Utilizing Game-Based Learning to Promote Mental Health Advocacy in Black and Brown Communities
The aim of this project was to explore the effectiveness of video games and game-based learning as a means of mental health advocacy within People of Color (POC) and their communities. Research has shown that within black and brown communities, a heightened stigma is attached to the discussion of mental health, often preventing those who are affected from seeking treatment. This unwillingness to accept and care for mental illness within communities of color is highly detrimental, especially in the context of conditions such as Alzheimer’s or dementia, where African-Americans and Hispanics are at a significantly higher risk of developing these conditions. Despite higher risks they face lower rates of diagnosis and a general lack in understanding of the effects of dementia and how to provide proper care. These factors can place strain on those providing care to afflicted family members. Using the concept of game-based learning, I wanted to inform audiences, particularly POC, of the ways dementia affects our community by creating a 2D game demo meant to tackle the subject in an engaging and informative way. As part of the project, the demo was paired with an accompanying website and a survey that was issued to players following their completion of the game. Responses from the survey revealed that many found the chosen medium to be an effective means of relaying the struggles of mental illness and allowed them to gain a deeper understanding of the subject presented.
Stewart, A., Moore, T. L., & Roberts, H. (2022). Utilizing Game-Based Learning to Promote Mental Health Advocacy in Black and Brown Communities. Pursue: Undergraduate Research Journal, 5(1). Retrieved from https://digitalcommons.pvamu.edu/pursue/vol5/iss1/3
Game Design Commons, Illustration Commons, Interactive Arts Commons, Mental and Social Health Commons