Designing A Mental Health Board Game to Promote Emotional Well-Being Among Adolescents: A Participatory Approach

Authors

  • Zamna Idyan National Taiwan University College of Medicine, School of Nursing, Taipei, Taiwan, Taiwan, Province of China
  • Verra Anggrainy Poltekkes Kemenkes Palembang, Indonesia, Indonesia
  • Wittia Arinda Poltekkes Kemenkes Palembang, Indonesia, Indonesia
  • M. Valent Diansyah Poltekkes Kemenkes Palembang, Indonesia, Indonesia

Keywords:

Adolescent Mental Health, Educational Board Game, Emotional Regulation, Game-based Learning, Psychosocial Intervention

Abstract

Adolescent mental health is a growing concern globally, with increasing cases of anxiety, depression, and emotional distress. Innovative interventions are needed to help young individuals develop better-coping strategies. This study aimed to design, develop, and evaluate a board game as an educational and therapeutic tool to enhance adolescents' mental health awareness and emotional regulation. The development process followed four stages: needs assessment, game design, prototype testing, and evaluation. Fifty adolescents aged 14–18 participated in the trial phase. Data were collected through surveys, interviews, and observations before and after gameplay. Evaluation indicators included reduction of stress and anxiety, emotional management skills, knowledge gain, and quality of social interaction. The game showed positive impacts on mental health literacy and emotional resilience. Participants reported increased awareness of emotional regulation (70%), reduced anxiety and stress levels (65%), enhanced communication comfort regarding mental health issues (65%), and improved peer social bonding (55%). The educational features and interactive elements were highly rated by the adolescents (average score: 4.6/5). The board game was an engaging and effective tool for promoting mental health education among adolescents. Its participatory and relatable approach allowed young players to explore emotional topics in a safe, playful, and collaborative environment. Further development and broader distribution are recommended to increase its accessibility and long-term impact.

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Published

2026-07-13

How to Cite

Idyan, Z., Anggrainy, V., Arinda, W., & Diansyah, M. V. (2026). Designing A Mental Health Board Game to Promote Emotional Well-Being Among Adolescents: A Participatory Approach. International Journal Scientific and Professional, 4(1), 328–333. Retrieved from https://rumahprof.id/CHIPROF/article/view/45

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