2017
DOI: 10.2196/mental.7600
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Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness

Abstract: BackgroundTo counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited.ObjectiveThe objective of this study was to develop and evaluate a digital game-based training pr… Show more

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Cited by 37 publications
(14 citation statements)
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“…Serious games are increasingly recommended as effective techniques to improve health education [23][24][25]. Multiple studies have assessed educational serious games in different fields of health, ranging from preventative screening to management of chronic diseases [9,[26][27][28].…”
Section: Principal Findingsmentioning
confidence: 99%
“…Serious games are increasingly recommended as effective techniques to improve health education [23][24][25]. Multiple studies have assessed educational serious games in different fields of health, ranging from preventative screening to management of chronic diseases [9,[26][27][28].…”
Section: Principal Findingsmentioning
confidence: 99%
“…Several studies suggest that anti-stigma interventions designed for the workplace may be very effective in bringing about a positive change in the knowledge, attitudes and supportive behavior of workers towards people with mental health disorders, possibly due to the high participation and intensity with which the information is delivered (Hanisch et al, 2016). Anti-stigma interventions implemented in the workplace that have proven effective include role play, on-line training, workshops, psycho-education, trauma risk management, crisis intervention training (Hanisch et al, 2016), and training based on digital games for managers (Hanisch, Birner, Oberhauser, Nowak, & Sabariego, 2017), among others. In this respect, several authors agree on the importance of focusing anti-stigma programs on specific population groups in which particular social and organizational factors are incorporated to obtain better results (Hanisch et al, 2017;Stuart, 2016).…”
Section: Discussionmentioning
confidence: 99%
“…Anti-stigma interventions implemented in the workplace that have proven effective include role play, on-line training, workshops, psycho-education, trauma risk management, crisis intervention training (Hanisch et al, 2016), and training based on digital games for managers (Hanisch, Birner, Oberhauser, Nowak, & Sabariego, 2017), among others. In this respect, several authors agree on the importance of focusing anti-stigma programs on specific population groups in which particular social and organizational factors are incorporated to obtain better results (Hanisch et al, 2017;Stuart, 2016).…”
Section: Discussionmentioning
confidence: 99%
“…Cangas et al [ 43 ] suggest that contact with those experiencing a mental illness may be the missing element. Researchers tested a serious game to provide training for responding to MH concerns in the workplace [ 45 ]. Hanisch et al [ 45 ] reported that management staff who played the game had improved knowledge about MH.…”
Section: Introductionmentioning
confidence: 99%