"A Girl with a Diary" Development and Effectiveness of a Visual Novel Simulation Game for Anxiety Disorder Education Among Young Adults: A Comparative Study.

Conference proceedings article


ผู้เขียน/บรรณาธิการ


กลุ่มสาขาการวิจัยเชิงกลยุทธ์


รายละเอียดสำหรับงานพิมพ์

รายชื่อผู้แต่งSalita Eiamboonsert, Pornchanok Charaskraisorn, Pongpob Chuennanthachai, Wachirawit Pruk-Saarporn, Siwat Suksri, Naraphol Deechuay

ปีที่เผยแพร่ (ค.ศ.)2025

ภาษาEnglish-United States (EN-US)


บทคัดย่อ

Mental health awareness, particularly regarding anxiety disorders, has become increasingly critical among young adults, with over 400,000 Thais currently experiencing anxiety-related conditions. Traditional educational approaches, such as reading materials and pamphlets, often fail to engage this demographic effectively, leading to insufficient knowledge retention and limited practical application. This study presents the development and evaluation of "A Girl with a Diary," a Visual Novel simulation game designed to educate young adults about anxiety disorders and coping mechanisms through an interactive narrative experience. The game was developed using Unity Engine, featuring a storyline that follows a university student navigating anxiety-inducing situations while learning evidence-based coping strategies, including thought record techniques. A comparative experimental design was employed with 60 participants aged 20-25 years, randomly divided into two groups: game-based learning (n=30) and traditional text-based learning (n=30). Both groups completed pre- and post-tests measuring anxiety disorder knowledge, alongside satisfaction surveys. Expert validation was conducted by 3 psychology specialists and 3 game development professionals using structured assessment instruments. Results demonstrated that both educational methods significantly improved participants’ knowledge scores (p<0.05), with no statistically significant difference between groups. The game received high-quality ratings from experts (mean=4.5/5.0) and good satisfaction scores from participants (mean=4.0/5.0). Content accuracy and appropriateness were rated as excellent by psychology experts (mean=4.5/5.0), while game development experts rated overall game quality as good to excellent across all dimensions. The findings suggest that Visual Novel games represent an effective alternative to traditional educational materials for anxiety disorder education, offering comparable learning outcomes with enhanced engagement. This innovative approach demonstrates potential for broader application in mental health education, providing an accessible and interactive platform for sensitive topics that young adults might otherwise avoid.


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อัพเดทล่าสุด 2026-20-02 ถึง 12:00