Pre-Design user-centred investigation of a serious game for mental health literacy: a study of Malaysian youth

Abdul Aziz, Nurul Ulfa and Ibrahim, Roslina and Abdullah, Firdaus (2025) Pre-Design user-centred investigation of a serious game for mental health literacy: a study of Malaysian youth. Mathematical Sciences and Informatics Journal (MIJ), 6 (2). pp. 152-165. ISSN 2735-0703

Official URL: https://mijuitm.com.my/

Identification Number (DOI): 10.24191/mij.v6i2.9042

Abstract

Mental health (MH) conditions are projected to become the leading cause of global disease burden by 2030, which indicates a need to improve mental health literacy (MHL), especially among youth. Digital gaming is rapidly gaining popularity in Malaysia, with serious games (SGs) increasingly recognition as promising tools for education, engagement, and behavioural change. However, low engagement and poor retention in digital MH interventions persist, often due to insufficient user-centred design and a limited understanding of user preferences. Therefore, this study presents a preliminary, user-centred investigation of Malaysian youths' attitudes, needs, and motivations regarding SGs for MHL. A cross-sectional survey was conducted with 419 respondents aged 18–25. The data were analysed using SPSS, employing ANOVA, t-test, and correlation analyses. Research findings were interpreted through the Mechanics–Dynamics–Aesthetics framework to inform game design. Results show high baseline MHL (M = 4.19/5) and generally positive attitudes toward SG-based learning (M = 3.81–4.08). Significant correlations were found between openness to SGs and key MHL components namely self-help strategies (r = 0.421), help-seeking behaviour (r = 0.381), and MH knowledge (r = 0.395). These findings suggest that well-designed games hold promise for supporting proactive MH engagement. A weaker correlation regarding erroneous beliefs (r = 0.253) points to a need for more targeted anti-stigma content. Nearly 25% of respondents preferred puzzle-based games, primarily motivated by the need for emotional relief and creative expression.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Abdul Aziz, Nurul Ulfa
UNSPECIFIED
Ibrahim, Roslina
UNSPECIFIED
Abdullah, Firdaus
UNSPECIFIED
Subjects: L Education > LG Individual institutions > Asia > Malaysia > Universiti Teknologi MARA > Perak
Q Science > QA Mathematics
Divisions: Universiti Teknologi MARA, Perak > Tapah Campus > Faculty of Computer and Mathematical Sciences
Journal or Publication Title: Mathematical Sciences and Informatics Journal (MIJ)
UiTM Journal Collections: UiTM Journals > Mathematical Science and Information Journal (MIJ)
ISSN: 2735-0703
Volume: 6
Number: 2
Page Range: pp. 152-165
Keywords: Serious games, Mental health literacy, User-centred design, Youth, Game-based learning, Digital mental health
Date: October 2025
URI: https://ir.uitm.edu.my/id/eprint/128941
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