Strategies to Mitigate Mental Health Problems in Adolescents through Self-Care Gamification Platform

Published: Oct 8, 2025

Abstract:

Purpose: This study aims to explore how technology can help address mental health challenges faced by adolescents in educational environments. It focuses on how digital tools assist educators in identifying, managing, and supporting students’ mental well-being.

Methodology: A qualitative research design was employed using purposive sampling to select participants. Data were collected through semi-structured interviews and analyzed using an interpretative approach to understand participants’ perceptions and experiences related to the use of technology in supporting mental health.

Results: The findings show that technology aids educators in recognizing and responding to students’ mental health concerns, enhances awareness, and increases engagement in mental health initiatives. Digital platforms, such as online counseling, mental health applications, and virtual discussion spaces, help reduce stigma and promote open communication among students.

Conclusions: Technology has significant potential to support mental health efforts in schools by empowering educators and fostering active student participation in mental health programs. It serves as an effective medium for early detection, awareness building, and emotional support.

Limitations: The study’s limitations include a small number of participants and a focus on a single educational setting, which may limit the generalizability of the findings.

Contribution: This research provides practical insights for educators, policymakers, and mental health professionals on how to integrate technology-based approaches into school mental health strategies to create supportive and inclusive learning environments.

Keywords:
1. Adolescent
2. Education
3. Gamification
4. Mental Health
5. Technology
6. Qualitative Research
Authors:
1 . Xavier Kharis
2 . J. Johny Natu Prihanto
3 . Amanda Setiorini
How to Cite
Kharis, X., Prihanto, J. J. N. ., & Setiorini, A. . (2025). Strategies to Mitigate Mental Health Problems in Adolescents through Self-Care Gamification Platform. Studi Ilmu Manajemen Dan Organisasi, 6(3), 787–802. https://doi.org/10.35912/simo.v6i3.4398

Downloads

Download data is not yet available.
Issue & Section
References

    Ahmed, A., Ali, N., Giannicchi, A., Abd-alrazaq, A. A., Ahmed, M. A. S., Aziz, S., & Househ, M. (2021). Mobile applications for mental health self-care: A scoping review. Computer Methods and Programs in Biomedicine Update, 1. https://doi.org/10.1016/j.cmpbup.2021.100041

    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. https://doi.org/10.55116/spicm.v1i1.6

    Aldalur, I., & Perez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9(1). https://doi.org/10.1016/j.heliyon.2023.e13135

    Alsadoon, H. (2023). The Impact of Gamification on Student Motivation and Engagement: An Empirical Study. Dirasat Educational Sciences, 50(2), 386–396. https://doi.org/10.35516/edu.v50i2.255

    Alqithami, S. (2021). A serious-gamification blueprint towards a normalized attention. Brain Informatics, 8(1). https://doi.org/10.1186/s40708-021-00127-3

    Alruwaili, M. M., Shaban, M., & Elsayed Ramadan, O. M. (2023). Digital Health Interventions for Promoting Healthy Aging: A Systematic Review of Adoption Patterns, Efficacy, and User Experience. In Sustainability (Switzerland) (Vol. 15, Issue 23). Multidisciplinary Digital Publishing Institute (MDPI). https://doi.org/10.3390/su152316503

    Andrea Fiorillo. (2024). Mental Health Research and Practice: From Evidence to Experience (Andrea Fiorillo, Peter Falkai, & Philip Gorwood, Eds.). Cambridge University Press.

    Belova, N., & Zowada, C. (2020). Innovating higher education via game-based learning on misconceptions. Education Sciences, 10(9), 1–10. https://doi.org/10.3390/educsci10090221

    Ellins, J., Hocking, L., Al-Haboubi, M., Newbould, J., Fenton, S. J., Daniel, K., Stockwell, S., Leach, B., Sidhu, M., Bousfield, J., McKenna, G., Saunders, C., O’Neill, S., & Mays, N. (2023). Implementing mental health support teams in schools and colleges: the perspectives of programme implementers and service providers. Journal of Mental Health. https://doi.org/10.1080/09638237.2023.2278101

    Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). Thousand Oaks, CA: Sage.

    Hodes, M., & Gau, S. S.-F. (2016). Positive mental health, fighting stigma and promoting resiliency for children and adolescents.

    Hoover, K. (2010). The Future of Identity. Lexington Books.

    I-NAMHS: Indonesia-National Adolescent Mental Health Survey. (2022).

    Jongsma Jr., A. E., L. Mark Peterson, William P. McInnis, & Timothy J. Bruce. (2024). The Adolescent Psychotherapy Treatment Planner Sixth Edition. John Wiley & Sons, Inc.

    Juliansen, A., Heriyanto, R. S., Muljono, M. P., Budiputri, C. L., Sagala, Y. D. S., & Octavius, G. S. (2024). Mental health issues and quality of life amongst school-based adolescents in Indonesia. Journal of Medicine, Surgery, and Public Health, 2, 100062. https://doi.org/10.1016/j.glmedi.2024.100062

    Kaligis, F., Ismail, R. I., Wiguna, T., Prasetyo, S., Indriatmi, W., Gunardi, H., Pandia, V., & Magdalena, C. C. (2021). Mental health problems and needs among transitional-age youth in Indonesia. International Journal of Environmental Research and Public Health, 18(8). https://doi.org/10.3390/ijerph18084046

    Kennes, A., Lataster, J., Janssens, M., Simons, M., Reijnders, J., Jacobs, N., & Peeters, S. (2023). Efficacy of a School-Based Mental Health Intervention Based on Mindfulness and Character Strengths Use Among Adolescents: a Pilot Study of Think Happy-Be Happy Intervention. Journal of Happiness Studies, 24(2), 677–697. https://doi.org/10.1007/s10902-022-00611-5

    Li, D., Yang, H., & Hu, Z. (2023). Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion. Information Technology and People. https://doi.org/10.1108/itp-05-2022-0347

    Moreno, M. A., & Radovic, A. (2018). Technology and Adolescent Mental Health. Springer.

    Morrison, J. (2024). Diagnosis Made Easier Principles and Techniques for Mental Health Clinicians. The Guilford Press.

    Pandia, V., Noviandhari, A., Amelia, I., Hidayat, G. H., Fadlyana, E., & Dhamayanti, M. (2021). Association of Mental Health Problems and Socio-Demographic Factors Among Adolescents in Indonesia. Global Pediatric Health, 8. https://doi.org/10.1177/2333794X211042223

    Pham, M. D., Sawyer, S. M., Agius, P. A., Kennedy, E. C., Ansariadi, A., Kagilis, F., Wiguna, T., Wulan, N. R., Devaera, Y., Medise, B. E., Riyanti, A., Wiweko, B., Cini, K. I., Tran, T., Fisher, J., Luchters, S., & Azzopardi, P. S. (2023). Foregone health care in adolescents from school and community settings in Indonesia: a cross-sectional study. The Lancet Regional Health - Southeast Asia, 13. https://doi.org/10.1016/j.lansea.2023.100187

    Purnomo, E. N., Imron, A., Wiyono, B. B., Sobri, A. Y., & Dami, Z. A. (2024). Transformation of Digital-Based School Culture: implications of change management on Virtual Learning Environment integration. Cogent Education, 11(1). https://doi.org/10.1080/2331186X.2024.2303562

    Riazi, N. A., Battista, K., Duncan, M. J., Wade, T. J., Pickett, W., Ferro, M. A., Leatherdale, S. T., & Patte, K. A. (2023). Stronger together: Coping behaviours and mental health changes of Canadian adolescents in early phases of the COVID-19 pandemic. BMC Public Health, 23(1). https://doi.org/10.1186/s12889-023-15249-y

    Russmann, U. (2022). Designing Qualitative Research Design. In The SAGE Handbook of Qualitative Research Design. https://doi.org/10.4135/9781529770278.n52

    Ruth, A., Wutich, A., & Bernard, H. R. (2023). The Handbook of Teaching Qualitative and Mixed Research Methods: A Step-by-Step Guide for Instructors. In The Handbook of Teaching Qualitative and Mixed Research Methods: a Step-by-Step Guide for Instructors. https://doi.org/10.4324/9781003213277

    Salcedo, Z. B. V., Tari, I. D. A. E. P. D., Ratsameemonthon, C., & Setiyani, R. Y. (2023). Artificial Intelligence and Mental Health Issues: A Narrative Review. Journal of Public Health Sciences, 2(02), 58–65. https://doi.org/10.56741/jphs.v2i02.282

    Sarwono, S. W. (2019). Psikologi Remaja. Rajawali Pers.

    Sclein, S. (2016). The Clinical Erik Erikson: A psychoanalytic method of engagement and activation. Routledge.

    Spanellis, A., & Harviainen, J. T. (2021). Transforming society and organizations through gamification: From the sustainable development goals to inclusive workplaces. In Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces. Springer International Publishing. https://doi.org/10.1007/978-3-030-68207-1

    Tangen, J., Runcorn, A. Q., & Hall, B. (2023). Developmental Trajectory of Teachers: A Theoretical Synthesis and Application to Counselor Education. COUNS-EDU: The International Journal of Counseling and Education, 8(1). https://doi.org/10.23916/0020230841210

    Timotheou, S., Miliou, O., Dimitriadis, Y., Sobrino, S. V., Giannoutsou, N., Cachia, R., Monés, A. M., & Ioannou, A. (2023b). Impacts of digital technologies on education and factors influencing schools’ digital capacity and transformation: A literature review. Education and Information Technologies, 28(6), 6695–6726. https://doi.org/10.1007/s10639-022-11431-8

    Toda, A., Cristea, A. I., & Isotani, S. (2023). Gamification Design for Educational Contexts. In Gamification Design for Educational Contexts. Springer International Publishing. https://doi.org/10.1007/978-3-031-31949-5

    Triantafyllou, S. A., & Georgiadis, C. K. (2022). Gamification Design Patterns for User Engagement. Informatics in Education, 21(4), 655–674. https://doi.org/10.15388/infedu.2022.27

    Vanessa Ratten. (2023). RESEARCH METHODOLOGIES FOR BUSINESS MANAGEMENT.

    Vogel, D. L. (2022). The Cambridge Handbook of Stigma and Mental Health. Cambridge University Press.

    Weng, J. H., Hu, Y., Heaukulani, C., Tan, C., Chang, J. K., Phang, Y. S., Rajendram, P., Tan, W. M., Loke, W. C., & Morris, R. J. T. (2024). Mental Wellness Self-Care in Singapore With mindline.sg: A Tutorial on the Development of a Digital Mental Health Platform for Behavior Change. Journal of Medical Internet Research, 26. https://doi.org/10.2196/44443

  1. Ahmed, A., Ali, N., Giannicchi, A., Abd-alrazaq, A. A., Ahmed, M. A. S., Aziz, S., & Househ, M. (2021). Mobile applications for mental health self-care: A scoping review. Computer Methods and Programs in Biomedicine Update, 1. https://doi.org/10.1016/j.cmpbup.2021.100041
  2. 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. https://doi.org/10.55116/spicm.v1i1.6
  3. Aldalur, I., & Perez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9(1). https://doi.org/10.1016/j.heliyon.2023.e13135
  4. Alsadoon, H. (2023). The Impact of Gamification on Student Motivation and Engagement: An Empirical Study. Dirasat Educational Sciences, 50(2), 386–396. https://doi.org/10.35516/edu.v50i2.255
  5. Alqithami, S. (2021). A serious-gamification blueprint towards a normalized attention. Brain Informatics, 8(1). https://doi.org/10.1186/s40708-021-00127-3
  6. Alruwaili, M. M., Shaban, M., & Elsayed Ramadan, O. M. (2023). Digital Health Interventions for Promoting Healthy Aging: A Systematic Review of Adoption Patterns, Efficacy, and User Experience. In Sustainability (Switzerland) (Vol. 15, Issue 23). Multidisciplinary Digital Publishing Institute (MDPI). https://doi.org/10.3390/su152316503
  7. Andrea Fiorillo. (2024). Mental Health Research and Practice: From Evidence to Experience (Andrea Fiorillo, Peter Falkai, & Philip Gorwood, Eds.). Cambridge University Press.
  8. Belova, N., & Zowada, C. (2020). Innovating higher education via game-based learning on misconceptions. Education Sciences, 10(9), 1–10. https://doi.org/10.3390/educsci10090221
  9. Ellins, J., Hocking, L., Al-Haboubi, M., Newbould, J., Fenton, S. J., Daniel, K., Stockwell, S., Leach, B., Sidhu, M., Bousfield, J., McKenna, G., Saunders, C., O’Neill, S., & Mays, N. (2023). Implementing mental health support teams in schools and colleges: the perspectives of programme implementers and service providers. Journal of Mental Health. https://doi.org/10.1080/09638237.2023.2278101
  10. Creswell, J. W. (2014). Research Design: Qualitative, Quantitative and Mixed Methods Approaches (4th ed.). Thousand Oaks, CA: Sage.
  11. Hodes, M., & Gau, S. S.-F. (2016). Positive mental health, fighting stigma and promoting resiliency for children and adolescents.
  12. Hoover, K. (2010). The Future of Identity. Lexington Books.
  13. I-NAMHS: Indonesia-National Adolescent Mental Health Survey. (2022).
  14. Jongsma Jr., A. E., L. Mark Peterson, William P. McInnis, & Timothy J. Bruce. (2024). The Adolescent Psychotherapy Treatment Planner Sixth Edition. John Wiley & Sons, Inc.
  15. Juliansen, A., Heriyanto, R. S., Muljono, M. P., Budiputri, C. L., Sagala, Y. D. S., & Octavius, G. S. (2024). Mental health issues and quality of life amongst school-based adolescents in Indonesia. Journal of Medicine, Surgery, and Public Health, 2, 100062. https://doi.org/10.1016/j.glmedi.2024.100062
  16. Kaligis, F., Ismail, R. I., Wiguna, T., Prasetyo, S., Indriatmi, W., Gunardi, H., Pandia, V., & Magdalena, C. C. (2021). Mental health problems and needs among transitional-age youth in Indonesia. International Journal of Environmental Research and Public Health, 18(8). https://doi.org/10.3390/ijerph18084046
  17. Kennes, A., Lataster, J., Janssens, M., Simons, M., Reijnders, J., Jacobs, N., & Peeters, S. (2023). Efficacy of a School-Based Mental Health Intervention Based on Mindfulness and Character Strengths Use Among Adolescents: a Pilot Study of Think Happy-Be Happy Intervention. Journal of Happiness Studies, 24(2), 677–697. https://doi.org/10.1007/s10902-022-00611-5
  18. Li, D., Yang, H., & Hu, Z. (2023). Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion. Information Technology and People. https://doi.org/10.1108/itp-05-2022-0347
  19. Moreno, M. A., & Radovic, A. (2018). Technology and Adolescent Mental Health. Springer.
  20. Morrison, J. (2024). Diagnosis Made Easier Principles and Techniques for Mental Health Clinicians. The Guilford Press.
  21. Pandia, V., Noviandhari, A., Amelia, I., Hidayat, G. H., Fadlyana, E., & Dhamayanti, M. (2021). Association of Mental Health Problems and Socio-Demographic Factors Among Adolescents in Indonesia. Global Pediatric Health, 8. https://doi.org/10.1177/2333794X211042223
  22. Pham, M. D., Sawyer, S. M., Agius, P. A., Kennedy, E. C., Ansariadi, A., Kagilis, F., Wiguna, T., Wulan, N. R., Devaera, Y., Medise, B. E., Riyanti, A., Wiweko, B., Cini, K. I., Tran, T., Fisher, J., Luchters, S., & Azzopardi, P. S. (2023). Foregone health care in adolescents from school and community settings in Indonesia: a cross-sectional study. The Lancet Regional Health - Southeast Asia, 13. https://doi.org/10.1016/j.lansea.2023.100187
  23. Purnomo, E. N., Imron, A., Wiyono, B. B., Sobri, A. Y., & Dami, Z. A. (2024). Transformation of Digital-Based School Culture: implications of change management on Virtual Learning Environment integration. Cogent Education, 11(1). https://doi.org/10.1080/2331186X.2024.2303562
  24. Riazi, N. A., Battista, K., Duncan, M. J., Wade, T. J., Pickett, W., Ferro, M. A., Leatherdale, S. T., & Patte, K. A. (2023). Stronger together: Coping behaviours and mental health changes of Canadian adolescents in early phases of the COVID-19 pandemic. BMC Public Health, 23(1). https://doi.org/10.1186/s12889-023-15249-y
  25. Russmann, U. (2022). Designing Qualitative Research Design. In The SAGE Handbook of Qualitative Research Design. https://doi.org/10.4135/9781529770278.n52
  26. Ruth, A., Wutich, A., & Bernard, H. R. (2023). The Handbook of Teaching Qualitative and Mixed Research Methods: A Step-by-Step Guide for Instructors. In The Handbook of Teaching Qualitative and Mixed Research Methods: a Step-by-Step Guide for Instructors. https://doi.org/10.4324/9781003213277
  27. Salcedo, Z. B. V., Tari, I. D. A. E. P. D., Ratsameemonthon, C., & Setiyani, R. Y. (2023). Artificial Intelligence and Mental Health Issues: A Narrative Review. Journal of Public Health Sciences, 2(02), 58–65. https://doi.org/10.56741/jphs.v2i02.282
  28. Sarwono, S. W. (2019). Psikologi Remaja. Rajawali Pers.
  29. Sclein, S. (2016). The Clinical Erik Erikson: A psychoanalytic method of engagement and activation. Routledge.
  30. Spanellis, A., & Harviainen, J. T. (2021). Transforming society and organizations through gamification: From the sustainable development goals to inclusive workplaces. In Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces. Springer International Publishing. https://doi.org/10.1007/978-3-030-68207-1
  31. Tangen, J., Runcorn, A. Q., & Hall, B. (2023). Developmental Trajectory of Teachers: A Theoretical Synthesis and Application to Counselor Education. COUNS-EDU: The International Journal of Counseling and Education, 8(1). https://doi.org/10.23916/0020230841210
  32. Timotheou, S., Miliou, O., Dimitriadis, Y., Sobrino, S. V., Giannoutsou, N., Cachia, R., Monés, A. M., & Ioannou, A. (2023b). Impacts of digital technologies on education and factors influencing schools’ digital capacity and transformation: A literature review. Education and Information Technologies, 28(6), 6695–6726. https://doi.org/10.1007/s10639-022-11431-8
  33. Toda, A., Cristea, A. I., & Isotani, S. (2023). Gamification Design for Educational Contexts. In Gamification Design for Educational Contexts. Springer International Publishing. https://doi.org/10.1007/978-3-031-31949-5
  34. Triantafyllou, S. A., & Georgiadis, C. K. (2022). Gamification Design Patterns for User Engagement. Informatics in Education, 21(4), 655–674. https://doi.org/10.15388/infedu.2022.27
  35. Vanessa Ratten. (2023). RESEARCH METHODOLOGIES FOR BUSINESS MANAGEMENT.
  36. Vogel, D. L. (2022). The Cambridge Handbook of Stigma and Mental Health. Cambridge University Press.
  37. Weng, J. H., Hu, Y., Heaukulani, C., Tan, C., Chang, J. K., Phang, Y. S., Rajendram, P., Tan, W. M., Loke, W. C., & Morris, R. J. T. (2024). Mental Wellness Self-Care in Singapore With mindline.sg: A Tutorial on the Development of a Digital Mental Health Platform for Behavior Change. Journal of Medical Internet Research, 26. https://doi.org/10.2196/44443