Search reports, ask a question, or jump to a page.
The problem
Intervention: Co-design and development of ACE of Hearts, a serious game addressing ACE-related issues including bereavement, trauma, disability, gender dysphoria, and poverty, using experience-based co-design combined with agile game development methodology.
Who it was tested with: 18 young people aged 12-24 with lived experience of adverse childhood experiences, recruited through youth organizations and advisory groups in England; 57% men or boys, 21% women or girls, 7% nonbinary, 14% another identity, 21% transgender, 36% from minoritized ethnic backgrounds, 43% bisexual or .
Experience from people who deliver programmes: stories, case studies and lessons learned. Valuable for understanding how and why, and for spotting what to test next, but not a measure of effect.
"We conducted a participatory co-design study comprising 12 workshops across 8 iterative co-design sprints, involving 18 diverse young people (aged 12-24 years) with lived experience of ACEs... EBCD activities were mapped onto agile practices (sprint planning, sprint reviews, and retrospectives); all feedback was logged in a 'you said, we did' form." The study demonstrates a novel methodological approach to involving trauma-exposed youth in designing digital mental health tools, but does not test whether the resulting game achieves its intended outcomes.
This is a development and co-design study with no evaluation of effectiveness, acceptability, feasibility, or clinical outcomes. The study does not measure whether young people find the game helpful, safe, or acceptable to use, nor does it evaluate impact on mental health or well-being.
Across countries and designs
1 study · 1 country