A serious game to educate youths on depression

Depression has been a taboo topic for many years. Many people avoid the topic simply because they are afraid they say the wrong things or they simply do not know what to say. It has been a difficult challenge to raise awareness of depression and educate Singaporeans on what it means to be diagnosed...

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Main Author: Yeoh, Sarah Sue Min
Other Authors: Shen Zhiqi
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2022
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Online Access:https://hdl.handle.net/10356/156657
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1566572022-04-22T02:28:31Z A serious game to educate youths on depression Yeoh, Sarah Sue Min Shen Zhiqi School of Computer Science and Engineering ZQShen@ntu.edu.sg Engineering::Computer science and engineering Social sciences::Psychology::Applied psychology Depression has been a taboo topic for many years. Many people avoid the topic simply because they are afraid they say the wrong things or they simply do not know what to say. It has been a difficult challenge to raise awareness of depression and educate Singaporeans on what it means to be diagnosed with depression. This report aims to destigmatize the topic of depression in youths through the use of serious games. This specifically targets youths who do not have exposure to direct contact with mental health issues. The contribution of this work is threefold: firstly, it presents some background research of conventional ways in which others have tried to raise awareness of depression. Secondly, the development of a serious game called I’m Blue. Thirdly, qualitative insights are examined to analyse the effectiveness of the serious game. The primary contribution in this report is the development of a serious game to educate youths on how to converse about depression. This is a topic that has not been explored by many. Many people do not know how to hold a conversation about depression. Studies have shown that many people face the problem of “I wanted to talk about it, but I couldn’t”. This report provides a solution to help youths speak up about depression and how to go about doing so. Results show that the objective of stigmatising depression has been met. Participants agreed the game was beneficial to educate others how to show empathy. Further insights of how direct contact is more ideal than a controlled game environment were discovered. However, games provide a good foundation to help participants explore how to approach conversations about depression. Bachelor of Engineering (Computer Science) 2022-04-22T02:28:30Z 2022-04-22T02:28:30Z 2022 Final Year Project (FYP) Yeoh, S. S. M. (2022). A serious game to educate youths on depression. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/156657 https://hdl.handle.net/10356/156657 en SCSE21-0467 application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Engineering::Computer science and engineering
Social sciences::Psychology::Applied psychology
spellingShingle Engineering::Computer science and engineering
Social sciences::Psychology::Applied psychology
Yeoh, Sarah Sue Min
A serious game to educate youths on depression
description Depression has been a taboo topic for many years. Many people avoid the topic simply because they are afraid they say the wrong things or they simply do not know what to say. It has been a difficult challenge to raise awareness of depression and educate Singaporeans on what it means to be diagnosed with depression. This report aims to destigmatize the topic of depression in youths through the use of serious games. This specifically targets youths who do not have exposure to direct contact with mental health issues. The contribution of this work is threefold: firstly, it presents some background research of conventional ways in which others have tried to raise awareness of depression. Secondly, the development of a serious game called I’m Blue. Thirdly, qualitative insights are examined to analyse the effectiveness of the serious game. The primary contribution in this report is the development of a serious game to educate youths on how to converse about depression. This is a topic that has not been explored by many. Many people do not know how to hold a conversation about depression. Studies have shown that many people face the problem of “I wanted to talk about it, but I couldn’t”. This report provides a solution to help youths speak up about depression and how to go about doing so. Results show that the objective of stigmatising depression has been met. Participants agreed the game was beneficial to educate others how to show empathy. Further insights of how direct contact is more ideal than a controlled game environment were discovered. However, games provide a good foundation to help participants explore how to approach conversations about depression.
author2 Shen Zhiqi
author_facet Shen Zhiqi
Yeoh, Sarah Sue Min
format Final Year Project
author Yeoh, Sarah Sue Min
author_sort Yeoh, Sarah Sue Min
title A serious game to educate youths on depression
title_short A serious game to educate youths on depression
title_full A serious game to educate youths on depression
title_fullStr A serious game to educate youths on depression
title_full_unstemmed A serious game to educate youths on depression
title_sort serious game to educate youths on depression
publisher Nanyang Technological University
publishDate 2022
url https://hdl.handle.net/10356/156657
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