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Feasibility of a serious game coupled with a contact-based session led by lived experience workers for depression prevention in high-school students

BACKGROUND: Stigma and limited mental health literacy impede adolescents getting the help they need for depressive symptoms. A serious game coupled with a classroom session led by lived experience workers (LEWs) might help to overcome these barriers. The school-based Strong Teens and Resilient Minds...

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Detalles Bibliográficos
Autores principales: Gijzen, Mandy, Rasing, Sanne, van den Boogaart, Rian, Rongen, Wendy, van der Steen, Twan, Creemers, Daan, Engels, Rutger, Smit, Filip
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8631635/
https://www.ncbi.nlm.nih.gov/pubmed/34847158
http://dx.doi.org/10.1371/journal.pone.0260224