Agreement | Inconsistencies/further evidence required |
---|---|
Aim: To increase mental health literacy and develop self-management strategies Content: Interactive digital story-line game combined with a facilitated group discussion before and after use of the intervention. Feedback to be provided by the intervention to CYP in terms of their responses Target users: CYP aged 11–15 Where: Setting agnostic. Should be able to be used in schools/mental health services and third sector organisations as a minimum Delivery: Individual game play and game play with parents. Facilitated group sessions. Facilitator dependent on delivery setting Outcomes: Individual skills and knowledge (MHL), mental health (anxiety and depression), family cohesion, quality of life Resources: Digital game, links to further information about specific issues raised in the game (web based), facilitator training, implementation guidance, resource for parents Training: Group facilitator training, training for implementers | • Need for group discussions before and after intervention engagement to discuss issues raised in the game—CYP preference • Optimal implementation context (school/community organisation/third sector organization—evaluation required as no consensus |