Details on article
|Author||Tsai J.; Huang M.; Daniels K.; Harteveld C.; Jackson D.
|Title||Legal, mental health and psychosocial outcomes of the RePresent Games: a quasi-experimental study|
Tsai J.; Huang M.; Daniels K.; Harteveld C.; Jackson D. Legal, mental health and psychosocial outcomes of the RePresent Games: a quasi-experimental study,Psychiatry, Psychology and Law 30 2
|Keywords||adult; article; controlled study; education; female; human; human experiment; jurisprudence; legal procedure; legal service; male; mental health; quality of life; quasi experimental study; self help; video game
|Link to article|| https://www.scopus.com/inward/record.uri?eid=2-s2.0-85125139517&doi=10.1080%2f13218719.2021.2003266&partnerID=40&md5=b7ae075738c181e7167875ecff03f734
|Abstract||This study evaluated a pair of video games called the RePresent games that taught users how to represent themselves in civil court. A quasi-experimental study was conducted that compared 69 RePresent game users and 78 non-game users with civil legal issues across four U.S. states on legal, mental health and psychosocial outcomes over 3 months. The results revealed that RePresent game users reported greater legal knowledge, better mental health and higher quality of life than non-game users across time, and a greater rate of improvement in legal knowledge than non-game users over time. These findings suggest that gamifying education about legal procedures for the general public holds great potential in helping individuals obtain self-help legal assistance although some formal mental health treatment may be needed for many seeking legal aid. © 2022 The Australian and New Zealand Association of Psychiatry, Psychology and Law.