Gamification Design Elements to Enhance Adolescent Motivation in Diagnosing Depression
Dublin Core
Title
Gamification Design Elements to Enhance Adolescent Motivation in Diagnosing Depression
Subject
adolescent depression
adolescent motivation
gamification
model development
human-computer interaction
Description
Depression is a critical public health problem, mainly when it affects young people (adolescents). This condition is most challenging to detect in this group because they tend to think about other people's negative assumptions. Adolescents with depressive symptoms refuse to seek professional help due to their stigma and their future if they were labeled as depressed teenagers. Depression is a severe mental issue that should be detected from an early stage so that the problem can be curbed and resolved immediately. Diagnosis should be carried out to assess mental health, followed by referral to professional help. This study aims to motivate adolescents to diagnose depression levels through gamification techniques. Fifty-three secondary students participated in a survey designed in this study to measure motivation enhancement factors. The result of this study was used to develop a depression diagnosis model. The proposed model applied a gamification design technique consisting of three main ideas: gamification elements, user types, and motivational elements. This model will serve as the foundation to develop a mobile application system that can benefit users, especially adolescents, in self-diagnosing depression.
Creator
Jamaludin, Nurul Fasihah
Tengku Wook, Tengku Siti Meriam
Mat Noor, Siti Fadzilah
Qamar, Faizan
Source
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 10 (2021); pp. 154-172
1865-7923
Publisher
International Association of Online Engineering (IAOE), Vienna, Austria
Date
2021-05-25
Rights
Copyright (c) 2021 Nurul Fasihah Jamaludin, Tengku Siti Meriam Tengku Wook, Siti Fadzilah Mat Noor, Faizan Qamar
Relation
Format
application/pdf
Language
eng
Type
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
Identifier
Citation
Nurul Jamaludin Fasihah et al., Gamification Design Elements to Enhance Adolescent Motivation in Diagnosing Depression, International Association of Online Engineering (IAOE), Vienna, Austria, 2021, accessed November 7, 2024, https://igi.indrastra.com/items/show/1961