Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Design
- Registered medical practitioners in mental health.
- Experience with gaming and the concept of gamification. To identify this group of patients, a preliminary interview was conducted to assess their suitability.
2.2. Inclusion Criteria
- A registered patient in the Psychological Medicine clinic, University Malaya Medical Centre (UMMC).
- Aged 18–55 years old.
- Able to read and understand English.
- Had a clinical diagnosis of Major Depressive Disorder based on the Diagnostic and Statistical Manual for Mental Disorders (DSM-5).
- Patient Health Questionnaire-9 (PHQ-9) score: 4–15.
- Patients have been on pharmacological standard-of-care treatment for their depression during the duration of intervention.
- The pharmacological standard of care treatment has been present for more than 8 weeks and unchanged for at least 4 weeks at the point of recruitment.
2.3. Exclusion Criteria
- Another mental illness diagnosis besides Major Depressive Disorder.
- Presence of suicidality.
- Refusal to join the study.
- i
- Clinician group
- -
- Awareness of the gamification as a treatment option for depression: benefits, side effects, concerns.
- -
- Acceptance and adherence to gamification as a treatment for depression.
- -
- The practicality of gamification as a treatment: funds or resources available, applicable platforms, devices that will be used, game development, tools in the gamification that help treatment, number of users/players.
- -
- Feasibility of gamification as a treatment: which client group, platform, prescribed frequency, elements in therapy needed, timing to engage in the treatment, and side effects.
- -
- Inclusion of gamification as the standard of care in local practice.
- ii
- Patient group
- -
- Elements in the game that they like: themes, reason for playing, time spent, device used.
- -
- Practicality of the treatment: game preference, which will make users adhere to the treatment, preferred device and platforms, and side effects of gamification as a treatment.
- -
- Feasibility of gamification as a treatment: factors that make gamification accepted by users, timing, and place to engage in gamification as a treatment.
2.4. PHQ-9
2.5. GAD-7
3. Results
3.1. Participants’ Demographic Data
3.2. Understanding of Gamification as a Treatment Option
3.3. Conditions That Influenced Acceptance
3.4. Characteristics of a Practical and Feasible Intervention
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Socio-Demographic | Professional (n = 5) | Patient (n = 10) | Total | |||
---|---|---|---|---|---|---|
n (%) | Mean (SD) | n (%) | Mean (SD) | n (%) | Mean (SD) | |
Age | 35 (2.550) | 31 (7.379) | 32.33 (6.377) | |||
Gender | ||||||
Male | 2 (40) | 2 (20) | 4 (26.7) | |||
Female | 3 (60) | 8 (80) | 11 (73.3) | |||
Residential Area | ||||||
Urban | 5 (100) | 10 (100) | 15 (100) | |||
Living with | ||||||
Family | 4 (80) | 9 (90) | 13 (86.7) | |||
Alone | 1 (20) | 1 (1) | 2 (13.3) | |||
Marital Status | ||||||
Single | 3 (60) | 7 (70) | 10 (66.7) | |||
Married | 2 (40) | 3 (30) | 5 (33.3) | |||
Ethnicity | ||||||
Malay | 2 (40) | 5 (50) | 7 (46.7) | |||
Chinese | 2 (40) | 3 (30) | 5 (33.3) | |||
Indian | 1 (20) | 0 | 1 (6.7) | |||
Other | 0 | 2 (10) | 2 (13.3) | |||
Religion | ||||||
Islam | 2 (40) | 7 (70) | 9 (60) | |||
Buddhism | 1 (20) | 2 (20) | 3 (20) | |||
Christian | 1 (20) | 1 (10) | 2 (13.3) | |||
Not Religious | 1 (20) | 0 | 1 (6.7) | |||
Income Group | ||||||
<RM 2500 | 0 | 4 (40) | 4 (26.7) | |||
RM 2500–RM 5000 | 0 | 4 (40) | 4 (26.7) | |||
RM 5000–RM 8000 | 3 (60) | 1 (10) | 4 (26.7) | |||
>RM 8000 | 2 (40) | 1 (10) | 3 (20) | |||
Possession of a phone | ||||||
Yes | 5 (100) | 10 (100) | 15 (100) | |||
Playing video games | ||||||
Yes | 5 (100) | 10 (100) | 15 (100) | |||
PHQ 9 score | 10.27 (7.314) | |||||
Category of PHQ 9 | ||||||
No Depression | 3 (60) | |||||
Mild Depression | 2 (40) | |||||
Moderate Depression | 0 | |||||
Moderately Severe Depression | 0 | |||||
Severe Depression | 0 | |||||
GAD-7 score | 9.73 (5.535) | |||||
Category of GAD-7 | ||||||
Minimal Anxiety | 4 (80) | |||||
Mild Anxiety | 1 (20) | |||||
Moderate Anxiety | 0 | |||||
Severe Anxiety | 0 |
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© 2025 by the authors. Published by MDPI on behalf of the Lithuanian University of Health Sciences. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Zakaria, M.A.b.; Hui, K.O.; Subramaniam, H.; Mat Rosly, M.B.; Gill, J.S.; En, L.Y.; Sheng, Y.Z.; Wong Joon Ip, J.; Shanmugam, H.; Soon Ken, C.; et al. Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia. Medicina 2025, 61, 1404. https://doi.org/10.3390/medicina61081404
Zakaria MAb, Hui KO, Subramaniam H, Mat Rosly MB, Gill JS, En LY, Sheng YZ, Wong Joon Ip J, Shanmugam H, Soon Ken C, et al. Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia. Medicina. 2025; 61(8):1404. https://doi.org/10.3390/medicina61081404
Chicago/Turabian StyleZakaria, Muhammad Akmal bin, Koh Ong Hui, Hema Subramaniam, Maziah Binti Mat Rosly, Jesjeet Singh Gill, Lim Yee En, Yong Zhi Sheng, Julian Wong Joon Ip, Hemavathi Shanmugam, Chow Soon Ken, and et al. 2025. "Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia" Medicina 61, no. 8: 1404. https://doi.org/10.3390/medicina61081404
APA StyleZakaria, M. A. b., Hui, K. O., Subramaniam, H., Mat Rosly, M. B., Gill, J. S., En, L. Y., Sheng, Y. Z., Wong Joon Ip, J., Shanmugam, H., Soon Ken, C., & Francis, B. (2025). Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia. Medicina, 61(8), 1404. https://doi.org/10.3390/medicina61081404