The Development of a Board Game to Enhance Understanding of Depression: A Preliminary Study

Main Article Content

Nutthaporn Phiankan
Linnaree Boonon
Suramon Sermsirirat
Chanikarn Panlar
Panomporn Phoomchan
Uae-anut Tanomwong
Suchada Sakolkijrungroj

Abstract

Abstract


Depression is a major mental health issue that is commonly found in Thai society. A clear understanding of depression can help individuals cope more effectively when faced with such conditions. Board games are one of the effective tools that can promote learning.


Objectives: This study aimed to 1) develop a prototype board game to enhance understanding of depression, 2) evaluate the effectiveness of the developed board game, and 3) explore players' perspectives and experiences of playing the game.


Materials and methods: The participants were 22 undergraduate students, selected through purposive sampling. The research instruments included a board game to enhance understanding of depression, a semi-structured interview, and a knowledge test on depression. Quantitative data were analyzed using descriptive and inferential statistics, while qualitative data were analyzed through content analysis.


Results: The results indicated that the prototype board game version 1.0 was well-designed, with complete game components, engaging experiences, multimedia elements, and entertainment value. The content of the game covered causes, symptoms, and treatments of depression. Expert evaluation confirmed its effectiveness. The participants showed a statistically significant increase in knowledge about depression after playing the board game at the .05 level. Participants expressed that the game was a creative and useful learning tool, effectively enhancing their understanding of depression. Moreover, the game components were aesthetically and creatively designed. The gameplay was described as fun, engaging, and challenging, fostering enjoyment and awareness of the game’s educational value.


Conclusion: The developed board game can be effectively utilized to promote understanding of depression.


Keywords: Board Game, Depression, Undergraduate students

Article Details

How to Cite
Phiankan, N. ., Boonon, L. ., Sermsirirat, S. ., Panlar, C. ., Phoomchan, P. ., Tanomwong, U.- anut ., & Sakolkijrungroj, S. (2025). The Development of a Board Game to Enhance Understanding of Depression: A Preliminary Study. Thai Journal of Clinical Psychology (Online), 56(3), 47–60. retrieved from https://so03.tci-thaijo.org/index.php/tci-thaijclinicpsy/article/view/289521
Section
Original article

References

Barnett, J., Thorpe, S., & Young, T. (2018). Characterising and justifying sample size sufficiency in interview-based studies: Systematic analysis of qualitative health research over a 15-year period. BMC Medical Research Methodology, 18(148), 1-18. https://bmcmedresmethodol.biomedcentral.com/articles/10.1186/s12874-018-0594

Bangkokbiznews. (2023, January 18th). Check these 9 signs of depression: when does it become a depressive disorder?. Department of Mental Health. https://dmh.go.th/news-dmh/view.asp?id=31458 (in Thai).

Eiamwilai, W., & Sirawong, N. (2021). The development of board game based on critical thinking to enhanced digital citizenship of seventh grade students. Journal of Education Research Faculty of Education, Srinakharinwirot University, 16(1), 70-87. (in Thai).

Goldstein, E. B. (2019). Cognitive psychology: Connecting mind, research, and everyday experience (5th ed.). Cengage.

Kiattisaksopon, N. & Songsang, N. (2024). The development of an augmented reality educational board game for game-based learning on the topic of the scratch program for 4th-grade elementary school students. Journal of Science and Technology, Southeast Bangkok University, 4(2), 191-208. (in Thai).

Laamarti, F., Eid, M., & El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014, Article ID 358152. https://doi.org/ 10.1155/2014/358152

Mental Health Check In. (2024, May 17th). Mental health assessment data. https://checkin.dmh. go.th/dashboards (in Thai).

Nganlasom, P. (2021). Development on a board game to enhance learning development and attitude toward thai literature of seventh grade students. Journal of Political Science Mahamakut Buddhist University, 1(1), 24-40. (in Thai).

Noda, S., Shirotsuki, K. & Nakao, M. (2019). The effectiveness of intervention with board games: A systematic review. BioPsychoSocial Med, 13, 1-21. https://doi.org/10.1186/s13030-019-0164-1

Noksakul, P., & Srijongjai, A. (2024). Creating the “Going to the Movies” board game for enhancing English vocabulary learning among 4th grade students. Rajabhat Rambhai Barni Research Journal, 18(1), 16-26. https://so05.tci-thaijo.org/index.php/RRBR/article/view/272061/181807 (in Thai).

Phisut, O., Thoatho, S., & Na Ranong, S. (2023). The development of board games for learning based on conjugation of the verb -te- form to improve the japanese language achievement of Mathayom Suksa 5 students. Ubon Ratchathani Journal of Research and Evaluation, 12(1), 1-12. https://so06.tci-thaijo.org/index.php/ubonreseva/article/download/259947/177483/1027559 (in Thai).

Plechawska-Wójcik, M., & Rybka, J. (2015). A serious game raising awareness and experience of depression. In L. G. Chova, A. L. Martinez, &, I. C. Torres (Eds.), Proceedings of the 9th International Technology, Education and Development Conference (INTED) (pp. 1437-1444). https://library.iated.org/view/ PLECHAWSKAWOJCIK2015ASE.

Respati, T., Feriandi, Y., Frederico, R., Nugroho, E., Pardosi, J., & Withall, A. (2024). Efficacy of a mental health game-board intervention for adolescents in remote areas: Reducing stigma and encouraging peer engagement. Open Public Health Journal, 17, Article e18749445310785. https://doi.org/10.2174/ 0118749445310785240603045859

Ruangtrakul, S. (2014). Textbook of psychiatry (10th ed.). Ruenkaew Printing. (in Thai).

Schell, J. (2008). The art of game design: A book of lenses. Morgan Kaufmann.

Surapolchai, P. (2023). The survey of university student’s health behavior. Thai Health Promotion Foundation. https://dol.thaihealth.or.th/Media/ Index/87a526d4-e2b0-ed11-80fd-00155d1aab66?isSuccess=False (in Thai).

Thanomsub, V. (2025). Board game designer 000: becoming a board game designer for little creators. Amarin Corporations. (in Thai).

Wongwanich, S. (2023). Research on educational design (3rd ed.) Chulalongkorn University Press. (in Thai).