Video games are growing in popularity and are fulfilling genuine human needs that the real world is currently unable to satisfy. Games teach, inspire and engage us in ways that reality is not. This study evaluated a video game designed to educate players concerning suicide prevention. It is aimed at educating on how to identify and address someone who might be contemplating suicide. Six veterans with varied demographics played Suicide Intervention- Prevention Mini-Game (SIP-M) and showed improvement in knowledge concerning suicide intervention-prevention. Participants found the game entertaining, informative and felt better equipped to identify and handle someone who might be contemplating suicide. SIP-M is discussed in the larger context of a virtual environment where veterans can participate in activities and receive information about a variety of mental and physical disorders.
CITATION STYLE
Savage, J. M. (2015). Usability assessment of a suicide intervention-prevention mini-game. In Communications in Computer and Information Science (Vol. 529, pp. 703–708). Springer Verlag. https://doi.org/10.1007/978-3-319-21383-5_119
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