Jurnal Manajemen dan Kewirausahaan · 2012 · 14 citations · 22 references
BusinessBusiness EconomicsEconomicsBankingEconometricsFinancial EconomicsCommercial BankingCommercial BanksEfficiency AnalysisProfitability AnalysisTechnical EfficiencyBank Efficiency AnalysisBank Performance MeasurementData Envelopment AnalysisEconomic Efficiency AnalysisPure Technical EfficiencyState Ownership Of BanksTobit RegressionTwo-stage Efficiency Analysis
Depression is a major cause of psychological diseases that has claimed \nmillions of lives in Nigeria in recent years. The trend seems to be growing as \nmore people are slipping down the road to depression. It is even worrisome \nthat the young age category is not immune. Depression affects not only the \nlife of the victim but also the family, friends and ultimately the society. Thus, it \nis fast becoming a social problem that needs an urgent intervention through \nInformation and Communication Technology. This research presents a tool for \naddressing this problem through a video game as a psychotherapeutic \nprocess. This leverage on the power of optics which connects what the users \nsee with their neurons linked to the brain cells. The result from testing the tool \nshowed that 80% of the patients perceived the tool to be capable of facilitating \nhealing of depression. A mass employment of this game will make it easier to \nself-address depression problems.
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