Volume 13, Issue 4 pp. 767-772
ORIGINAL ARTICLE

Results from a pilot study of a computer-based role-playing game for young people with psychosis

Jeffrey Olivet

Corresponding Author

Jeffrey Olivet

Center for Social Innovation, Needham, Massachusetts

Correspondence

Jeffrey Olivet, Center for Social Innovation, 200 Reservoir Street, Needham, MA 02138.

Email: [email protected]

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Morgan Haselden

Morgan Haselden

New York State Psychiatric Institute, New York, New York

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Sarah Piscitelli

Sarah Piscitelli

New York State Psychiatric Institute, New York, New York

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Rachael Kenney

Rachael Kenney

Center for Social Innovation, Needham, Massachusetts

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Alexander Shulman

Alexander Shulman

Center for Social Innovation, Needham, Massachusetts

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Deborah Medoff

Deborah Medoff

Department of Psychiatry, University of Maryland School of Medicine, Baltimore, Maryland

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Lisa Dixon

Lisa Dixon

New York State Psychiatric Institute, New York, New York

Department of Psychiatry, Columbia University Medical Center, New York, New York

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First published: 15 March 2018
Citations: 9
Funding information Small Business Innovation Research; National Institute of Mental Health, Grant/Award number: 1R43 MH105013-01

Abstract

Aim

Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery.

Methods

Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development.

Results

Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery.

Conclusions

These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis.

The full text of this article hosted at iucr.org is unavailable due to technical difficulties.