Zakaria Muhammad Akmal Bin, Hui Koh Ong, Subramaniam Hema, Mat Rosly Maziah Binti, Gill Jesjeet Singh, En Lim Yee, Sheng Yong Zhi, Wong Joon Ip Julian, Shanmugam Hemavathi, Soon Ken Chow, Francis Benedict
Department of Psychological Medicine, Faculty of Medicine, Universiti Malaya, Kuala Lumpur 50603, Malaysia.
Department of Software Engineering, Faculty of Computer Science and Information Technology, Universiti Malaya, Kuala Lumpur 50603, Malaysia.
Medicina (Kaunas). 2025 Aug 1;61(8):1404. doi: 10.3390/medicina61081404.
: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. : Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants' depressive and anxiety symptomatology. : Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. : Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia.
抑郁症是全球导致残疾的主要原因,其治疗面临诸多挑战,包括治疗途径有限、存在污名化以及患者依从性差等问题。游戏化即将积分、等级和故事叙述等游戏元素应用于非游戏情境,为提高参与度和强化传统治疗提供了一种颇具前景的策略。我们的研究是首次旨在探索在马来西亚背景下实施游戏化的研究。其目的是探究将游戏化作为成年抑郁症患者辅助治疗方法的可行性。:与五位心理健康专业人员和十位被诊断为中度抑郁症的患者进行了焦点小组讨论。定性部分评估了对游戏化干预措施的看法,而定量测量则评估了参与者的抑郁和焦虑症状。:确定了三个关键主题:(1)对游戏化作为一种治疗选择的理解;(2)影响其被接受程度的因素;(3)切实可行的干预措施的特点。临床医生认为游戏化有潜力增强动力、支持心理教育并鼓励自主学习,但他们对可能出现的成瘾、污名化以及某些患者玩游戏的复杂性表示担忧。患者将游戏视为一种安慰、逃避现实和社交联系的来源。游戏化被接受的程度受到引人入胜的故事情节、直观的设计、难度平衡、治疗师指导以及明确的安全措施的影响。两组都一致认为,游戏化应与标准治疗相结合使用,要具有文化敏感性,并应作为一种有意义的治疗方法呈现,而不仅仅是娱乐。:在马来西亚,游戏化成为一种可接受且可行的辅助治疗抑郁症的方法。其成功取决于具有文化敏感性的设计、有力的临床监督以及与现有护理途径的无缝整合。未来的研究应调查长期效果,并为安全有效地实施这种方法制定指导方针。我们建议有针对性地投资开发适合当地文化的游戏化工具,包括培训、政策制定以及与关键利益相关者合作,以便在马来西亚切实将游戏化作为一种心理健康干预措施加以实施。