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

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