The Development of Simulation-Based Approach to Depression and Family Relationships in Indonesia

  • Li Cen Universitas Internasional Batam
  • Danel Smile Universitas Internasional Batam
  • Darren Darren Universitas Internasional Batam
  • Herman Universitas Internasional Batam
Keywords: Mental health simulation, Game development, Depression awareness, Family dynamics

Article Metrics

Abstract view : 65 times

Abstract

This research presents the development of Ruang Hampa, a web-based narrative simulation game designed to foster empathy and understanding of depression experiences within Indonesian family contexts. The game employs a choice-driven narrative approach in which players experience the daily challenges of a university student coping with depression while navigating complicated family relationships. The development methodology integrates the ADDIE model with User-Centered Design (UCD) principles, combining UI/UX design principles with narrative-driven gameplay mechanics utilizing mental energy and relationship management systems. The game architecture uses TypeScript for development and implements a state machine pattern for story progression through 15 interconnected narrative nodes with 45 branching choices. Key findings demonstrate that the simulation successfully translates abstract mental health concepts into tangible, interactive experiences offering three distinct endings based on player choices. The mental energy mechanic serves as a quantifiable representation of psychological well-being, while relationship values track family communication dynamics. This study contributes to the growing field of serious games for mental health by demonstrating how interactive narratives can address culturally specific challenges in Indonesian family structures. The minimalist pixel art aesthetic and retro design elements enhance the introspective atmosphere while maintaining accessibility across web platforms. Technical achievements include a 2,500-line TypeScript codebase with average load times of 2.3 seconds and successful deployment to production. Future implementations should incorporate user testing to validate the game's therapeutic effectiveness and cultural sensitivity, providing empirical evidence of its potential as an educational tool for mental health awareness in Indonesian communities.

References

Abd-Alrazaq, A., Al-Jafar, E., Alajlani, M., Toro, C., Alhuwail, D., Ahmed, A., Reagu, S. M., Al-Shorbaji, N., & Househ, M. (2022). The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis. JMIR Serious Games, 10(1), e32331. https://doi.org/10.2196/32331

Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2020). Assessment in and of Serious Games: An Overview. Advances in Human-Computer Interaction, 2013, 1–11. https://doi.org/10.1155/2013/136864

Benjamin, L., Gillard, S., Jones Nielsen, J., Costa E. Silva, M., & Sin, J. (2025). Cultural Adaptations to the Assessment and Treatment of Trauma Experiences Among Racial and Ethnic Minority Groups: A Mixed-Methods Systematic Review and Meta-Analysis. Trauma, Violence, & Abuse. https://doi.org/10.1177/15248380251320982

Bernal, G., & Sáez-Santiago, E. (2024). Culturally Centered Psychosocial Interventions. Focus, 22(4), 508–514. https://doi.org/10.1176/appi.focus.24022022

Dewhirst, A., Laugharne, R., & Shankar, R. (2022). Therapeutic use of serious games in mental health: scoping review. BJPsych Open, 8(2), e37. https://doi.org/10.1192/bjo.2022.4

Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C., Lucassen, M., Lau, H. M., Pollmuller, B., & Hetrick, S. (2017). Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry, 7. https://doi.org/10.3389/fpsyt.2016.00215

Gómez-Cambronero, Á., Mann, A.-L., Mira, A., Doherty, G., & Casteleyn, S. (2024). Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications, 83(36), 84047–84094. https://doi.org/10.1007/s11042-024-18971-w

Katsarou, M., & Pitoura, E. (2022). Semantics and validation of shapes schemas for RDF. IEEE Transactions on Knowledge and Data Engineer, 34(10), 4555–4569.

Listiyandini, R. A., Andriani, A., Kusristanti, C., Moulds, M., Mahoney, A., & Newby, J. M. (2023). Culturally Adapting an Internet-Delivered Mindfulness Intervention for Indonesian University Students Experiencing Psychological Distress: Mixed Methods Study. JMIR Formative Research, 7, e47126. https://doi.org/10.2196/47126

Maulik, P. K., Devarapalli, S., Kallakuri, S., Tewari, A., Chilappagari, S., Koschorke, M., & Thornicroft, G. (2024). Interdisciplinary perspectives on “what matters most” in the cultural shaping of health-related stigma in Indonesia. BMJ Global Health, 9(9).

May, J. T., & Harris, M. L. (2023). Health Experiences of Sexual and Gender Minority People Living With Dementia and Their Care Partners: Protocol for a Scoping Review. JMIR Research Protocols, 12, e44918. https://doi.org/10.2196/44918

Ramos-Vera, C., Basauri-Delgado, M., Krikorian, A., Calizaya-Milla, Y., & Saintila, J. (2025). Predictors of Self-Care Self-Efficacy in Adults Familiar with Palliative Care: The Role of Patient-Centered Communication, Health, and Well-Being. Patient Preference and Adherence, Volume 19, 3025–3035. https://doi.org/10.2147/PPA.S529645

Santamaria, J. J., Soto, A., Fernandez-Aranda, F., Krug, I., Forcano, L., Gunnard, K., Kalapanidas, E., Lam, T., Raguin, T., Davarakis, C., Menchon, J. M., & Jimenez-Murcia, S. (2023). Serious Games As Additional Psychological Support: A Review Of The Literature. Journal of CyberTherapy & Rehabilitation, 4, 469–476. https://www.researchgate.net/profile/Santamaria-Juan-Jose-2/publication/281371483_Serious_games_as_additional_psychological_support_A_review_of_the_literature/links/55e41a9a08aede0b5733dcb0/Serious-games-as-additional-psychological-support-A-review-of-the-literature.pdf

Santosa, A., Sopamena, Y., Visser, M., Dadun, D., Damayanti, R., Yang, L., Zweekhorst, M., & Peters, R. (2024). Interdisciplinary perspectives on ‘what matters most’ in the cultural shaping of health-related stigma in Indonesia. BMJ Global Health, 9(9), e012394. https://doi.org/10.1136/bmjgh-2023-012394

Sit, H. F., Ling, R., Lam, A. I. F., Chen, W., Latkin, C. A., & Hall, B. J. (2023). The Cultural Adaptation of Step-by-Step: An Intervention to Address Depression Among Chinese Young Adults. Frontiers in Psychiatry, 11. https://doi.org/10.3389/fpsyt.2020.00650

Sugianti, & Rayanto, Y. H. (2020). Penelitian pengembangan model ADDIE dan R2D2: Teori dan praktek. Lembaga Academic Dan Research Institute .

Vié, C., Govindin-Ramassamy, K., Thellier, D., Labrosse, D., & Montagni, I. (2024). Effectiveness of digital games promoting young people’s mental health: A review of reviews. DIGITAL HEALTH, 10. https://doi.org/10.1177/20552076231220814

Wibowo, T. (2020). Studi Inisial Potensi Video Game Sebagai Media Belajar Untuk Moral. Journal of Animation and Games Studies, 6(2), 129–140. https://doi.org/10.24821/jags.v6i2.3979

Wibowo, T., Cahyani, S. D., Hendardi, I., & Rasyidhy, F. A. (2024). GAMED dan GDLC : PEMBUATAN VIDEO GAME UNTUK EDUKASI MORAL. IJIS - Indonesian Journal On Information System, 9(1), 1. https://doi.org/10.36549/ijis.v9i1.299

World Health Organization. (2021). World Mental Health Report: Transforming mental health for all.

Wu, Y., Long, T., Huang, J., Zhang, Y., Zhang, Q., Zhang, J., & Li, M. (2024). Serious games for mental health promotion in adolescents with chronic diseases: a scoping review. Mental Health Review Journal, 29(2), 185–199. https://doi.org/10.1108/MHRJ-07-2023-0038

Published
2026-02-24
How to Cite
Li Cen, Danel Smile, Darren, D., & Herman. (2026). The Development of Simulation-Based Approach to Depression and Family Relationships in Indonesia. Jurnal Multimedia Dan Teknologi Informasi (Jatilima), 7(5), 1090-1099. https://doi.org/10.54209/jatilima.v7i5.1993