Design and Development of the CBT4Depression Prototype: A Digital Role-Playing Game Based on Cognitive Behavioural Therapy for Adolescents with Depression

Authors

  • Norhana Yusof Universiti Utara Malaysia, Kedah
  • Ruziana Mohamad Rasli Universiti Utara Malaysia, Kedah
  • Azizah Che Omar Universiti Utara Malaysia, Kedah

Keywords:

CBT4Depression, Digital Role-Playing Games, Cognitive Behavioral Therapy, Prototype Design, Adolescent Depression

Abstract

Depression among adolescents is a mental health issue that requires a supportive approach that is appropriate to their needs and developmental characteristics. The development of digital game technology opens up opportunities for the delivery of therapeutic content in a more interactive manner, especially through role-playing games (RPGs) based on Cognitive Behavioural Therapy (CBT). This study aims to design and develop a prototype of CBT4Depression as well as to describe the application of cognitive and behavioural CBT techniques into the elements and mechanics of the game. The study uses a descriptive design and development approach through three main phases, namely literature review and identification of design requirements, research of models and CBT techniques, as well as design and development of prototypes. CBT4Depression was developed using RPG Maker VX Ace as a two-dimensional (2D) digital role-playing game in Malay. The results of the study were prototypes that applied CBT techniques such as cognitive restructuring, problem-solving, Socratic questioning, guided discovery, behavioural experiments, staged assignments and relaxation exercises through narratives, interactive dialogues, action choices, situation simulations and structured tasks. The Malay version of Beck's Depression Inventory (BDI-Malay) was also included as a symptom measurement component in the prototype design. The main contribution of this study was the development of a prototype and mapping of CBT techniques to game mechanics as an approach to delivering psychoeducational content and psychological skills. However, this study was limited to the development of prototypes without empirical needs analysis and sufficient evidence to confirm clinical effectiveness. Future studies should involve mental health expert assessment, usability testing, playability, user engagement as well as appropriate clinical studies to assess the safety and effectiveness of CBT4Depression before being used as a therapeutic intervention.

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Published

2026-11-10

How to Cite

Yusof, N., Rasli, R. M., & Omar, A. C. (2026). Design and Development of the CBT4Depression Prototype: A Digital Role-Playing Game Based on Cognitive Behavioural Therapy for Adolescents with Depression. Prosiding Seminar Nasional Teknologi Komputer Dan Sains, 4(1), 30-41. Retrieved from https://seminars.id/prosiding/prosainteks/article/view/513