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1.
Psychiatr Psychol Law ; 30(2): 133-143, 2023.
Article in English | MEDLINE | ID: mdl-36950187

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.

2.
J Am Acad Psychiatry Law ; 48(3): 335-344, 2020 Sep.
Article in English | MEDLINE | ID: mdl-32404361

ABSTRACT

The RePresent games are online video games that are publicly available and designed to educate people about legal self-representation in civil court. This study was part of a project to examine use of the RePresent games in Connecticut, Massachusetts, Maine, and New Hampshire from January 2018 to May 2018. Data on game use across the four states were analyzed, and an online survey was conducted to examine characteristics of RePresent game users and nonusers seeking civil legal aid (n = 277). The RePresent games were accessed more than 7,000 times in five months. The most common legal problems reported were related to debt, family, and housing. Compared with nonusers, RePresent game users were significantly more likely to be nonwhite, to have an incarceration history, to have more legal problems, and to screen positive for alcohol use problems. In the total sample, 83 percent screened positive for depression, 81 percent for generalized anxiety disorder, and 45 percent for drug problems. Only 34 percent reported use of mental health services, and 17 percent reported substance abuse treatment in the past year. These findings demonstrate that products like the RePresent games can be widely accessible to adults from disadvantaged backgrounds. In addition, civil legal settings may be a new area for mental health screening and intervention.


Subject(s)
Legal Services/methods , Psychosocial Functioning , Video Games/legislation & jurisprudence , Video Games/psychology , Adult , Connecticut , Cross-Sectional Studies , Female , Housing/legislation & jurisprudence , Humans , Maine , Male , Massachusetts , Mental Health , Middle Aged , New Hampshire , Patient Health Questionnaire , Self Efficacy , Substance-Related Disorders/epidemiology , Surveys and Questionnaires , Young Adult
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