title: OC48 - Hurtology: an online course.
abstract: Theme: School health.
  
  
  BACKGROUND
  The prevalence of anxiety and depression suggests a need to improve on the mental health education of young people. The school setting can provide a venue for offering such knowledge to adolescents.
  
  
  OBJECTIVE
  This study explored whether a video game enhances lessons designed to help adolescents become more receptive to learning about mental health concepts.
  
  
  METHODS
  This study used a quantitative between-subjects design. The first group experienced a set of computer-based lessons. The second group received the same content, but also played a video game designed to reinforce topics explored in the other materials.
  
  
  RESULTS
  The findings showed that game players demonstrated deeper learning on at least one measure.
  
  
  CONCLUSIONS
  Helping adolescents develop better ways to understand the relevance of emotional health is a worthwhile endeavour.
  
  
  CONCLUSIONS
  New technologies can be used to improve learning and help young people become more receptive to addressing mental health concerns.
authors.affiliation: USF St. Petersburg, Florida, US.
authors.forename: Casey
authors.initials: C
authors.lastname: Frechette
authors.affiliation: Formerly at Shenandoah University.
authors.forename: Barbara
authors.initials: B
authors.lastname: Frechette
mesh_terms: D000293:Adolescent; D005260:Female; D006266:Health Education / Q000379:methods*; D006801:Humans; D007858:Learning; D008297:Male; D008603:Mental Health / Q000193:education*; D018910:Video Games / Q000523:psychology*
keywords: Computer game; hurt; mental health; young people.