CASANO Quest Game Component - Campus Mental Health Application

Closed
Probatum Technologies, Inc.
Piketon, Ohio, United States
Rick Warner
President
(1)
3
Project
Academic experience
150 hours per learner
Learner
Anywhere
Advanced level

Project scope

Categories
Workplace culture Healthcare Social work Workplace health/wellness Public health
Skills
market potential cognitive-behavioral interventions mental health behavioral health psychology research
Details

COVID-19 has created new opportunities and exposed old problems. The latest ACHA-NCHA survey released indicates widespread increased frequency of mental health problems on college campuses, many due to COVID-19 conditions (see acha.org). Media reporting of the survey indicate increases of psychological distress, loneliness and thoughts of suicide. CASANO is designed to support behavioral health applications. However, each application of the CASANO platform must develop sufficient resonance with individual users to stimulate continued use. It must demonstrate evidence of efficacy over time to be successful.

Probatum Technologies requires assistance assessing the landscape within student populations and campus behavioral health professionals. We want to learn more about sentiments and behaviors in a new target demographic - University students experiencing continuing COVID-19 restrictions and evolving conditions, and the counselors who work with them.

To consider: How well does the current CASANO Quest app game component and delivery mechanism fit with university campus student demographics? How would a different game element developed for a campus mental health application differ? What are the cultural considerations across a campus population and within sub-groups? What legal protocol will need to be considered? Does a new game element enhance acceptance and use of the app?

BACKGROUND

Although the initial CASANO program configuration was developed with technical support from a leading Corrections Research Institute, CASANO was designed generically to support a wide range of viable applications. The only limitation is user acceptance, market potential, and cognitive behavioral intervention content knowledge.

For more information about CASANO and demo videos of the current CASANO Quest mobile app, visit www.casanoquest.com.

Deliverables
No deliverables exist for this project.
Mentorship

Available for meetings, recommendations, and feedback

About the company

Company
Piketon, Ohio, United States
0 - 1 employees
Technology, It & computing, Government, Individual & family services

Probatum Technologies has developed CASANO, a “social nudging” platform, for delivering behavioral intervention program content designed to train, equip, coach, encourage, reinforce, or deter behaviors leading to positive organizational, institutional, or community outcomes. CASANO can be applied to less intensive applications such as workforce development, new employee training, and apprenticeships, to more intensive applications such as behavioral and mental health, restorative justice, and substance abuse treatment. The company must develop a marketing strategy and sales strategy based on market research, competitive analysis, identified strategic marketing partners, and resource requirements, to prioritize target markets and applications. Marketing, IT, and Social Science project opportunities include behavioral intervention program development, mobile game development, and tools to visualize patterns and trends within the rich dataset gathered through the CASANO Quest mobile app.