Literature Review - 1
About Stigma in Mental Health
Literature by Helen Christensen
- Stigma about depression and its impact on help-seeking intentions
Conclusion: Stigma exists prevalently; from both oneself and others, also caused by expectation of negative response (from doctors/psychologists). Young people are more unwilling to seek for help when meeting mental-health problems.
Note: Data and analysis is provided, but no practical solutions are presented.
- Stigma in response to mental disorders: a comparison of Australia and Japan
Conclusion: Stigma exists in both countries; stigma is more serious in Japan.
Notes: Possible solutions:
- Reduce social conformity and individualism.
(impossible for a game)
- Improve service delivery system, so that people with mental problems can contact with the society more frequently.
(impossible for a game)
- Provide education about public mental health (stigma reduction programs included).
For the game: provide such kind of education and stigma reduction programs in the gameplay, e.g. embedded in the game stories, a mission on this topic, etc.
- Conduct public awareness programs to show the real rate of stigma in the community.
(impossible for a game)
- Increase people's willingness to talk with a person with mental disorder
For the game: provide education to increase people's willingness. It is possible to integrate this education with the stories/mission in 3.
- Exploring the nature of stigmatising beliefs about depression and help-seeking: Implications for reducing stigma
Conclusion: Points in reducing stigma (of depression):
target attributions of blame; decrease depressed people's avoidance; make people feel that depression is a "health condition" rather than "mental illness"; increase help-sources' response.
Notes: Possible solutions (for stigma around depression):
- Provide education about the raise of depression
For the game: Introduce some mental problems and their causes and solutions. But it may make the game boring.
- Reduce the concerns about others' negative attitude
(impossible for a game)
- Reduce psychology professionals negative responses towards people with mental problems
(impossible for a game)
- Change the general public attitude towards people with mental problems
(impossible for a game)
- Effects of a Cognitive-Behavioural Internet Program on Depression, Vulnerability to Depression and Stigma in Adolescent Males: A School-Based Controlled Trial
Conclusion: Internet cognitive behaviour therapy programs like MoodGYM can decrease the risk of depression.
Notes:
Possible solutions:
- The programs should be attractive to the users (adolescent males) and should not be too difficult.
For the game: If mental education stories or missions are applied in the game, they should be easy and interesting
- The program materials should be in a format that are not difficult to the users.
For the game: Similar to the above one.
- Pay attention to the short lasting effect.
For the game: Do the education repeatedly in different stories and missions. May make the game boring.
About Counselling Psychology
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