
Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game's success; however, assessment of these apps is often compared with the nongame control condition, resulting in findings specifically regarding entertainment value and user preferences. Research exploring the design process, integrating field experts, and guidelines for designing a successful serious game for sensitive topics is limited.Objective
The aim of this study is to understand whi
SUBMITTER: Wehbe RR
PROVIDER: S-EPMC9164096 | biostudies-literature | 2022 May
REPOSITORIES: biostudies-literature