Game-Based Learning Bipolar Journey: A Digital Exploration of Mood Swings

Authors

Mohd Nabil Zulhemay

Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)

Anwar Farhan Zolkeplay

Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)

Albin Lemuel Kushan

Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)

Nor Intan Shafini Nasaruddin

Fakulti Sains Komputer & Matematik Universiti Teknologi MARA Melaka, Malaysia (Malaysia)

Mohamad Hanis Yahaya

Akademi Pengajian Bahasa Pusat Asasi UiTM Cawangan Selangor (Malaysia)

Muhamad Izzat Rahim

Akademi Pengajian Bahasa Pusat Asasi UiTM Cawangan Selangor (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100500573

Subject Category: Education

Volume/Issue: 10/5 | Page No: 8541-8553

Publication Timeline

Submitted: 2026-05-20

Accepted: 2026-05-25

Published: 2026-06-08

Abstract

This paper discusses developing and evaluating a Game-Based Learning (GBL) application designed to educate people about bipolar disorder. The lack of engaging materials, specifically in the form of GBL application in learning about bipolar disorder (BD), is considered the point of departure for this study. This led to a lack of awareness and education, especially among people around bipolar disorder sufferers. Therefore, this application is intended to change the occurrence by giving people a chance to feel what’s in their (bipolar people's) shoes. The goal of this study is to design, develop, and evaluate user engagement on the GBL for the players. The Game Development Life Cycle (GDLC) is adopted as the development methodology. The engagement evaluation yielded a significant result of 86% overall. Integrating educational content with interactive elements can significantly enhance learning outcomes. This study suggests future improvements to optimize the game’s performance and balance educational depth with user engagement.

Keywords

Game-Based Learning, Bipolar Disorder, Game Development Life Cycle, Engagement Evaluation, Mental Health Education

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