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.
Acknowledgements
Special thanks to Stateside Legal Services of Connecticut, the NuLawLab and the Game Design Studio at Northeastern University School of Law, MassLegalHelp.org, New Hampshire Legal Aid, New Haven Legal Assistance and Pine Tree Legal Assistance.
Ethical standards
Declaration of conflicts of interest
Jack Tsai has declared no conflicts of interest
Minda Huang has declared no conflicts of interest
Kathleen Daniels has declared no conflicts of interest
Casper Harteveld has declared no conflicts of interest
Dan Jackson has declared no conflicts of interest
Ethical approval
All procedures performed in studies involving human participants were in accordance with the ethical standards of the institutional review board at Yale University School of Medicine as protocol no. 2000022410 and with the 1964 Helsinki declaration and its later amendments or comparable ethical standards.
Informed consent
Informed consent was obtained from all individual participants included in the study