Using Gamification to Reduce Youth Depression: A Step-by-Step Method

Youth depression is a major global health concern due to its alarmingly high occurrence and harmful impact on mental health. Traditional therapy methods frequently struggle with involvement, accessibility, and stigma. This research addresses depression in young people by proposing a novel solution based on gamification concepts. Our method is based on creating a game module integrated with a ML model that is especially designed for young people with depression. It provides a fun and active way to reduce symptoms and postpone thoughts of suicide. The module includes a number of levels and activities that are meant to be enjoyable while also supporting mental and emotional health. Crucially, the game has an adaptable system that is connected to players’ depression levels, modifying job complexity in response to continuous evaluation to guarantee maximum effectiveness and engagement. The key component of our invention is the incorporation of a depression assessment question into the game interface, which allows users’ psychological states to be assessed in real time. The game's algorithm is informed by this data, which constantly adjusts the difficulty and intensity of the challenges to suit each player's demands. Our goal is to improve users’ feeling of agency and accomplishment by personalizing their gaming experience, which will have a beneficial effect on their mental health. Our work emphasizes the value of customized approaches in tackling the complex problems associated with depression and adds to the expanding corpus of research that examines the possibility of gamification in mental health therapies.

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Published
2025-02-21
DOI
https://doi.org/10.1109/icidea64800.2025.10962961
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Varied Academic Research Topics
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article
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article

Using Gamification to Reduce Youth Depression: A Step-by-Step Method

Deepak Jain, Subhra Debdas, Saptak Das, SK Bhaumik et al.
Varied Academic Research Topics
article

Using Gamification to Reduce Youth Depression: A Step-by-Step Method

Deepak Jain, Subhra Debdas, Saptak Das, SK Bhaumik, Soumyadeb Bakshi, Bijay Kishor Shishir Sekhar Pattanaik
article en

Abstract

Youth depression is a major global health concern due to its alarmingly high occurrence and harmful impact on mental health. Traditional therapy methods frequently struggle with involvement, accessibility, and stigma. This research addresses depression in young people by proposing a novel solution based on gamification concepts. Our method is based on creating a game module integrated with a ML model that is especially designed for young people with depression. It provides a fun and active way to reduce symptoms and postpone thoughts of suicide. The module includes a number of levels and activities that are meant to be enjoyable while also supporting mental and emotional health. Crucially, the game has an adaptable system that is connected to players’ depression levels, modifying job complexity in response to continuous evaluation to guarantee maximum effectiveness and engagement. The key component of our invention is the incorporation of a depression assessment question into the game interface, which allows users’ psychological states to be assessed in real time. The game's algorithm is informed by this data, which constantly adjusts the difficulty and intensity of the challenges to suit each player's demands. Our goal is to improve users’ feeling of agency and accomplishment by personalizing their gaming experience, which will have a beneficial effect on their mental health. Our work emphasizes the value of customized approaches in tackling the complex problems associated with depression and adds to the expanding corpus of research that examines the possibility of gamification in mental health therapies.

Shri Mata Vaishno Devi University (IN), KIIT University (IN)
Openalex Percentile: Top 87%
Varied Academic Research Topics
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Using Gamification to Reduce Youth Depression: A Step-by-Step Method — Deepak Jain, Subhra Debdas, et al. · (2025) | TGRS Research Map | TGRS