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      Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment

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          Abstract

          Background

          Positive self-esteem predicts happiness and well-being and serves as a protective factor for favorable mental health. Scholarly gaming within the school setting may serve as a channel to deliver a mental health curriculum designed to improve self-esteem.

          Objective

          This study aims to evaluate the impact of a scholarly gaming curriculum with and without an embedded preventive mental health curriculum, Mental Health Moments (MHM), on adolescents’ self-esteem.

          Methods

          The scholarly gaming curriculum and MHM were developed by 3 educators and a school-based health intervention expert. The scholarly gaming curriculum aligned with academic guidelines from the International Society for Technology Education, teaching technology-based career skills and video game business development. The curriculum consisted of 40 lessons, delivered over 14 weeks for a minimum of 120 minutes per week. A total of 83 schools with previous gaming engagement were invited to participate and 34 agreed. Schools were allocated to +MHM or –MHM arms through a matched pairs experimental design. The –MHM group received the scholarly gaming curriculum alone, whereas the +MHM group received the scholarly gaming curriculum plus MHM embedded into 27 lessons. MHM integrated concepts from the PERMA framework in positive psychology as well as the Collaborative for Academic, Social, and Emotional Learning (CASEL) standards in education, which emphasize self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. Participants in the study were students at schools offering scholarly gaming curricula and were enrolled at recruitment sites. Participants completed a baseline and postintervention survey quantifying self-esteem with the Rosenberg Self-Esteem Scale (score range 0-30). A score <15 characterizes low self-esteem. Participants who completed both baseline and postintervention surveys were included in the analysis.

          Results

          Of the 471 participants included in the analysis, 235 received the –MHM intervention, and 236 received the +MHM intervention. Around 74.9% (n=353) of participants were in high school, and most (n=429, 91.1%) reported this was their first year participating in scholarly gaming. Most participants were male (n=387, 82.2%). Only 58% (n=273) reported their race as White. The average self-esteem score at baseline was 17.9 (SD 5.1). Low self-esteem was reported in 22.1% (n=104) of participants. About 57.7% (n=60) of participants with low self-esteem at baseline rated themselves within the average level of self-esteem post intervention. When looking at the two groups, self-esteem scores improved by 8.3% among the +MHM group compared to no change among the –MHM group ( P=.002). Subgroup analyses revealed that improvements in self-esteem attributed to the +MHM intervention differed by race, gender, and sexual orientation.

          Conclusions

          Adolescents enrolled in a scholarly gaming curriculum with +MHM had improved self-esteem, shifting some participants from abnormally low self-esteem scores into normal ranges. Adolescent advocates, including health care providers, need to be aware of nontraditional educational instruction to improve students’ well-being.

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          Most cited references32

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          Society and the Adolescent Self-Image

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            Stress and the Mental Health of Populations of Color: Advancing Our Understanding of Race-related Stressors.

            This article provides an overview of research on race-related stressors that can affect the mental health of socially disadvantaged racial and ethnic populations. It begins by reviewing the research on self-reported discrimination and mental health. Although discrimination is the most studied aspect of racism, racism can also affect mental health through structural/institutional mechanisms and racism that is deeply embedded in the larger culture. Key priorities for research include more systematic attention to stress proliferation processes due to institutional racism, the assessment of stressful experiences linked to natural or manmade environmental crises, documenting and understanding the health effects of hostility against immigrants and people of color, cataloguing and quantifying protective resources, and enhancing our understanding of the complex association between physical and mental health.
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              Emergency Department Visits for Suspected Suicide Attempts Among Persons Aged 12–25 Years Before and During the COVID-19 Pandemic — United States, January 2019–May 2021

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                Author and article information

                Journal
                JMIR Serious Games
                JMIR Serious Games
                games
                15
                JMIR Serious Games
                JMIR Publications Inc
                2291-9279
                2023
                6 December 2023
                : 11
                : e48401
                Affiliations
                [1]Diagnosing Education, LLC , Overland ParkKS, United States
                [2]University of Kansas Medical Center , Kansas CityKS, United States
                [3]Children's Mercy Hospital and Clinics , Kansas CityMO, United States
                [4]School of Medicine, University of Missouri , Kansas CityMO, United States
                Author notes
                Correspondence to Libby Matile Milkovich, MD emilkovich@ 123456cmh.edu
                [*]

                all authors contributed equally

                Article
                48401
                10.2196/48401
                10721133
                38059568
                54c5d7aa-e9ae-4e79-804c-fc5583014050
                © Christopher Jenson, Sharon Fitzgerald Wolff, Libby Matile Milkovich. Originally published in JMIR Serious Games ( https://games.jmir.org), 6.12.2023.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 10 May 2023
                : 14 September 2023
                : 24 October 2023
                Categories
                Original Paper
                Serious Games for Education
                Mental Health Issues in Adolescence
                Games in Pediatrics
                Mental Health Issues in Adolescence
                School-based Health Education and Interventions
                Gamification
                School-based Health Education and Interventions
                Gamification
                Games in Pediatrics

                student,students,adolescents,gaming,serious game,serious games,mental health,adolescent,scholastic gaming,self-esteem,school mental health,school,youth

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