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1

Cheek, Colleen, Theresa Fleming, Mathijs FG Lucassen, et al. "Integrating Health Behavior Theory and Design Elements in Serious Games." JMIR Mental Health 2, no. 2 (2015): e11. http://dx.doi.org/10.2196/mental.4133.

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Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.
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Fatma, Fatmawati Hasim, Sumenge T.G. Kaunang, and Yuri V. Akay. "APLIKASI ANIMASI INTERAKTIF EDUKASI PENGENALAN KESEHATAN MENTAL." Jurnal Teknik Elektro dan Komputer 13, no. 01 (2024): 53–62. http://dx.doi.org/10.35793/jtek.v13i01.48724.

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Abstract— Mental health is a very important factor in achieving overall health. However, when compared with infectious diseases, mental health problems still really need attention. According to the Chair of the Association of Indonesian Mental Medicine Specialists (PDSKJI), Dr. Eka Viora, SpKJ, noted that 15.6 million Indonesians experience depression and there is still a lack of understanding among Indonesians about mental disorders (Datik Health, 2019). With the times, technological development is very rapid, as various types of technology emerge that can be used as educational media such as games by making quizzes a challenge that must be solved. This research aims to develop an educational game introducing mental health, a 3D game using the Multimedia Development Life Cycle (MDLC) development methodology. And developed using the Unity game engine software. Based on the results of the feedback test (questionnaire), a positive response was seen that began with a greater appreciation for a number of factors, including the desire for interactive animation educational learning about metal health, effective delivery of material, intuitive interest in learning more about metal health, and power pull the gamei by accident. Key words— Game Development; Labyrinth; Mental health; Multimedia Development Life Cycle. Abstrak— Kesehatan mental adalah faktor yang sangat penting dalam mencapai kesehatan secara keseluruhan. Tetapi jika dibandingkan dengan penyakit menular masalah kesehatan mental masih sangat perlu diperhatikan. Menurut Ketua Perhimpunan Dokter Spesialis Kedokteran Jiwa Indonesia (PDSKJI), dr Eka Viora, SpKJ, mencatat 15,6 juta penduduk Indonesia mengalami depresi dan masih kurangnya pemahaman masyarakat Indonesia tentang gangguan jiwa (Detik Health, 2019). Dengan perkembangan zaman, pengembangan teknologi sangatlah pesat, seperti halnya bermunculan berbagai jenis teknologi yang dapat dimanfaatkan sebagai sarana media edukasi seperti game dengan menjadikan quiz sebagai tantangan yang harus dipecahkan. Penelitian ini bertujuan mengembangangkan game edukasi pengenalan kesehatan mental, game berbentuk 3D dengan menggunakan Metodologi pengembangan Multimedia Development Life Cycle (MDLC). Dan dikembangkan menggunakan software game engine unity. Berdasarkan hasil uji coba uimpan balik (kuesioner), terlihat tanggapan positif yang diawali dengan apresiasi yang lebih besar terhadap sejumlah faktor, antara lain pengenalan pendidikan animasi interaktif kesehatan mental, penyampaian materi yang efektif, minat pengguna untuk mempelajari lebih lanjut tentang kesehatan mental, dan daya tarik game secara keseluruhan. Kata Kunci— Kesehatan mental; Labirin; Multimedia Development Life Cycle; Pengembangan Game
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Hanisch, Sabine Elisabeth, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, and Carla Sabariego. "Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness." JMIR Mental Health 4, no. 3 (2017): e31. http://dx.doi.org/10.2196/mental.7600.

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Background To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. Objective The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. Methods We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. Results We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (P<.001), on attitudes toward people with mental health problems (P<.01), and on their self-efficacy to deal with mental health situations at work (P<.001), with the exception of intentions to promote employee mental health, which was initially high. Conclusions Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work.
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Dunlap, Kelli, and Rachel Kowert. "Mental Health in 3D." Loading 14, no. 24 (2022): 122–33. http://dx.doi.org/10.7202/1084842ar.

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There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.
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Brown, Menna, Noelle O'Neill, Hugo van Woerden, Parisa Eslambolchilar, Matt Jones, and Ann John. "Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review." JMIR Mental Health 3, no. 3 (2016): e39. http://dx.doi.org/10.2196/mental.5710.

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Background Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being. Objective This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being. Methods A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched. Results A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration. Conclusions Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage data.
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Michel, Grégory, Mathieu Garcia, Valérie Aubron, Sabrina Bernadet, Julie Salla, and Diane Purper-Ouakil. "Adolescent Mental Health and the Choking Game." Pediatrics 143, no. 2 (2019): e20173963. http://dx.doi.org/10.1542/peds.2017-3963.

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Bell, Andy. "End game nears for Mental Health Act." British Journal of Healthcare Management 13, no. 5 (2007): 175. http://dx.doi.org/10.12968/bjhc.2007.13.5.23874.

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Guerada, Kevin. "Impact of Online Games on Children's Mental Health." Journal La Medihealtico 2, no. 1 (2021): 13–19. http://dx.doi.org/10.37899/journallamedihealtico.v2i1.281.

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This article examines the impact of online games on children's mental health. A person can be diagnosed with a game addiction by a psychologist or a psychiatrist if he has a game playing pattern that is severe enough to have a negative impact on himself, his family, social, education, work, and other important things. Psychologists or psychiatrists usually can only provide a diagnosis after a person's game addiction pattern lasts for at least 12 months, although this time requirement can be shortened if the adverse effects of playing games on his daily life are very obvious. The impact of online gaming addiction on children is manifested through a lack of focus on other daily activities, lack of attention in class, and constant thinking about games. In fact, the World Health Organization (WHO) has designated online game addiction as a type of mental disorder. Game addiction can also occur with other mental disorders, such as stress, depression and anxiety disorders. Various efforts can be made to prevent mental disorders, namely doing physical activity and staying physically active, helping others sincerely to maintain positive thoughts.
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García-Gil, María Ángeles, Fernando Fajardo-Bullón, Irina Rasskin-Gutman, and Inmaculada Sánchez-Casado. "Problematic Video Game Use and Mental Health among Spanish Adolescents." International Journal of Environmental Research and Public Health 20, no. 1 (2022): 349. http://dx.doi.org/10.3390/ijerph20010349.

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Current scientific evidence points to the importance of studying the link between mental health and problematic video game use in adolescents. The aim of this study was to analyse the correlation between gender and stage of adolescence and problematic video game use, as well as to study the correlation between internalizing and externalizing symptomatology, prosocial behaviour and video game use, and the correlation between video gaming and mental health issues in Spanish 12- to 18-year-olds (M = 14.51; SD = 1.57). For this purpose, the Strengths and Difficulties Questionnaire (SDQ) and the Video Game-Related Experiences Questionnaire (VGEQ) were administered to 1448 secondary school students in Extremadura (Spain), of which 50.8% were women and 49.8% men. The results show that (a) males present more problematic video game use, (b) prosocial behaviour negatively correlates with problematic video game use, and (c) mental health issues and problematic video game use correlate in a negative way. However, the stage of adolescence was not seen to have any effect on the problematic video game use. In conclusion, this study points the effects that problematic video game use can have on the mental health of adolescents and the possible protective role that prosocial behaviours can have on the prevention of problematic video game use.
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Yue, Yuanyu. "Effects of Video Game Addiction on Mental Health." Lecture Notes in Education Psychology and Public Media 33, no. 1 (2024): 137–44. http://dx.doi.org/10.54254/2753-7048/33/20231573.

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In September 2019, the World Health Organization formally designated gaming addiction, characterized by excessive online or video game consumption that disrupts daily functioning, as a novel mental disorder, enlisting it in the latest International Classification of Diseases under dependency disorders. This recognition underscores the significant impact of video game addiction on both physical and mental well-being. This study primarily investigates the diagnostic criteria and behavioral traits associated with electronic game addiction, delves into the roots of mental health complications stemming from this affliction, and proposes multifaceted solutions spanning familial, educational, and societal dimensions. Within families, cultivating balanced gaming habits and implementing time restrictions emerge as crucial strategies. Schools can contribute by diversifying extracurricular activities to reduce excessive screen time. At the societal level, fostering psychological support systems and implementing comprehensive rehabilitation programs are imperative. This research underscores the pressing need to address electronic game addiction as a genuine mental health concern, demanding a concerted effort from individuals, families, schools, and society at large to mitigate its far-reaching consequences.
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Anvari, Soraya S., Jessica Hammer, and Rina R. Wehbe. ""More than just a game, it's an app that builds awareness around Mental Health": Mental Health Stigma Reduction Using Games for Change." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–30. http://dx.doi.org/10.1145/3677090.

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Although the significance of Mental Health (MH) is becoming increasingly more accepted worldwide, the level of MH Literacy (MHL) remains low. Individuals often find it uncomfortable to discuss this crucial topic. Unwillingness to discuss MH can be a result of the stigma surrounding the topic which results in misconceptions, discrimination, and reluctance to seek help or talk openly about MH challenges. Educating individuals about MH and encouraging open discussions are key to reducing stigma. Games have proven their effectiveness for diverse learning purposes. Our goal in this paper is to assess the potential of games and digital displays for MHL education and stigma reduction by incorporating MH educational content into a mobile game with different learning strategies and a large public display to create a community. We compare the pre and post-MHL of users before and after playing our game and the results show an improvement in the MHL of participants. Our paper contributes to game design approaches by identifying mechanisms for educating individuals about MH and our results indicate that the game helps reduce stigma through the use of large displays.
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Suci Afiani, Asri, Irfan Zinat Achmad, Resty Gustiawati, and Dhika Bayu Mahardhika. "Pengaruh Game Online Mobile Legend Terhadap Kesehatan Mental Peserta Didik." Jurnal Porkes 5, no. 2 (2022): 391–405. http://dx.doi.org/10.29408/porkes.v5i2.6110.

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The motivation behind this research is to examine how much influence the online mobile legend game has on the mental health of students at SMPN 1 Kota Baru. This study uses a quantitative methodology with ex-post facto research techniques. This research was conducted at SMPN 1 Kota Baru on May 20 to June 6 2022. The population was all Grade VIII students at SMPN 1 Kota Baru, totaling 427 people. The population in this study was taken using the snowball sampling method, consisting of 30 individuals consisting of 21 men and 9 women. The instrument uses a mobile legend online game questionnaire and a mental health questionnaire. The examination method used in this exploration is a linear regression equation. The consequences of this study show the extent to which sig. <0.05 and a guarantee coefficient of 0.000 which indicates that the effect of playing mobile legend online games on the mental health of students at SMPN 1 Kota Baru is 90.8% while 9.2% is influenced by different variables. The conditions set are = 4,923 + 1,000 X, so that the mental health of students will decrease as the strength of playing online mobile legend games increases by 1,000.
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Baker, Marissa M. "The visual and narrative rhetoric of mental health in Gris." Journal of Gaming & Virtual Worlds 14, no. 3 (2022): 249–66. http://dx.doi.org/10.1386/jgvw_00061_1.

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Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game Gris to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.
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Handge, Yogesh. "Gemelody - Harmonizing Mental Health and Well-being Through Musical Game Design." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30062.

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This study presents a game designed to integrate the principles of music therapy and an interactive game aimed at improving mental health. The game is accompanied by relaxing music and it explores the potential of combining rhythmic synchronization and visual impact as a novel approach to support well-being and foster a state of mental relaxation. Index Terms—Music Therapy, Digital Gaming, Well-being, Rhythmic Synchronization, Mental Relaxation, Visual Impact, Gamified Relaxation
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Hariyadi, Sigit, Mulawarman Mulawarman, Petra Kristi Mulyani, and Awalya Awalya. "Games as an Intervention for Adolescent Mental Health: A systematic literature review using PRISMA." Briliant: Jurnal Riset dan Konseptual 10, no. 2 (2025): 284–99. https://doi.org/10.28926/briliant.v10i2.2085.

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Fenomena kesehatan mental remaja semakin menjadi perhatian publik, terutama dengan meningkatnya kasus depresi dan bunuh diri di berbagai daerah. Penelitian ini bertujuan untuk mengeksplorasi penggunaan video game sebagai intervensi untuk mendukung kesehatan mental remaja. Metode yang digunakan adalah systematic literature review (SLR) dengan pendekatan PRISMA, yang melibatkan identifikasi, penyaringan, dan evaluasi artikel terkait dari database seperti Scopus, Taylor & Francis, dan ScienceDirect. Sebanyak 12 artikel terpilih memenuhi kriteria inklusi dan eksklusi. Hasil penelitian menunjukkan bahwa terdapat berbagai varian game yang dapat digunakan sebagai intervensi kesehatan mental, termasuk game berbasis smartphone, virtual reality (VR), permainan papan, dan game role-playing. Dampak dari penggunaan game ini mencakup pengurangan gejala depresi dan kecemasan, peningkatan keterampilan sosial-emosional, serta peningkatan fungsi kognitif pada remaja. Penelitian ini merekomendasikan agar kolaborasi antara sekolah, keluarga, dan komunitas dilakukan untuk mengembangkan program game yang dirancang khusus bagi siswa berisiko mengalami masalah kesehatan mental.
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Safdari, Reza, Marjan Ghazisaeidi, and Azadeh Goodini. "Sweet care against sugar bitterness, designing health-based electronic game." Health Informatics Journal 25, no. 4 (2018): 1825–45. http://dx.doi.org/10.1177/1460458218799444.

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Health-based electronic games present an innovative tool to deal with mental and behavioral disorders as well as physical. An appropriately designed game can optimize health care. The aim of this study was to establish a design for health-based electronic games model and to develop a sample game in diabetes. This study was carried out in two phases: first, the design of a health-based electronic game framework and second, the design and production of sweet care game. There were two intended information prerequisites: determination of effective components in models of behavior change and validation of these components on health topics and structural formation of a game. The game framework design was presented. In the second phase, a sample of the game was developed in the field of diabetes. Important components to empower people were ranked using the Friedman test in the following order: self-learning, treatment, mental empowerment, condition management, healthy eating and physical activity. The axis of self-learning received the highest rating from the perspective of the subjects with an average of 3.93 percent. Another part was the game framework with components as follows: application areas, educational content for change behavior, resources, game structure and game production. Finally, the sweet care game was designed on diabetes with educational, technological and clinical content. The health-based electronic game designed on a systematic framework could be applied as a tool to expanding the knowledge base on how to create effective health-based digital games that entertain while promoting behavior change.
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Lestari, Astuti Dian, and Supra Wimbarti. "HUBUNGAN ANTARA KECENDERUNGAN ADIKSI GAME ONLINE DAN KESEHATAN MENTAL SISWA DENGAN KUALITAS PERTEMANAN SEBAGAI VARIABEL MODERATOR." JURNAL PSIKOLOGI INSIGHT 5, no. 1 (2021): 46–62. http://dx.doi.org/10.17509/insight.v5i1.34250.

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Abstract One of activitiy done by students to spend their free time both at home and at school is to play online games. Friend’s factor becomes one of the strengthening factors in online gaming activities. However, playing online games has a risk that leads to addiction which can affect the mental health of the students. This study aimed at determining the role of the quality of friendship to the relationship of online game addiction and mental health of students. The subject of this research was the junior high school students in Yogyakarta. This research was conducted using survey method. Data retrieval was done by using Mental Health Scale, Quality Scale of Friendship and Online Game Addiction Scale. The sample was determined by purposive sampling. The result of moderation analysis revealed that the quality of friendship did not effected to the relationship between online game addiction and the mental health of students. The tendency of online game addiction and offline friendship quality could predict student mental health significantly. Abstrak Penelitian ini bertujuan untuk mengetahui peran kualitas pertemanan terhadap hubungan adiksi game online dan kesehatan mental siswa. Subjek penelitian ini adalah siswa sekolah menengah pertama di Kota Yogyakarta yang berusia 12 hingga 15 tahun dan bermain game online. Subjek penelitian berjumlah 183 siswa yang terdiri dari 115 siswa laki-laki dan 68 siswa perempuan. Penelitian ini dilakukan dengan menggunakan metode survei. Pengambilan data dilakukan dengan menggunakan Skala Kesehatan Mental, Skala Kualitas Pertemanan dan Skala Adiksi Game Online. Sampel penelitian ditentukan secara purposive sampling. Hasil analisis moderasi menunjukkan bahwa kualitas pertemanan tidak terbukti secara signifikan berperan pada hubungan antara adiksi game online dan kesehatan mental siswa. Kecenderungan adiksi game online dan kualitas pertemanan di dunia nyata secara bersama-sama signifikan memprediksi kesehatan mental siswa.
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Gilham, Chris, Yifeng Wei, Stanley Kutcher, Catherine MacIntyre, Sharon MacCuspic, and Wanda Fougere. "Field Testing A Campus Preparation Mental Health Resource." McGill Journal of Education 56, no. 1 (2022): 90–106. http://dx.doi.org/10.7202/1087050ar.

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This research investigated whether a mental health literacy resource could increase Grade 12 students’ mental health literacy. Bachelor of Education students (N = 8) from a university in rural Atlantic Canada created a board game and mental health seminar based on the resource. They applied the resource through the board game and seminar to Grade 12 students at two local high schools. There were positive albeit modest outcomes across a number of measures related to mental health literacy and post-secondary schooling preparation. Participants regarded the resource as helpful, and they were likely to recommend it to their peers. This resource holds promise for supporting students as they transition from high school to post-secondary settings.
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Fordham, Joseph, and Christopher Ball. "Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade." JMIR Mental Health 6, no. 4 (2019): e12432. http://dx.doi.org/10.2196/12432.

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Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.
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Aneni, Kammarauche, Claudia-Santi F. Fernandes, Lily A. Hoerner, Claire Szapary, Tyra M. Pendergrass Boomer, and Lynn E. Fiellin. "A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study." JMIR Serious Games 11 (November 3, 2023): e46912. http://dx.doi.org/10.2196/46912.

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Background Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental health crises among adolescents in the United States underscores the importance of widely scalable substance misuse preventive interventions that also address mental health risks. Serious video games offer an engaging, widely scalable method for delivering and implementing preventive interventions. However, there are no video game interventions that focus on preventing opioid misuse among older adolescents, and there are limited existing video game interventions that address mental health. Objective This study aims to develop and conduct a formative evaluation of a video game intervention to prevent opioid misuse and promote mental health among adolescents aged 16-19 years (PlaySmart). We conducted formative work in preparation for a subsequent randomized controlled trial. Methods We conducted development and formative evaluation of PlaySmart in 3 phases (development, playtesting, and preimplementation) through individual interviews and focus groups with multiple stakeholders (adolescents: n=103; school-based health care providers: n=51; and addiction treatment providers: n=6). PlaySmart content development was informed by the health belief model, the theory of planned behavior, and social cognitive theory. User-centered design principles informed the approach to development and play testing. The Exploration, Preparation, Implementation, and Sustainability framework informed preimplementation activities. Thematic analysis was used to identify themes from interviews and focus groups that informed PlaySmart game content and approaches to future implementation of PlaySmart. Results We developed a novel video game PlaySmart for older adolescents that addresses the risk and protective factors for opioid misuse and mental health. Nine themes emerged from the focus groups that provided information regarding game content. Playtesting revealed areas of the game that required improvement, which were modified for the final game. Preimplementation focus groups identified potential barriers and facilitators for implementing PlaySmart in school settings. Conclusions PlaySmart offers a promising digital intervention to address the current opioid and mental health crises among adolescents in a scalable manner.
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Gunawan, Livia Angelica. "Product Design of Card Game with the Theme of Mental Health for Teenagers." Journal of Visual Communication Design 6, no. 1 (2021): 53–69. http://dx.doi.org/10.37715/vcd.v6i1.2699.

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This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time.
 
 Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit
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Gunawan, Livia Angelica. "Product Design of Card Game with the Theme of Mental Health for Teenagers." Journal of Visual Communication Design 6, no. 1 (2021): 53–69. http://dx.doi.org/10.37715/vcd.v6i1.2411.

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This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time.
 
 Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit
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Burhanuddin, Sudirman, Edi Setiawan, Lalu Moh Yudha Isnaini, Hasanuddin Jumareng, and Ihsan Abdul Patah. "Changing the level of mental health and fundamental movement skills on pencak silat athletes through game-based circuit training." Health, sport, rehabilitation 9, no. 3 (2023): 50–60. http://dx.doi.org/10.58962/hsr.2023.9.3.50-60.

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Purpose: The decline in mental health and fundamental movement skills of athletes in the COVID-19 era has become a crucial issue and limited research on the effects of game-based circuit training towards changes in mental health levels and fundamental movement skills was a gap in this research. This study aims to investigate the effects of game-based circuit training in changing mental health levels and fundamental movement skills.
 Material and methods: This study adapted a quantitative approach with experimental methods. The participants in this study were pencak silat athletes at the Makassar State University located in Indonesia (n=40). Participants were divided into 2 groups, an experimental group that received game-based circuit training (n=20) and a control group that only did their usual daily training (n=20). Instrument that used to measure mental health was depression, anxiety and stress while fundamental movement skills used the gross motor development test. Data was analyzed with IBM SPSS to find the normality, mean and standard deviation. Meanwhile, Paired sample t-test was used to test differences in mental health and fundamental movement skills scores in the experimental and control groups.
 Results: This study has obtained several findings. First, game-based circuit training was proven to significantly change mental health levels (p<0.05). Second, game-based circuit training could also change the level of fundamental movement skills became better (p<0.05), but different results were shown in the control group which had no effect on mental health and fundamental movement skills (p>0.05).
 Conclusions: This research has a great contribution to the development of sports, especially in pencak silat and provide solutions for coaches and athletes in maintaining the quality of mental health and fundamental movement skills through game-based circuits.
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Saputra, Muhamad Disra, Marjohan Marjohan, and Safrizal Safrizal. "GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH." Ta'dib 23, no. 1 (2020): 113. http://dx.doi.org/10.31958/jt.v23i1.2007.

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The aim of this study is to describe the game addiction behavior and its effect on mental health of teenagers. This study used qualitative method. The data collection was carried out in three ways: interview, observation, and documentation. The data were analyzed by using Miles and Huberman’s theories. In order to maintain the validity, the researcher did triangulation techniques. The results of the study showed that online game addiction had an effect on several domains, namely a sense of dependency that was marked by disability to withdraw from the desire to play games. Accordingly, the gamers frequently declared that their life without online gaming was empty. They were intolerance to the use of time, as they said that the time needed to play online games was uncertain, and their disability to control their emotions due to defeat during the games.
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Egan, Mary OʼConnor. "Winning the PRO game in the mental health arena." Journal of Nursing Care Quality 5, no. 4 (1991): 41–49. http://dx.doi.org/10.1097/00001786-199107000-00006.

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Kreutzer, Christine P., and Clint A. Bowers. "Attitudes Toward a Game-Based Approach to Mental Health." Cyberpsychology, Behavior, and Social Networking 18, no. 1 (2015): 20–24. http://dx.doi.org/10.1089/cyber.2014.0382.

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Dakanalis, Antonios, Brenda K. Wiederhold, and Giuseppe Riva. "Artificial Intelligence: A Game-Changer for Mental Health Care." Cyberpsychology, Behavior, and Social Networking 27, no. 2 (2024): 100–104. http://dx.doi.org/10.1089/cyber.2023.0723.

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Akbarzadeh Sgay, Mehdi, Simin Zeynali, Ayatollah Fathi, and Sanaz Binazir. "The Role of Mobile Game Usage on Mental Health, Academic Engagement, and Aggression in Adolescents." Journal of Adolescent and Youth Psychological Studies 5, no. 12 (2024): 62–71. https://doi.org/10.61838/kman.jayps.5.12.7.

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Objective: The present study aims to investigate the role of mobile game usage on mental health, academic engagement, and aggression among high school students in Tabriz. Methods and Materials: This applied research is descriptive and correlational in nature. The statistical population comprised all female high school students in Tabriz during the 2021-2022 academic year. Based on the Morgan table and using cluster sampling, 251 students were selected and examined. Data were collected using the Goldberg Mental Health Questionnaire (1972), the Buss and Perry Aggression Questionnaire (1992), the Zarang Academic Engagement Questionnaire (2012), and a researcher-developed mobile game usage questionnaire. Data analysis was performed using Pearson's correlation coefficient and multiple (simultaneous) regression analysis. Findings: The results showed a significant positive correlation between mobile game usage and mental health indicators (somatic symptoms, anxiety, social dysfunction, and depression) and aggression components (physical aggression, verbal aggression, anger, and hostility). Additionally, a significant negative correlation was found between mobile game usage and academic engagement, including cognitive, emotional, and behavioral engagement. Furthermore, regression analysis results indicated that mobile game usage variables could predict changes in students' mental health, aggression, and academic engagement. Conclusion: Therefore, mobile games play an important role in students' mental health, aggression, and academic engagement.
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De Jaegere, Eva, Kees van Heeringen, Peter Emmery, Gijs Mommerency, and Gwendolyn Portzky. "Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study." JMIR Serious Games 12 (May 9, 2024): e47513-e47513. http://dx.doi.org/10.2196/47513.

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Abstract Background Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at improving cognitive vulnerability (ie, beliefs or attitudes), which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents. Objective This study aimed to assess the feasibility of the prototype of a serious game called “Silver.” Methods The prototype of the serious game was developed using a user-centered participatory design. The prototype of Silver focused on 1 aspect of a serious game for improving cognitive vulnerability in adolescents, that is, the recognition and identification of cognitive distortions. Through the game, players were required to identify and classify the character’s thoughts as helpful or unhelpful. Upon successful advancement to the next level, the task becomes more challenging, as players must also identify specific types of cognitive distortions. A pre- and posttest uncontrolled design was used to evaluate the game, with a 1-week intervention phase in which participants were asked to play the game. Participants aged 12-16 years were recruited in schools. The outcomes of interest were the recognition of cognitive distortions and presence of participants’ cognitive distortions. The game was also evaluated on its effects, content, and usefulness. Results A total of 630 adolescents played Silver and completed the assessments. Adolescents were significantly better at recognizing cognitive distortions at the pretest (mean 13.09, SD 4.08) compared to the posttest (mean 13.82, SD 5.09; t629=−4.00, P<.001). Furthermore, their cognitive distortions decreased significantly at the posttest (mean 38.73, SD 12.79) compared to the pretest (mean 41.43, SD 10.90; t629=7.98, P<.001). Participants also indicated that the game helped them recognize cognitive distortions. Many participants considered the game appealing (294/610, 48.2%) but boring (317/610, 52%) and preferred a more comprehensive game (299/610, 49%). Conclusions Findings from this study suggest that a serious game may be an effective tool for improving cognitive vulnerability in adolescents. The development of such a serious game, based on the prototype, is recommended. It may be an important and innovative tool for the universal prevention of mental health problems in adolescents. Future research on the effects of the game is warranted.
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Labrosse, David, Clara Vié, Mireille Harb, and Ilaria Montagni. "Escape Game to Promote Students’ Mental Health Outcomes in the Aftermaths of COVID-19 Pandemic: Protocol for a Mixed Methods Study Evaluating a Cocreated Intervention." JMIR Research Protocols 14 (April 2, 2025): e64068. https://doi.org/10.2196/64068.

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Background The COVID-19 pandemic and the protracted lockdowns have heavily impacted university students’ mental health. Digital Escape Games represent a good means to reach students and propose them solutions for their psychological well-being. Objective This study aimed to evaluate a cocreated digital Escape Game on students’ mental health in the aftermath of the COVID-19 pandemic, called EscapeCovid Game. The evaluation of the effectiveness of this stand-alone intervention concerns mental health outcomes (mental health literacy, appraisal and change of beliefs about mental health, management of emotions, and development of coping strategies) and the appreciation and relevance of the game. Methods A randomized controlled trial with pre- and posttest data collection (online questionnaires with validated scales) is conducted among 500 students in Bordeaux, France, to evaluate the EscapeCovid Game cocreated with students, researchers, health professionals, and web developers. A subsample of students is randomly selected for responding to a semistructured interview following a mixed methods design. Recruitment is done through mail invitations from student associations and presentations in university classes. Half of the sample of the trial plays the Escape Game, while the other half receives an email with mental health–related information. Within the game, students discuss their personal experiences. The text is further used for the qualitative analyses. The whole study is carried out online. Results The EscapeCovid Game has been developed, tested, and finalized by the end of March 2023. As of November 4, 2024, a total of 191 students have answered the baseline questionnaire (90 intervention vs 101 control). A total of 23 students have played the game and 53 are in the control arm. Among participants, by the end of September 20, 2023, twenty were interviewed (10 intervention and 10 control) reaching sample saturation. According to preliminary results, the EscapeCovid Game has had a positive impact on all defined outcomes, while the email has been effective in increasing knowledge on resources available and on coping strategies and meditation techniques. We expect the trial to be completed by the end of June 2025. Conclusions The mixed methods findings of this study are due to demonstrate the effectiveness of the EscapeCovid Game in improving students’ mental health outcomes. Preliminary results from the qualitative substudy are promising: in the aftermath of the COVID-19 crisis, this intervention is intended to promote players’ mental health through gamification, knowledge transfer, and a learning-by-doing approach. Trial Registration ClinicalTrials.gov NCT06720792; https://clinicaltrials.gov/study/NCT06720792 International Registered Report Identifier (IRRID) DERR1-10.2196/64068
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Li, Lili, Cody Abbey, Huan Wang, et al. "The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China." International Journal of Environmental Research and Public Health 19, no. 22 (2022): 14815. http://dx.doi.org/10.3390/ijerph192214815.

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As digital devices like computers become more widely available in developing countries, there is a growing need to understand how the time that adolescents spend using these devices for recreational purposes such as playing video games is linked with their mental health outcomes. We measured the amount of time that adolescents in rural China spent playing video games and the association of video game time with their mental health. We collected data from primary and junior high schools in a poor, rural province in northwest China (n = 1603 students) and used the Depression, Anxiety, and Stress Scales (DASS-21) to measure mental health symptoms. The results indicated that the average video game time was about 0.69 h per week. There was a significant association between adolescent video game time and poorer mental health. Each additional hour of playing video games also increased the chance of having moderate or above symptoms. Moreover, boys and non-left-behind children had worse mental health if they played more video games. Our study contributes to literature on the links between recreational screen time and mental health, and it sheds light on an issue addressed by recent government legislation to limit the video game time of minors in China.
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Pine, Russell, Kylie Sutcliffe, Simon McCallum, and Theresa Fleming. "Young adolescents’ interest in a mental health casual video game." DIGITAL HEALTH 6 (January 2020): 205520762094939. http://dx.doi.org/10.1177/2055207620949391.

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Background Mental distress and disorders among adolescents are well documented. Despite the array of treatments available, many mental health issues remain untreated and often undiagnosed. In an attempt to narrow the treatment gap, researchers have adapted existing mental health interventions into digital formats. Despite their efficacy in trial settings, however, real-world uptake of digital mental health interventions is typically low. Casual video games (CVGs) are popular among adolescents and may be a promising tool to reduce stress, anxiety and depression. Aim We set out to explore young adolescents’ views of CVGs and their opinions of mental health CVG prototypes, to help determine whether this idea warrants further investigation. Methods Pen and paper feedback forms following a brief presentation to 13–15-year-old adolescents in seven high schools (n = 207) followed by more detailed focus groups (n = 42) and workshops (n = 21) with interested students. Findings Across all three methods, participants reported playing CVGs several times a week or day to help relieve stress, feel more relaxed and relieve boredom. Most were also interested in the idea of a mental health CVG. Participants in focus groups and workshops confirmed that playing CVGs was common among themselves and their peers, and that the idea of a CVG with subtle and brief mental health content such as game-linked ‘micro messages’ was appealing. Participants recommended that the game should have an engaging interface and subtle mental health skills and information. Conclusions Findings from this exploratory study suggest that the concept of a mental health CVG appears to be appealing to adolescents. This novel approach should be tested.
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Zeiler, Michael, Sandra Vögl, Ursula Prinz, et al. "Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review." JMIR Mental Health 12 (May 5, 2025): e67418. https://doi.org/10.2196/67418.

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Background The effects of traditional health-promoting and preventive interventions in mental health and mental health literacy are often attenuated by low adherence and user engagement. Gamified approaches such as serious games (SGs) may be useful to reach and engage youth for mental health prevention and promotion. Objective This study aims to systematically review the literature on SGs designed to promote aspects of mental health literacy among adolescents aged 10 to 14 years, focusing on game design characteristics and the evaluation of user engagement, as well as efficacy, effectiveness, and implementation-related factors. Methods We searched PubMed, Scopus, and PsycINFO for original studies, intervention development studies, and study protocols that described the development, characteristics, and evaluation of SG interventions promoting aspects of mental health literacy among adolescents aged 10 to 14 years. We included SGs developed for both universal and selected prevention. Using the co.LAB framework, which considers aspects of learning design, game mechanics, and game design, we coded the design elements of the SGs described in the studies. We coded the characteristics of the evaluation studies; indicators of efficacy, effectiveness, and user engagement; and factors potentially fostering or hindering the reach, efficacy and effectiveness, organizational adoption, implementation, and maintenance of the SGs. Results We retrieved 1454 records through database searches and other sources. Of these, 36 (2.48%) studies describing 17 distinct SGs were included in the review. Most of the SGs (14/17, 82%) were targeted to a universal population of youth, with learning objectives mainly focusing on how to obtain and maintain good mental health and on enhancing help-seeking efficacy. All SGs were single-player games, and many (7/17, 41%) were embedded within a wider pedagogical scenario. Diverse game mechanics and game elements (eg, minigames and quizzes) were used to foster user engagement. Most of the SGs (12/17, 71%) featured an overarching storyline resembling real-world scenarios, fictional scenarios, or a combination of both. The evaluation studies provided evidence for the short-term efficacy and effectiveness of SGs in improving aspects of mental health literacy as well as their feasibility. However, the evidence was mostly based on small samples, and user adherence was sometimes low. Conclusions The results of this review may inform the future development and implementation of SGs for adolescents. Intervention co-design, the involvement of facilitators (eg, teachers), and the use of diverse game mechanics and customization to meet the needs of diverse users are examples of elements that may promote intervention success. Although there is promising evidence for the efficacy and effectiveness of SGs for promoting mental health literacy in youth, there is a need for more rigorously planned studies, including randomized controlled trials and real-world evaluations, that involve follow-up measures and the assessment of in-game performance alongside self-reports.
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Yunike, Yunike, and Ira Kusumawaty. "Platfrom Video Game sebagai Media Terapeutik." Journal of Telenursing (JOTING) 5, no. 1 (2023): 560–76. http://dx.doi.org/10.31539/joting.v5i1.5888.

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This study attempts to use video games therapeutically, which can be used as a rationale for developing and utilizing video games as a therapeutic medium. This research method uses the PRISMA approach using the keywords "video game" and "teenagers," "mental health," and "intervention" in the Scopus electronic database, google scholar, Science Direct and Pubmed with a range of years 2018 to 2022. Based on the research results, they have identified the definition of video games along with their platforms and the use of video games to improve mental health for humans of all ages, especially adolescents. It is proven that improving the physical condition of older adults can involve the role of video games as a medium in them. In conclusion, thus, the study of the development and use of video games is urgent to help improve human health status.
 Keywords: Adolescent Mental Health, Therapeutic Media, Video Games
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LUSIANA, VINA. "PENGARUH KECANDUAN GAME ONLINE TERHADAP KESEHATAN MENTAL SISWA SMAI NFBS LEMBANG." HEALTHY : Jurnal Inovasi Riset Ilmu Kesehatan 2, no. 1 (2023): 29–41. http://dx.doi.org/10.51878/healthy.v2i1.2107.

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Online games are one of the technological products that provide entertainment benefits, namely online games, namely games that are played by more than one player in groups via the internet network. In this case, teenagers will always want to play games, and eventually become addicted to games. Teenagers who like to play games turn into teenagers who behave compulsively, aggressively, ignorant of activities and the surrounding environment. One of the mental disorders that can occur in online game addicts is depression. Depression can be a risk factor for someone to become an online game addict, but it can also be a result of online game addiction. There are many impacts caused by online game addiction, ranging from social, psychological, and health impacts. Therefore, researchers intend to conduct research on online game addiction in SMAI NFBS Lembang students. The title of this study is "The Effect of Online Game on the Mental Health of Islamic High School Students at Nurul Fikri Boarding School Lembang. The subjects of this study were male students because they often used their spare time to play online games with their classmates. This type of research is a descriptive quantitative research. The data collection technique was carried out by providing a set of questions or written statements to the respondents to be answered in the form of a closed questionnaire. From the results was found that students using online games at SMAI NFBS Lembang were at a percentage of 68% in the "Enough" category. Furthermore, from a mental health perspective, students were at a percentage of 70% in the "High" category. The influence of online game users on students' mental health is 35% in the "Very Low" category and 65% is influenced by other variables. Based on the table obtained from the calculation results at the 5% confidence level. Because FCount (12,985) is greater than FTable (4.09), H1 is accepted and H0 is rejected There is a significant influence of Online Game Users on the Mental Health of Students at SMAI NFBS Lembang. ABSTRAKGame online merupakan salah stu produk teknologi yang memberikan manfaat hiburan yaitu game online, yaitu game yang dimainkan oleh lebih dari satu pemain secara berkelompok melalui jaringan internet. Dalam hal ini, remaja akan selalu ingin bermain game, dan akhirnya menjadi kecanduan game. Remaja yang gemar bermain game berubah menjadi remaja yang berperilaku kompulsif, agresif, cuek pada kegiatan dan lingkungan sekitarnya. Salah satu gangguan mental yang dapat terjadi pada pecandu online game adalah depresi. Depresi dapat menjadi faktor resiko seseorang menjadi pecandu online game, tetapi juga dapat menjadi akibat dari kecanduan online game. Banyak sekali dampak yang ditimbulkan oleh kecanduan game online, mulai dari dampak sosial, psikologis, maupun kesehatan. Oleh karena itu, peneliti bermaksud melakukan penelitian tentang kecanduan Game online pada siswa SMAI NFBS Lembang. Adapun judul dari penelitian ini adalah “Pengaruh Kecanduan game Online Terhadap Kesehatan Mental Siswa SMA Islam Nurul Fikri Boarding School Lembang. Subjek penelitian ini adalah Siswa laki-laki karena sering menggunakan waktu luangnya untuk bermain game online bersama teman seangkatan. Jenis penelitian ini merupakan jenis penelitian kuantitatif deskriptif. Teknik pengumpulan data yang dilakukan dengan cara memberikan seperangkat pertanyaan atau pernyataan tertulis kepada responden untuk dijawab berupa angket tertutup. Dari hasil penelitian ditemukan siswa pemakai game online di SMAI NFBS Lembang berada pada persentase 68% dengan kategori “Cukup” Selanjutnya dari segi kesehatan mental siswa berada pada persentase 70% dengan kategori “Tinggi” . Adapun pengaruh dari pemakai game online terhadap kesehatan mental siswa sebesar 35% berada pada kategori “Sangat Rendah” dan 65% dipengaruhi oleh variabel lain. Berdasarkan tabel yang diperoleh dari hasil perhitungan pada taraf kepercayaan 5% karena (12.985) lebih besar dari (4.09) maka H1 diterima dan H0. Dengan demikian terdapat pengaruh yang signifikan Pemakai Game Online Terhadap Kesehatan Mental Siswa di SMAI NFBS Lembang.
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Spors, Velvet, and Imo Kaufman. "Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental Health." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–27. http://dx.doi.org/10.1145/3677094.

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Game jams are collective events that bring people together to think about, make and play games. As collaborative encounters built on community, game jams create unique interpersonal possibilities. Tapping into this relational potential, we integrated elements of humanistic psychology and the person-centred approach into a game jam: We engaged 19 participants in the making of games for self-care and mental health, over the course of a week, as a remote event hosted by the National Videogame Museum, UK. We go on to thematically analyse our shared discussions to unpack the jam as a mutual sense-making activity between facilitators and participants, demonstrating how the jam functioned as a space in which the status quo of mental health could be negotiated; contributing to the jam's sense of community, and generation of caring, novel designs. Finally, we outline two design opportunities for game designers, developers and researchers that seek to engage with the experiential nature of game jams care-fully.
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Mandryk, Regan Lee, and Max Valentin Birk. "The Potential of Game-Based Digital Biomarkers for Modeling Mental Health." JMIR Mental Health 6, no. 4 (2019): e13485. http://dx.doi.org/10.2196/13485.

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BackgroundAssessment for mental health is performed by experts using interview techniques, questionnaires, and test batteries and following standardized manuals; however, there would be myriad benefits if behavioral correlates could predict mental health and be used for population screening or prevalence estimations. A variety of digital sources of data (eg, online search data and social media posts) have been previously proposed as candidates for digital biomarkers in the context of mental health. Playing games on computers, gaming consoles, or mobile devices (ie, digital gaming) has become a leading leisure activity of choice and yields rich data from a variety of sources.ObjectiveIn this paper, we argue that game-based data from commercial off-the-shelf games have the potential to be used as a digital biomarker to assess and model mental health and health decline. Although there is great potential in games developed specifically for mental health assessment (eg, Sea Hero Quest), we focus on data gathered “in-the-wild” from playing commercial off-the-shelf games designed primarily for entertainment.MethodsWe argue that the activity traces left behind by natural interactions with digital games can be modeled using computational approaches for big data. To support our argument, we present an investigation of existing data sources, a categorization of observable traits from game data, and examples of potentially useful game-based digital biomarkers derived from activity traces.ResultsOur investigation reveals different types of data that are generated from play and the sources from which these data can be accessed. Based on these insights, we describe five categories of digital biomarkers that can be derived from game-based data, including behavior, cognitive performance, motor performance, social behavior, and affect. For each type of biomarker, we describe the data type, the game-based sources from which it can be derived, its importance for mental health modeling, and any existing statistical associations with mental health that have been demonstrated in prior work. We end with a discussion on the limitations and potential of data from commercial off-the-shelf games for use as a digital biomarker of mental health.ConclusionsWhen people play commercial digital games, they produce significant volumes of high-resolution data that are not only related to play frequency, but also include performance data reflecting low-level cognitive and motor processing; text-based data that are indicative of the affective state; social data that reveal networks of relationships; content choice data that imply preferred genres; and contextual data that divulge where, when, and with whom the players are playing. These data provide a source for digital biomarkers that may indicate mental health. Produced by engaged human behavior, game data have the potential to be leveraged for population screening or prevalence estimations, leading to at-scale, nonintrusive assessment of mental health.
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Lebamovski, Penio. "Generating Mental Stress through 3D Game." Innovative STEM Education 6, no. 1 (2024): 108–14. https://doi.org/10.55630/stem.2024.0611.

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The present article investigated the influence of mental stress on heart rate variability (HRV). The mental stress is generated through a newly created 3D game with high extremeness. The modelling of the main components of the game is done in two ways: automatically (algorithmically) using the Java programming language and manually (digitally) using Blender, the two methods can be combined by modeling with geometric objects, such as a regular polygon, a prism, pyramid and others. The controlled stress scenario can be created by appropriately planning graphic objects and elements, such as material and texture, including movement dynamics. Rapid and unexpected movements of game objects, as well as visual and sound effects, play a key role in generating mental stress and can significantly affect HRV. The HRV measurement methodology includes the following three phases: a preliminary phase, when baseline HRV levels are measured before the start of the game; the game phase-measurement of HRV during the game; and the post-game phase-measurements after the game. HRV analysis includes determining the values of the following parameters in the time and frequency domains: SDNN, RMSSD, LF, HF and LF/HF ratio. The results of the HRV analysis show that stress significantly impacts HRV and leads to its decrease, which is expressed in a significant decrease in SDNN and RMSSD, as well as an increase in the LF/HF ratio during a stressful situation. Investigating these changes is important for understanding the physiological functions of mental stress and may help develop mechanisms to manage it to improve human health.
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ADEKUNLE, Halima Oyintiladun. "Mental Health and Gaming Addiction among Youth: A Case Study of Lagos, Nigeria." Global Academic Journal of Humanities and Social Sciences 7, no. 02 (2025): 72–85. https://doi.org/10.36348/gajhss.2025.v07i02.002.

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Over 105 million gamers suffer from game addiction. Research indicates a connection between gaming addiction and mental health. Gaming is popular among young people, and they have been observed to engage in it excessively, negatively impacting their mental health. However, there is a dearth of data on gaming addiction and the mental health of youth in Sub-Saharan Africa. This study examines the effects of gaming addiction on the mental health of Lagos youths via an online survey. The study's findings revealed that some are aware of the associated risks of enjoying video games. Furthermore, respondents believe that gaming addiction is caused by depression, loneliness, a lack of focus on other positive activities, video game design, the near-reality nature of video games, and the manipulative nature of the games. The study concludes that beyond the feel-good pleasure of playing video games, addiction is escalating and negatively impacting mental health. The study recommends that youths be adequately educated on the dangers of excessive gaming, the impact of addiction and the adverse effects on mental capacity. Youths should be supervised in their gaming activities, particularly censoring violent games which promote other addictions and aggressive behaviours. Future research can track statistics of game addictions across the nation, mainly because of improving mental health stability.
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Hopia, Hanna, Marko Siitonen, and Katja Raitio. "Mental health service users' and professionals' relationship with games and gaming." DIGITAL HEALTH 4 (January 2018): 205520761877971. http://dx.doi.org/10.1177/2055207618779718.

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Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.
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Patel, Vidhi, Dinesh Panchal, Kritika Rathod, and Tresha Rathod. "COMPARATIVE ANALYSIS OF MENTAL HEALTH AMONG THE PLAYERS OF CRICKET AND VOLLEYBALL." Divyayatan - A Journal of Lakulish Yoga University 1, no. 4 (2024): 31–35. https://doi.org/10.69919/ah1xh657.

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The pressure to perform well in every game can lead to significant psychological strain. The social dynamics of team sports also impact mental well-being. As a competitive team sport, cricket presents unique mental health challenges for players. Volleyball is an intermittent game where maintaining a high level of performance over time is required. A growing body of research has begun to focus on mental health within professional sports. This study aims to compare the mental health of cricket and volleyball players. 30 cricket and 30 volleyball players participated in the current study, aged 19 to 24. An independent t-test was used to determine whether there is any significant difference between cricket and volleyball players’ mental health. Cricket players exhibited poorer Mental health than Volleyball players. Gender-based differences revealed that Male Cricket players had poorer mental health than Male Volleyball players. No significant difference was found between the mental health of female players in both sports.
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Pendergrass Boomer, Tyra M., Lily A. Hoerner, Claudia-Santi F. Fernandes, et al. "A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial." PLOS ONE 18, no. 9 (2023): e0291298. http://dx.doi.org/10.1371/journal.pone.0291298.

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Adolescents who engage in non-opioid substance misuse and/or experience mental health symptoms are at greater risk of misusing opioids and/or developing opioid use disorder. Adolescence is a critical developmental period to both prevent the initiation of opioid misuse and target mental health. To date, there are no digital health games targeting both conditions. We describe the protocol for a randomized controlled trial designed to assess the efficacy of an original digital health game, PlaySmart. Five hundred and thirty-two adolescents aged 16–19 years old, who are at greater risk for initiating opioid misuse are recruited from 10 Connecticut school-based health sites. Participants are randomized to PlaySmart or a set of time/attention control videogames. Randomization was stratified by sex at birth and school grade. Participants play their assigned game or games for up to six weeks (300 minutes) and complete assessment questions over a 12-month period (baseline, post-gameplay, 3, 6, and 12 months). The primary outcome is perception of risk of harm of opioid misuse at 3 months. Secondary outcome measures specific to opioid misuse include intentions, self-efficacy, attitudes, knowledge, and perceived norms. Mental health outcomes include measures of depression (Patient Health Questionnaire-8), anxiety (Generalized Anxiety Disorder-7), help-seeking behaviors, stigma, measures of self-regulation, self-efficacy to seek professional help for mental health, and knowledge around coping skills. PlaySmart has the potential to significantly reduce the risk of initiation of opioid misuse, improve mental health outcomes, and given its high levels of engagement and accessibility, holds the promise for extensive reach, scale, and impact for adolescents. Trial registration: ClinicalTrials.gov: NCT04941950. Registered on 23 June 2021.
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Huen, Jenny MY, Eliza SY Lai, Angie KY Shum, et al. "Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness." JMIR Mental Health 3, no. 4 (2016): e46. http://dx.doi.org/10.2196/mental.5656.

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BackgroundDigital game-based learning (DGBL) makes use of the entertaining power of digital games for educational purposes. Effectiveness assessment of DGBL programs has been underexplored and no attempt has been made to simultaneously model both important components of DGBL: learning attainment (ie, educational purposes of DGBL) and engagement of users (ie, entertaining power of DGBL) in evaluating program effectiveness.ObjectiveThis study aimed to describe and evaluate an Internet-based DGBL program, Professor Gooley and the Flame of Mind, which promotes mental health to adolescents in a positive youth development approach. In particular, we investigated whether user engagement in the DGBL program could enhance their attainment on each of the learning constructs per DGBL module and subsequently enhance their mental health as measured by psychological well-being.MethodsUsers were assessed on their attainment on each learning construct, psychological well-being, and engagement in each of the modules. One structural equation model was constructed for each DGBL module to model the effect of users' engagement and attainment on the learning construct on their psychological well-being.ResultsOf the 498 secondary school students that registered and participated from the first module of the DGBL program, 192 completed all 8 modules of the program. Results from structural equation modeling suggested that a higher extent of engagement in the program activities facilitated users’ attainment on the learning constructs on most of the modules and in turn enhanced their psychological well-being after controlling for users’ initial psychological well-being and initial attainment on the constructs.ConclusionsThis study provided evidence that Internet intervention for mental health, implemented with the technologies and digital innovations of DGBL, could enhance youth mental health. Structural equation modeling is a promising approach in evaluating the effectiveness of DGBL programs.
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Dr. Swaroopa Chakole, Mohit Nandy,. "Mental Health during COVID-19." Psychology and Education Journal 58, no. 2 (2021): 597–604. http://dx.doi.org/10.17762/pae.v58i2.1888.

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BACKGROUND
 COVID-19 or coronavirus disease 2019 is the pandemic that had hit all the aspect of the human life in a negative way. Proper solutions needs to be find out before situation worsens.
 SUMMARY
 COVID-19 affected the mental wellbeing of all the people inhabiting the earth in some way or the other. As extreme uncertainty is attached to the event, it is impossible to forecast the future which everyone care about. In that quest we become anxious and forget to fully live the present which can be a slippingpoint to depression. Proper use of technology like telemedicine can be done to ensure larger penetration of psychological services.
 CONCLUSION
 More study between the effects of pandemic and its effect on mental health needs to be done. Telemedicine and communication can be the game changer in such times of distress to tackle the problem of social distress.
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Korolev, Igor, Courtney Hsu, Neha Jain, Harmehr Sekhon, Mario Fahed, and Ipsit Vahia. "Gamification for Geriatric Mental Health: Level Up or Game Over?" American Journal of Geriatric Psychiatry 30, no. 4 (2022): S101—S102. http://dx.doi.org/10.1016/j.jagp.2022.01.235.

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46

Wilkinson, Nathan, Rebecca P. Ang, and Dion H. Goh. "Online Video Game Therapy for Mental Health Concerns: A Review." International Journal of Social Psychiatry 54, no. 4 (2008): 370–82. http://dx.doi.org/10.1177/0020764008091659.

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Charlton, Shawn R. "Upping Our Game: Advancing Psychology’s Role in Mental Health Advocacy." Eye on Psi Chi Magazine 27, no. 3 (2023): 5. http://dx.doi.org/10.24839/2164-9812.eye27.3.5.

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Catalan, Cristobal, Lina Gega, and Jonathan Hook. "Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–24. http://dx.doi.org/10.1145/3677104.

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General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite their potential, an understanding of game design qualities and contextual game mechanics in game-based interventions are significantly under-explored, especially for general anxiety. Alternative and emerging game genres may offer new intervention approaches previously overlooked in digital mental health research. We use story-led exploration games, particularly the environmental storytelling walking simulator game genre, as an analytical template to understand new game design strategies and features that can potentially enable engaging and efficacious serious games as interventions for general anxiety. Using semi-structured interviews and thematic analysis, we summarize input from expert clinical participants who identified and evaluated several game design qualities towards developing walking simulators as potential serious game interventions.
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Lyon, Andrea D. "The Blame Game." New Criminal Law Review 21, no. 2 (2018): 247–66. http://dx.doi.org/10.1525/nclr.2018.21.2.247.

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Although in recent years it has become a bit easier to discuss mental health challenges in public, mental illness is still somehow viewed by many in the public as a moral failing. It is that underlying judgement, that unwillingness to look at the many sources that leads to profound misunderstandings by the public, particularly in the context of a criminal trial. In this article I examine these issues in that context in order to better identify, and come to a better understanding of where our shared biases get in the way of a reasoned view of such evidence. The article examines some broad policy questions regarding what we, as a society, do with our mentally ill, and then looks at public perceptions and their impact on criminal justice decision making.
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Carvalho, Luiz Paulo, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, and Jonice Oliveira. "A Psychosocial Perspective about Mental Health and League of Legends in Brazil." Journal on Interactive Systems 12, no. 1 (2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.

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Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.
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