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Interactice Website for Students Mental Health Improvement: a Project Report

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Background literature

This paper is a review of the state of play of research linking video gaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert’s proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman’s PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being. This review of the state of play of research linking video gaming and flourishing, and the role of videogames and technology, considers the potential of videogames to enhance mental health and well-being.

Existing system

Usual school health curricular and other behavior-change interventions targeted at children have had limited effectiveness. New channels are needed to reach children that offer promise of promoting substantial health-related behavior changes. One such new channel is the video game, since many children spend numerous hours playing them. Using video games to promote behavior change could capitalize on the children’s pre-existing attention to and enjoyment of them. No review has appeared of health-related behavior-change video games. A common component of games is “story. For those not familiar with games and stories, a simple glossary of terms appears in. This paper emphasizes the use of theory and gaming to enhance mental health and the possibilities for behavior change in the design and creation of stories and video games. The focus is on behavior change, because creating knowledge structures, while laudable in educational venues, is not sufficient to induce behavior change.

Problem definition

The students of age group between 10-19 years have a lot of difficulty in dealing with problems. As this is a changing phase, there are lot of factors (peer pressure, depression, panic, tension, jealousy behavior changes etc) which could affect the mental as well as physical health of adolescents. There are various website which helps to deal with the problems but they helped it temporarily, they lack in lifelong learning. Moreover, at times the adolescents keep on playing games which leads to addiction or they get pissed off playing the games. Well, our application aims to help the adolescents to deal with problems and to make their life better with help of puzzles, story, Yoga Sutras etc. The yoga sutras will not only improve their mental health but also make them capable to take their own decisions (Lifelong learning). The yoga sutras will be explained in a fun manner so the adolescents would easily practice them in their Phase 1:

  1. Planning: Applying agile methodology for improving students mental health through online gaming and yoga sutra.
  2. Analysis :Prepare a detailed analysis for project and overcoming its limitation in our project/website.
  3. Design: Intergration of data and designing of websites.
  4. Coding: writing a whole webite code and taking help of open source.
  5. Implementation: Giving user to test alpha testing and gathering centric analysis of performances, feedbacks, and try to improve the quality of the result.

Phase 2:

  1. Testing: Doing the various test on website like unit testing, smoke testing, stress testing, integration testing, system testing, etc of test cases to check if the integrated system functions are as desired by the client.
  2. Deployment: Conduct beta testing for identifying any further errors, bugs and improvements that can be performed. After testing and approval, deploy the proposed system.


  • Easier to understand and use for end user.
  • Easier to maintain.
  • Interactive webpages which will allow the user to use without being bored.
  • Able to make progress reports.
  • Able to track the improvement in students mental health, their mental as well as emotional health.
  • Compare past and present state of mind.

Expected Outcome

This interactive website will help the adolescents which might be going through some hardship in his/her life, recover from that problem, get free from depression, fight through anxiety and lead a meaningful and happy life. The outcome should be to analyze the result and help the needy in one way or the other.


Thus by this we conclude that the proposed website (Students mental health improvement through interactive gaming) will be effective in removing negitivity and help them in taking lifelong decisions.

Remember: This is just a sample from a fellow student.

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Interactice Website For Students Mental Health Improvement: A Project Report. (2020, July 14). GradesFixer. Retrieved May 22, 2022, from
“Interactice Website For Students Mental Health Improvement: A Project Report.” GradesFixer, 14 Jul. 2020,
Interactice Website For Students Mental Health Improvement: A Project Report. [online]. Available at: <> [Accessed 22 May 2022].
Interactice Website For Students Mental Health Improvement: A Project Report [Internet]. GradesFixer. 2020 Jul 14 [cited 2022 May 22]. Available from:
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