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Mobile Oriented Gamification of Mental Health

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dc.contributor.author Pallawela, Venura
dc.date.accessioned 2022-12-20T06:25:54Z
dc.date.available 2022-12-20T06:25:54Z
dc.date.issued 2022
dc.identifier.citation Pallawela, Venura (2022) Mobile Oriented Gamification of Mental Health. BEng. Dissertation, Informatics Institute of Technology en_US
dc.identifier.issn 2018239
dc.identifier.uri http://dlib.iit.ac.lk/xmlui/handle/123456789/1202
dc.description.abstract Mental Health Awareness is acknowledged all around the world which is given a dedicated month, the month of May. Even though in many instances complex systems have been developed to increase the population from understanding such conditions, there is many who are undergoing serious conditions without proper solutions and help. In order to reduce serious conditions of mental health and help the majority beforehand, gamification elements could be applied to change a person’s mental health problems. This project extensively covers different aspects and areas in which an Android mobile phone provides gamification aspects whilst having no additional expenses for dedicated interventions and channeling to the user. The proposed solution will be beneficial for any user using this as it has no restriction to being only mental health issue related individuals, but for the majority who might even not know they have such issues. en_US
dc.language.iso en en_US
dc.subject Gamification en_US
dc.subject Mental Health Awareness en_US
dc.subject Android en_US
dc.subject Data Analyzing en_US
dc.title Mobile Oriented Gamification of Mental Health en_US
dc.type Thesis en_US


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