Back to Reality Series: Using arts-based research to create video games about psychosis and pathways to care

Poster C84, Saturday, October 22, 11:30 am - 1:00 pm, Le Baron

Suzanne Archie1, Manuela Ferrari1, Anna Naidu1, Alexandra Paventi Douglas1; 1McMaster University, Hamilton, Canada

Research on pathways to care has consistently found delays in access to early intervention services. Youth do not know how to detect psychosis, and they do not know where to seek help. The Back to Reality series are video games designed to translate research messages about early signs of psychosis. The aim was to improve early detection of psychosis by youth, using arts-based research methods to create these knowledge translation products. Methods: Through an iterative and collaborative process involving the artists (game designers), researchers, and knowledge users, the inferences were drawn from pathways to care research were adapted and synthesized to inspire the creation of the games. Qualitatively analyzed data from individual interviews (20 first episode psychosis plus 4 family members) and focus groups (5 primary care providers plus 5 substance using youth) identified concepts and themes about gameplay and illness experiences. Results: The series depicts psychosis and cannabis use in a manner that resonated with participants. Participants talked about ways of adapting the video games for the target audiences. Schools and primary care providers were seen as appropriate institutions for disseminating the video games to youth. Conclusion: Arts-based research methods and gaming technology can advance youth understanding of psychosis and pathways to care. Future projects include evaluating the effectiveness of the video games at improving the mental health literacy of homeless and street-involved youth, using a randomized control design.

Topic Area: Translational Research

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