PERANCANGAN GAME VISUAL NOVEL “SONDER” UNTUK MENINGKATKAN KESADARAN REMAJA TERHADAP KESEHATAN MENTAL SESAMA

Authors

  • Felicia Joscelind Verrel Universitas Ma Chung
  • Sultan Arif Rahmadianto Universitas Ma Chung
  • Ayyub Anshari Sukmaraga Universitas Ma Chung

DOI:

https://doi.org/10.33479/sb.v6i1.369

Keywords:

Visual novel, mental health, psychology

Abstract

Mental health issues are one of the topics that are often discussed, debated, and even become a trend in recent years, but are still considered trivial and difficult to see, the results of a survey for data collection aimed at young people between the ages of 15 to 25 also show that sufferers of mental health problems are quite common and many of them are not or little aware that people around them also have a high possibility of suffering from mental health problems. This design does not aim to cure mental health problems completely, but rather to cultivate the seeds of empathy and emotional intelligence for young people to increase awareness of mental health, starting from themselves. Game version 1.0 has been tested on seven testers and received positive responses from the psychological side and the design side. This design uses qualitative research methods with survey data collection techniques, observations, interviews, and literature studies accompanied by design thinking methods. This design is also supported by supporting media in the form of merchandise such as acrylic stands, lanyards, fans, hats, tumblrs, tote bags, button pins, sketchbooks, cellphone cases, mouse pads, stickers, shoes, key chains, t-shirts, hats, and mugs. For future researchers who plan to develop video games or similar designs, it is hoped that they will improve the accuracy of the representation of mental disorders, develop research methods, and explore other video game platforms.

 

Downloads

Download data is not yet available.

References

Aisyaroh, N., Hudaya, I., & Supradewi, R. (2022). Trend Penelitian Kesehatan Mental Remaja di Indonesia dan Faktor yang Mempengaruhi: Literature Review. Scientific Proceedings of Islamic and Complementary Medicine, 1(1), 41-51.

Aji, I. S., dan Laksono, B. (2014). Pengaruh Bermain Video Game Tipe First Person Shooter Terhadap Waktu Reaksi yang Diukur dengan Ruler Drop Test. Doctoral dissertation, Faculty of Medicine Diponegoro University.

Akram, W. 2024. ‘10 Shapes of Windows and Their Importance’. Euphoria Interiors. <https://www.euphoriainteriors.com/choosing-the-right-shapes-of-windows-for-your-home/ >

Ali, R. 2024 ‘Why Window Views Can Change Your Perspective’. Medium. <https://medium.com/%40raheemali9242/why-window-views-can-change-your-perspective-a05ed877fc31>

Anggraini, J. D., dan Aqila, S. A. (2022). The Existence of the Quarter Life Crisis Phenomenon and Its Effect on Student Self Confidence. Nosipakabelo: Jurnal Bimbingan dan Konseling Islam, 3(1), 38-44.

Ariyana, R. Y., Erma Susanti, Muhammad Rizqy Ath-Thaariq, & Riki Apriadi. (2022). Penerapan Metode Game Devlopment Life Cycle (GDLC) pada Pengembangan Game Motif Batik Khas Yogyakarta. INSOLOGI: Jurnal Sains Dan Teknologi, 1(6), 796–807.

Astuti, A. S., dan Patria, A. S. (2024). Perancangan Buku Jurnal Pengenalan Social Anxiety Disorder Bagi Remaja Pasca Pandemi Covid-19. Judikatif: Jurnal Desain Komunikasi Kreatif, 6(1), 1-9.

Bashova, K., dan Pachovski, V. (2013). Visual Novel. Unpublished. https://doi. org/10.13140/RG, 2(5007.6405).

Bedi, J. (2019). Ralph Baer: An Interactive Life. Human Behavior and Emerging Technologies, 1(1), 18–25. https://doi.org/10.1002/hbe2.119

Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. Sage publications.

Fiadotau, M. (2015). Reflecting on the History of the Game Engine in Japan. Proceedings of DiGRA 2015: Diversity of Play: Games–Cultures–Identities.

Goldstone, W. (2009). Unity Game Development Essentials. Packt Publishing Ltd.

Harahap, N. (2020). Buku Metodologi Penelitian Kualitatif. Sumatra Utara UIN Sumatra Utara

Downloads

Published

2025-09-30