ZAMAN, SYAMSUL (2024) IMPLEMENTASI GAMIFIKASI TERAPI PERILAKU KOGNITIF UNTUK MAHASISWA PENGIDAP GEJALA DEPRESI DENGAN KONSEP FINITE STATE MACHINES. Other thesis, Nusa Putra University.
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Abstract
Cognitive Behavioral Therapy (CBT) is a proven form of psychotherapy for various mental health issues, including depression, anxiety disorders, substance abuse problems, family issues, eating disorders, and severe mental illnesses. CBT combines two main approaches: cognitive (focused on thoughts and interpretations) and behavioral (related to actions and responses). In CBT, individuals learn to identify distorted or negative thoughts and replace them with more balanced and adaptive alternatives. Additionally, the study is designed and implemented an interactive gamified CBT game using Finite State Machines (FSM). FSMs were used to track user progress, generate customized challenges, and provide feedback. The game successfully integrated CBT modules, including automatic thought identification, cognitive evaluation, and cognitive restructuring. Gamification elements like points, badges, and leaderboards enhanced user engagement. The evaluation results indicated that the game effectively improved users’ CBT knowledge and skills while reducing depressive symptoms. This innovative and engaging game has the potential to serve as an early intervention tool for depression.
Keywords : Gamification, Cognitive Behavioural Therapy, Finite State Machine, Distorted Thinking
| Item Type: | Thesis (Other) |
|---|---|
| Subjects: | Computer > Informatic Engineering |
| Divisions: | Faculty of Engineering, Computer and Design > Informatic Engineering |
| Depositing User: | Unnamed user with email liu@nusaputra.ac.id |
| Date Deposited: | 04 Jul 2025 07:51 |
| Last Modified: | 04 Jul 2025 07:51 |
| URI: | http://repository.nusaputra.ac.id/id/eprint/1478 |
