APLIKASI PERMAINAN ‘FIX YOU’ SEBAGAI PENGENALAN MENTAL HEALTH TERHADAP ANAK PANTI ASUHAN

Authors

  • Septian Enggar Sukmana Politeknik Negeri Malang
  • Cahya Rahmad Politeknik Negeri Malang
  • Annisa Puspa Kirana Politeknik Negeri Malang
  • Moch. Zawaruddin Abdullah Politeknik Negeri Malang
  • Bagas Satya Dian Nugraha Politeknik Negeri Malang
  • Subhan Indra Prayoga Politeknik Negeri Malang

DOI:

https://doi.org/10.33795/abdimas.v12i1.5012

Keywords:

Game Visual Novel, Metode Fuzzy, Mental Health

Abstract

Lack of education and knowledge about mental illness in Indonesia leads to wrong handling of its sufferers. To raise public awareness epescially for orphan, there is a need for an educational medium that is easily accessible and attractive. One solution is to use games, because this medium is more interesting and interactive. A visual novel game with a light storyline and interesting characters can provide education on how to deal with people with potential mental illness. This game uses fuzzy logic to generate different endings based on the player's dialogue choices. The results of the test on 53 respondents showed an average interpretation of 87.36% on the Likert scale, which indicates that this game is highly accepted by users.

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Published

2025-06-30