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Fighting with the code...

Lowering Barriers to Psychological Treatment for University Students at FPT Can Tho Through an Interactive Board Game Applying Cognitive-Behavioural Therapy

Presented at the FPT Edu Research Festival (ResFes) 2023, Digital Art and Design category

Author(s)

Thị Ja Hân Nguyễn, Trịnh Mai Thiên Ân Trịnh, Nhật Duy Nguyễn, Trường An Nguyễn

Abstract

Mental health issues are a prominent concern among students at FPT University Can Tho, largely due to academic stress, family pressures, and the psychological impacts of the digital age. Despite 90% of surveyed students recognising the necessity of psychological counselling, 90% had never participated in it, often owing to a lack of information, reluctance, or the overwhelming nature of seeking professional help. To address these barriers, the researchers designed and developed “Cả Nhà Thương Nhau”, an interactive board game inspired by Parcheesi that integrates the clinical principles of Cognitive Behavioural Therapy (CBT) and group play therapy. The game is designed to create a comfortable, non intimidating environment that encourages students to step away from digital devices and connect face to face. Through specialised game mechanics specifically Trigger, Thought, Emotion, Action, Mindfulness, and Knowledge cards the game guides players to recognise negative cognitive patterns, manage complex emotions, and practise actionable coping skills.


The research team prototyped and tested the game with 64 participants across 35 sessions, utilising a mixed methods approach that included qualitative behavioural observation and quantitative post game surveys. Data analysis revealed strong positive correlations between player expressiveness and their understanding of psychological problems. The study demonstrated that the board game successfully fostered a supportive environment, helping players manage negative emotions, cultivate positive mood states, and gain a better understanding of psychological challenges. Ultimately, the project demonstrates that integrating therapeutic frameworks into engaging, interactive games can effectively lower the barriers to psychological treatment for university students.

My contribution

As a core team member of the "Cả Nhà Thương Nhau" project, I (Truong An) spearheaded the character illustration and visual design aspects throughout the entire development process. My key responsibilities included:

  • Leading the creation of all character illustrations, designing vivid, relatable, and attractive university student archetypes in a vibrant, modern style to resonate with the target demographic and strengthen the immersive and emotionally engaging experience of the board game.

  • Contributing to the overall creative process by developing visual concepts that aligned with the therapeutic themes, ensuring the artwork supported the CBT mechanics and fostered a sense of warmth, familiarity, and non intimidating support in line with the game’s title and cultural intent.

  • Participating actively in collective project activities, including facilitating game trial sessions, conducting player surveys, collecting and organising feedback data, and co-authoring sections of the final research paper.

Methodology

The project was executed in three primary phases: Initial Concept Implementation, Product Design, and Comprehensive Survey.

  • Prototyping and Game Design: The team spent three months building a comprehensive design system, which included creating character illustrations, maps, chess pieces, packaging, and multiple sets of CBT based cards. They printed a physical prototype of the game set for user testing.

  • Mixed Methods Data Collection: The team hosted 35 test sessions with 64 participants playing in groups of 2 to 4. They utilised qualitative tracking by observing in game interactions, communication, and reactions to specific cards. Following the 45 to 60 minute gameplay sessions, participants scanned a QR code to complete a quantitative survey using a 5 level agreement scale.

  • Data Analysis: The collected survey data was analysed using statistical methods, specifically Pearson Correlation and Kruskal Wallis tests, to measure relationships between group size, familiarity (strangers vs. acquaintances), player excitement, and emotional management.

  • Iterative Optimisation: Based on immediate user feedback, the prototype was optimised. For example, researchers colour coded the map cells to match corresponding cards and added directional arrows to the board to improve the user experience.

Key Findings

  • Psychological Efficacy: The game effectively helped players manage negative emotions, create positive mood states, and generate ideas for positive actions.

  • Statistical Correlations: There was a strong positive correlation between how expressive players were and their excitement, understanding of psychological problems, and quality of interaction with other players.

  • Environmental Factors: Playing with acquaintances rather than strangers, and in slightly larger groups, helped players feel more comfortable expressing themselves, which led to a higher rate of excitement and a better understanding of mental health concepts.

Let's connect!

Mail me

truongan.ngg@gmail.com

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© 2026 Design and Develop by Truong An Ng

Let's connect!

Mail me

truongan.ngg@gmail.com

Copied

Quick call or message me

(+84) 835759799

Copied

(available on Whatsapp, Telegram, and Zalo)

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An

.archive

© 2026 Design and Develop by Truong An Ng

Let's connect!

Mail me

truongan.ngg@gmail.com

Copied

Quick call or message me

(+84) 835759799

Copied

(available on Whatsapp, Telegram, and Zalo)

Other platforms

An

.archive

© 2026 Design and Develop by Truong An Ng

Let's connect!

Mail me

truongan.ngg@gmail.com

Copied

Quick call or message me

(+84) 835759799

Copied

(available on Whatsapp, Telegram, and Zalo)

Other platforms

An

.archive

© 2026 Design and Develop by Truong An Ng

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