Kemadha
Vol. 16 No. 1 (2026): Navigasi Pedagogi Digital: Transformasi Desain Komunikasi Visual dan Narasi In

Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia

Laila (Universitas Sahid Surakarta, Program Studi Desain Komunikasi Visual)
Ahmad Khoirul Anwar (Universitas Sahid Surakarta)
Yudi Wibowo (Universitas Sahid Surakarta)



Article Info

Publish Date
14 Apr 2026

Abstract

ABSTRACTMental health is a crucial aspect of individual well-being, yet it is a pressing concernamong Indonesia's younger generation. Data from the 2022 I-NAMHS shows that34.9% of adolescents experience mental health issues, with 5.5% diagnosed with amental disorder. Studies also indicate that cases of mental disorders, particularlyanxiety and depression, peak in early adulthood (21-23 years). However, it is still only2.6% of adolescents who access services. Globally, the WHO identifies adolescents asbeing at high risk for mental disorders, with depression being the leading cause ofdisability and suicide the leading cause of death among those aged 15-29. In responseto this gap, this project developed "Inner Threads," an interactive visual novel game asa medium for mental health education. The game targets late adolescents and youngadults in Indonesia, highlighting issues of emotional management and burnout, as wellas the importance of professional support. This approach aligns with Generation Z'spreference for digital technology and gaming. This is supported by an interest survey,which showed 84.7% of respondents were interested. The development of "InnerThreads" used the Multimedia Development Life Cycle (MDLC) method. The finalresults showed that this game was effective in conveying an educational message andincreasing user awareness, empathy, and understanding of mental health issues. Thiseffectiveness was demonstrated by playtest results with respondents aged 18-24, wherethe majority felt a substantial emotional impact, found the story relevant, andappreciated the visuals and music that supported the immersive experience. This gamesuccessfully triggered self-reflection, fostered awareness of the importance of supportfrom those around them, and even motivated them to seek professional support.Keywords: Mental Health, Adolescents, Early Adults, Educational Games, VisualNovels, Inner Threads, Indonesia.

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Journal Info

Abbrev

kmd

Publisher

Subject

Arts Environmental Science Languange, Linguistic, Communication & Media

Description

Jurnal KEMADHA is a journal that becomes a forum for the publication of scientific articles of research results in the field of Art and Design. KEMADHA Journal is a journal that serves as a forum for the publication of scientific articles resulting from research in the field of Fine Arts and Design. ...