Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia
DOI:
https://doi.org/10.47942/ke.v16i1.2097Kata Kunci:
Kesehatan Mental, Remaja, Dewasa Awal, Game Edukasi, Visual Novel, Inner Threads, Indonesia.Abstrak
ABSTRACT
Mental health is a crucial aspect of individual well-being, yet it is a pressing concern
among Indonesia's younger generation. Data from the 2022 I-NAMHS shows that
34.9% of adolescents experience mental health issues, with 5.5% diagnosed with a
mental disorder. Studies also indicate that cases of mental disorders, particularly
anxiety and depression, peak in early adulthood (21-23 years). However, it is still only
2.6% of adolescents who access services. Globally, the WHO identifies adolescents as
being at high risk for mental disorders, with depression being the leading cause of
disability and suicide the leading cause of death among those aged 15-29. In response
to this gap, this project developed "Inner Threads," an interactive visual novel game as
a medium for mental health education. The game targets late adolescents and young
adults in Indonesia, highlighting issues of emotional management and burnout, as well
as the importance of professional support. This approach aligns with Generation Z's
preference for digital technology and gaming. This is supported by an interest survey,
which showed 84.7% of respondents were interested. The development of "Inner
Threads" used the Multimedia Development Life Cycle (MDLC) method. The final
results showed that this game was effective in conveying an educational message and
increasing user awareness, empathy, and understanding of mental health issues. This
effectiveness was demonstrated by playtest results with respondents aged 18-24, where
the majority felt a substantial emotional impact, found the story relevant, and
appreciated the visuals and music that supported the immersive experience. This game
successfully triggered self-reflection, fostered awareness of the importance of support
from those around them, and even motivated them to seek professional support.
Keywords: Mental Health, Adolescents, Early Adults, Educational Games, Visual
Novels, Inner Threads, Indonesia.
Unduhan
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