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Reach Out Central- how can you use it?

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Tuesday, 15 December 2009 by Administrator

Marianne our Interactive Manager is the brain behind new and innovative projects. Reach Out Central has been her baby since the start. She talks about the program and its potential benefits for you:

It's hard to remember exactly where the idea for Reach Out Central (ROC) came from and, looking back on its evolution, it seems it stemmed from conversations, insights and research over a period of time with staff, young people and other professionals.  One of the important factors was that we knew from user profiling surveys that only 20% of Reach Out users were male, a ratio that has remained steady for a number of years (and is a trend for most health services).

As many of you would be aware from experience, research suggests that males are particular poor at recognising they have a problem and reaching out for help. One of the key recommendations of research into help-seeking and young people is that services need to be taken into spaces young people are comfortable in. Outreach is recognised as being effective and is increasingly common in face to face delivery. It is also applicable and important to internet services, including Reach Out.

Feedback from Reach Out Youth Ambassadors suggested that much of the content on site at the time, in the form of static, text-heavy fact sheets and stories, may not be engaging for males who generally prefer less text-based content and more interactive learning.

At the same time, we knew that the majority of young people play video games (on console or computers), with 65% of young males playing games daily.  Games are engaging, interactive, empowering and encourage the development of cognitive skills such as problem solving and lateral thinking.

We decided that developing a mental health game could be an effective way of engaging young males. As with all content on Reach Out, it was important that it was evidence based and developed with young people.  Based on the successful Adolescents Coping with Emotions (ACE) schools program,  ROC is underpinned by Cognitive Behavioral Theory and Social Cognitive Theory.

ROC was funding from the Sony Foundation and beyondblue, web development by Massive Interactive, with the game design and script by commercial game consultants The Game Mechanic. Young people were involved in the design and content of the site to ensure it remains credible and realistic.

Reach Out Central (ROC) is an innovative serious game developed to improve the mental health and wellbeing of young people, particularly young men, by increasing their problem solving, help-seeking and communication skills. It allows young people to explore how their thinking, behaviour and choices influence their mental health. It is unique in being the only mental health serious game in Australia available on the internet.

ROC has been developed in consultation with psychologists, young people, gaming experts and with the support of beyondblue: the national depression initiative and the Sony Foundation. It combines cutting-edge technology with the established principles of cognitive behavioural therapy (CBT) to provide a series of modules that help young people aged 14-25 develop life skills to manage mental health difficulties and build resilience.

An independent controlled trial evaluation conducted by Swinburne University of Technology in 2008 found that ROC reduced psychological distress, alcohol use and avoidance behaviour. It also found that ROC improved life satisfaction, resilience, problem solving and help seeking. The study concluded that ROC appears to have the capacity to be a useful primary and early intervention tool, enhancing protective factors in young people

ROC is a single-player role play game with innovative 3D graphics that requires broadband access. With real-life scenarios and characters, players can see how their decisions and reactions affect their moods, and apply skills they learn offline in their day-to-day lives. Players can access 'big picture' learnings and useful tips on how to make future decisions that have a more positive influence on their mental health.

There are many potential benefits with using ROC, including:

  • Taking  advantage of the wide appeal of online gaming, particularly for young males
  • Being an interactive way to engage young people
  • young people can explore a range of relevant issues, and learn relevant life skills, in a non-threatening, youth friendly format.
  • It can be used before, during or after a session
  • It can be used in group work

Conversely, some challenges with ROC are:

  • It may not be suitable for young people with very low computer or verbal skills.
  • It can also be slow to load and move through in sections and
  • young people who are seasoned "gamers" may find the program cumbersome.

Have you used ROC or other 'serious games' in your practice? If so, how? If not, would you consider doing so in the future?