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Gamification in the health industry is an achievable achievement that will influence other industries and people. With the improvement in technology, this concept can further improve by adopting new technology.

In conclusion, the lack of knowledge and exposure to mental health is the main problem that current society faces. This issue led to other problems such as ignorance of mental illness and lack of confidence to express emotion. These issues motivate the author to perform this investigation and develop the game. The author is motivated to increase the knowledge and awareness of the importance of mental health in current society. At the same time, it helps depressed individuals determine their mental condition in an easy and relaxed way.

The objectives are achieved in this project, and the game runs as expected.

Through the concepts found and designed during the development, the author believes that it can help increase the awareness and knowledge of players. This method is also suitable for all other games as learning through playing is the fastest way of learning and has been proven in other games of educational programs [7].

At last, this topic will become more mature as time passes with new technology introduction. It can become a tool for experts as the medium to aid patients during the treatment process or diagnosis process. It also can become a tool for patients to identify their current condition at a lower cost.

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Bachelor of Information Systems (Honours) Information Systems Engineering Faculty of Information and Communication Technology (Kampar Campus), UTAR

References

[1] "National Institute of Mental Health," 2021. [Online]. Available:

https://www.nimh.nih.gov/health/statistics/mental-illness. [Accessed 2021].

[2] "Mental Health America," 2021. [Online]. Available:

https://www.mhanational.org/conditions/depression. [Accessed 2021].

[3] D. bhowmik, K. S. Kumar, S. Srivastava, S. Paswan and A. S. Dutta,

"Depression - Symptoms, Causes, Medications and Therapies," The Pharma Innovation, vol. 1, no. 2, pp. 41-55, 2012.

[4] "American Psychiatric Association," 2020. [Online]. Available:

https://www.psychiatry.org/patients-families/depression/what-is- depression.

[5] H. S. Mayberg, A. M. Lozano, V. Voon, H. E. Mcneely, D. Seminowicz, C. Hamani, J. M. Schwalb and S. H. Kennedy, "Deep Brain Stimulation for Treatment - Resistant Depression," Neuron, vol. 45, no. 5, pp. 651- 660, 2005.

[6] P. M. Kato, "Video Games in Health Care: Closing the Gap," Review of General Psychology, vol. 14, no. 2, pp. 113-121, 2010.

[7] I. Granic, A. Lobel and R. C. M. E. Engels, "The Beneficts of Playing Video Games," American Psychologist, vol. 69, no. 1, pp. 66-78, 2014.

[8] G. S. Brunborg, R. A. Mentzoni and L. R. Froyland, "Is video gaming, or video game adddiction. associated with depression, academic achievement, heavy episodic drinking, or conduct problems?," Journal of Behavioral Addictions, vol. 3, no. 1, pp. 27-32, 2014.

[9] J. Li, Y.-L. Theng and S. Foo, "Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis,"

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Bachelor of Information Systems (Honours) Information Systems Engineering Faculty of Information and Communication Technology (Kampar Campus), UTAR

Cyberpsychology, Behavior, and Social Networking, vol. 17, no. 8, pp.

519-527, 2014.

[10] Z. Quinn, "Depression Quest," 2013. [Online]. Available:

http://www.depressionquest.com/.

[11] D. Seelow, "Games for Mental Health: Six Case Studies, Part I Depression Quest: Incresing Empathy for Social Impact," 7 April 2020. [Online].

Available: http://revolutionarylearning.net/games-for-mental-health-six- case-studies-part-i-depression-quest-increasing-empathy-for-social- impact/.

[12] H. Lewis, "A quest for understanding," The Lancet Psychiatry, vol. 1, no.

5, p. 341, 2014.

[13] J. M. Burns, M. Webb, L. A. Durkin and I. B. Hickie, "Reach Out Central:

a serious game designed to engage young men to improve mental health and wellbeing," The Medical Journal of Australia, vol. 192, no. 11, pp.

27-30, 2010.

[14] "SPARX," 2020. [Online]. Available: https://www.sparx.org.nz/home.

[15] T. Fleming, R. Dixon, C. Frampton and S. Merry, "A pragmatic randomised controlled trial of computerised CBT (SPARX) for symptoms of depression among adolescents excluded from mainstream education,"

Behavioral and Cognitive Psychotherapy, vol. 40, no. 5, 2011.

[16] "Night in The Woods," [Online]. Available:

http://www.nightinthewoods.com/.

[17] K. Trattner, "Night in the Woods. A Review.," gamevironments, no. 6, pp.

130-137, 2017.

[18] C. Spencer, "Night in The Woods Treat Depression Like A Part Of Life,"

8 January 2017. [Online]. Available: https://kotaku.com/night-in-the- woods-treats-depression-like-a-part-of-lif-1797400607.

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[19] J. Ashley, "Honest Mental Health and Night in The Woods," New Normative, 19 July 2018. [Online]. Available:

http://newnormative.com/2018/07/19/honest-mental-health-and-night-in- the-woods/.

[20] N. Theory, "Hell Blade: Senua's Sacrifice," Ninja Theory Ltd, 2022.

[Online]. Available: https://www.hellblade.com.

[21] S. Crawford, "The ways Hellblade: Senua's Sacrifice represents mental illness," 2019.

[22] J. Fordham and C. Ball, "Framing Mental Health Within Digital Games:

Am Exploratory Case Study of Hellblade," JMIR Mental Health, vol. 6, no. 4, 2019.

[23] K. Shandley, D. Austin, B. Klein and M. Kyrios, "An evaluation of 'Reach Out Central': and online gaming program for supporting the mental health of young people," Health Education Research, vol. 25, no. 4, pp. 563-574, 2010.

[24] S. N. Merry, K. Stasiak, M. Sheperd, C. Frampton, T. Fleming and M. F.

G. Lucassen, "The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial," BMJ, vol. 344, 2012.

[25] N. KAYA and H. H. EPPS, "Color-emotion associations: Past experience and personal preference," in AIC 2004 Color and Paints, Interism Meeting of the International Color Association, Proceedings, 2004, pp. 31-34.

[26] L. I. Institude, "Color Psychology: How Do Colors Affect Mood &

Emotions?," 2020. [Online]. Available:

https://londonimageinstitute.com/how-to-empower-yourself-with-color- psychology/. [Accessed 2021].

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[27] "Aditi LLC: Agile Methodology based Services," 2021. [Online].

Available: http://www.aditicorp.com/services/agile-methodology-based- services/.

A-1 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

Appendix Weekly Report

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Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-3 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-4 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-5 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-6 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

Poster

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Faculty of Information and Communication Technology (Kampar Campus), UTAR

Plagiarism Check Result

A-8 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-9 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

A-10 | P a g e Bachelor of Information Systems (Honours) Information Systems Engineering

Faculty of Information and Communication Technology (Kampar Campus), UTAR

FALCULTY OF INFORMATION AND COMMUNICATION TECHNILOGY

Note Supervisor/Candidate(s) is/are required to provide softcopy of full set of the originality report to Faculty/Institute

Based on the above results, I hereby declare that I am satisfied with the originality of the Final Year Project Report submitted by my student(s) as named above.

____________________________ ______________________

Signature of Supervisor Signature of Co-Supervisor

Name: _ __ Name: __________________

Date: __ ______ Date: ____________________

Form Title : Supervisor’s Comments on Originality Report Generated by Turnitin for Submission of Final Year Project Report (for Undergraduate Programmes) Form Number: FM-IAD-005 Rev No.: 0 Effective Date:

01/10/2013

Page No.: 1of 1

Full Name(s) of Candidate(s) Kelven Ling Kian Hau

ID Number(s) 18ACB03026

Programme / Course IA

Title of Final Year Project Interactive Game for Depression Individual

Similarity Supervisor’s Comments

(Compulsory if parameters of originality exceeds the limits approved by UTAR)

Overall similarity index: __6 % Similarity by source

Internet Sources: _____5_____ % Publications: _____ 2 _ % Student Papers: ___ 4__ %

Number of individual sources listed of more than 3% similarity: 0

Parameters of originality required and limits approved by UTAR are as Follows:

(i) Overall similarity index is 20% and below, and

(ii) Matching of individual sources listed must be less than 3% each, and (iii) Matching texts in continuous block must not exceed 8 words

Note: Parameters (i) – (ii) shall exclude quotes, bibliography and text matches which are less than 8 words.

Tong Dong Ling 21 Apr 2022

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Faculty of Information and Communication Technology (Kampar Campus), UTAR

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