Co designing a novel game for young people who have experienced adverse childhood experiences: Protocol
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Abstract
Background Adverse childhood experiences (ACEs) are associated with poorer mental health outcomes later in life. Research to date has focused on utilising qualitative and quantitative measures to understand possible mechanisms, and interventions for those who may have experienced ACEs. Objectives This study aims to co-design a novel digital game, in collaboration with youth and adult stakeholders, to engage 12-25-year olds in learning about the impact of ACEs and how to protect and promote mental health following ACE exposure. Additionally, this project aims to evaluate the feasibility and acceptability of such an intervention. Methods This study will adopt Experience Based Co- Design methods with adolescents aged between 12 and 24 living in England, and will involve adult stakeholders working in the public sector. We will then evaluate the feasibility and acceptability of the co-designed game on young people, and test its cost-effectiveness. Conclusion This project will enable an insight into the processes of co-designing a youth-informed public mental health game-based intervention and feasibility and acceptability of a serious game approach for adolescents aged between 12-24 years of age who may have experienced ACEs. Strengths and limitations of this study - Adverse childhood experiences (ACEs) are associated with poorer mental health outcomes later in life. Research to date has primarily focused on quantitative and qualitative data to explore possible resources for young people. This study describes a novel digital game study for young people who may have experienced adversities. - The data on adverse childhood experiences has primarily on focused on urban and rural areas; this study seeks to recruit young people from rural, urban and coastal regions across England - This study is restricted to England, and whilst it is hoped the findings will be applicable to the U.K and more globally, the authors acknowledge the limitations of working with young people only in England - This study is one of a few studies that has sought to involve young people through the co design of a resource for young people who may have experienced adversities from initial conception of the idea to implementation of the game.
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