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The Project

The Project

The project is divided into three phases:

Phase 1: Needs Assessment

In the first phase of the project, the needs assessment, a systematic literature review and a survey in schools will be conducted. The aim of the literature review is to gain an overview of existing game-based interventions and the underlying theories. Furthermore, we want to gain insight into the effectiveness of these interventions. In the school survey, we aim to identify the key learning objectives for promoting health literacy. This will be done through focus groups (= a group discussion), where students discuss their experiences with video and smartphone games, as well as their opinions on using games to promote mental health. Additionally, anonymous online questionnaires will be sent to school principals and teachers to identify the key factors that need to be considered in the development and implementation of the game.

 

Phase 2: Game Development and Implementation

In the second phase, based on the insights gained in phase 1, the specific learning objectives will be formulated and the story and design of the game will be developed. This phase involves close interdisciplinary collaboration between experts in psychology, child and adolescent psychiatry, software and game development, artificial intelligence, sociology, and fantasy storytelling. Children and adolescents themselves will also be involved in the game development as "Young Co-Researchers" and will provide regular feedback during the development phase. Multiple usability tests will be conducted in this phase to generate initial feedback on the game and to improve it continuously.
The following expertise will be incorporated into the game development:

 

 

Phase 3: Pilot Study

In the third phase, a pilot study will be conducted to assess the potential efficacy of this game-based intervention. For this purpose, school classes in Lower Austria and Vienna will be selected to test the game with their students over a longer period of time. The effect of the game on mental health literacy will be evaluated using standardized questionnaires.