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首页> 外文期刊>JMIR Research Protocols >A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial
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A Game-Based School Program for Mental Health Literacy and Stigma Regarding Depression (Moving Stories): Protocol for a Randomized Controlled Trial

机译:基于游戏的学校计划,针对抑郁症的心理健康素养和污名(运动故事):随机对照试验的方案

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Background The prevalence of elevated depressive symptoms among youth in most western societies is high. Yet, most adolescents who are experiencing depressive symptoms do not seek help. Low mental health literacy, high stigma, and low social support have been shown to hinder help-seeking. A small number of interventions has been developed to target mental health literacy and stigma, but few focus on actual help-seeking and first aid behavior. We have developed a game-based school program called Moving Stories that targets mental health literacy, including knowledge and behavior, and stigma among adolescents, in regard to depression specifically. Objective Our aim is to describe the protocol for a study that will test the effectiveness of the program Moving Stories in a Dutch adolescent sample. We hypothesize that adolescents who participate in the program Moving Stories will have better mental health literacy and less stigma regarding depression compared to adolescents in the nonintervention control group at posttest and at 3- and 6-months follow-up. We also expect a positive change in actual help-seeking and first aid behavior at 3- and 6-months follow-up. Methods Moving Stories has been developed by a professional game design company in collaboration with researchers and relevant stakeholders. The effectiveness of Moving Stories will be tested through a randomized controlled trial with two conditions: Moving Stories versus control. Participants will fill in questionnaires at pretest, posttest, and 3- and 6-months follow-up. Our power analysis showed a required sample size of 180 adolescents. Results Four high schools have agreed to participate with a total of 10 classes. A total of 185 adolescents filled in the pretest questionnaire. The last of the follow-up data was collected in December 2018. Conclusions If Moving Stories proves to be effective, it could be implemented as a school-based program to target mental health literacy and stigma regarding depression; this could, in turn, improve early help-seeking in adolescents suffering from depression.
机译:背景技术在大多数西方社会中,年轻人中抑郁症的患病率很高。然而,大多数经历抑郁症状的青少年并没有寻求帮助。较低的心理健康素养,较高的污名和较低的社会支持已被证明妨碍寻求帮助。已经针对精神卫生知识和污名化开发了少量干预措施,但很少有措施侧重于实际的寻求帮助和急救行为。我们已经开发了一个基于游戏的学校计划,名为“移动故事”,该计划针对心理健康素养,包括知识和行为,以及青少年中特别针对抑郁症的污名。目的我们的目的是描述一项研究协议,该协议将在荷兰青少年样本中测试“移动故事”计划的有效性。我们假设,与非干预对照组的青少年相比,在运动后测验以及随访3个月和6个月时,参加“移动故事”计划的青少年将具有更好的心理健康素养,并且对抑郁症的污名更少。我们还期望在3个月和6个月的随访中,实际的求助和急救行为会发生积极变化。方法《移动故事》是由专业的游戏设计公司与研究人员和相关利益相关者合作开发的。移动故事的有效性将通过以下两个条件的随机对照试验进行测试:移动故事与对照。参与者将在测试前,测试后以及3个月和6个月的随访中填写调查表。我们的功效分析表明,所需样本量为180名青少年。结果四所中学同意参加总共10个班级。总共185名青少年填写了预测试问卷。最后的随访数据收集于2018年12月。结论如果“移动故事”被证明是有效的,则可以作为一项基于学校的计划来实施,以针对抑郁症患者的心理健康素养和污名化为目标;反过来,这可以改善患有抑郁症的青少年的早期寻求帮助。

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