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Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings

Overview of attention for article published in Frontiers in Psychology, August 2017
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (91st percentile)
  • High Attention Score compared to outputs of the same age and source (86th percentile)

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2 news outlets
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10 X users
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1 Facebook page

Citations

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67 Dimensions

Readers on

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202 Mendeley
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1 CiteULike
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Title
Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings
Published in
Frontiers in Psychology, August 2017
DOI 10.3389/fpsyg.2017.01385
Pubmed ID
Authors

Adolfo J. Cangas, Noelia Navarro, José M. A. Parra, Juan J. Ojeda, Diego Cangas, Jose A. Piedra, Jose Gallego

Abstract

This paper presents the results from the application of a serious game called Stigma-Stop among a group of high school students with the aim of reducing the stigma toward mental illnesses. The video game features characters with various mental disorders (schizophrenia, depression, bipolar disorder, and panic disorder with agoraphobia) and provides information about these problems. Additionally, the game asks players about whether they have ever felt the same as the characters, if they believe the characters are psychologically well, and if they think they could help these individuals. Similarly, a variety of reactions are provided for players to choose from when they encounter the characters with these problems. A total of 552 students between the ages of 14 and 18 participated in the study, and they were randomly assigned to either the experimental group, which used Stigma-Stop, or the control group, which utilized a video game completely unrelated to mental health. Both video games were used for similar lengths of time. Following the application of Stigma-Stop, a statistically significant decrease was obtained in levels of stigma toward schizophrenia, both in terms of stereotypes and, to a greater extent, its potential dangerousness. However, this was not the case in the control group. Results thus demonstrate the video game's usefulness toward eradicating erroneous notions about serious mental disorders like schizophrenia.

X Demographics

X Demographics

The data shown below were collected from the profiles of 10 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 202 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 202 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 27 13%
Student > Bachelor 24 12%
Student > Ph. D. Student 21 10%
Researcher 15 7%
Student > Doctoral Student 13 6%
Other 34 17%
Unknown 68 34%
Readers by discipline Count As %
Psychology 40 20%
Nursing and Health Professions 17 8%
Computer Science 17 8%
Medicine and Dentistry 14 7%
Social Sciences 8 4%
Other 30 15%
Unknown 76 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 26. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 30 March 2021.
All research outputs
#1,482,321
of 25,328,635 outputs
Outputs from Frontiers in Psychology
#3,064
of 34,208 outputs
Outputs of similar age
#28,811
of 323,869 outputs
Outputs of similar age from Frontiers in Psychology
#78
of 588 outputs
Altmetric has tracked 25,328,635 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 94th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 34,208 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.2. This one has done particularly well, scoring higher than 91% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 323,869 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 91% of its contemporaries.
We're also able to compare this research output to 588 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 86% of its contemporaries.