ANGGRAENY, DESSY PUSPITA (2020) PERANCANGAN ANIMASI KESEHATAN MENTAL PADA REMAJA. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
In this era of globalization, where technology is the mainstay and the needs of people in the world. Technology can be a source of learning as long as it is not misused. The impact of excessive use of technology can have a negative impact on mental health, because they often see information that is not necessarily true. Therefore, the role of the designer is very instrumental in overcoming these problems through animated videos. Bipolar Care Indonesia is a community of adolescent survivors who experience mental disorders. Mental weakness will affect the physical condition and can interfere with daily activities. The pupose of this social campaign is that teenagers are more aware of their mental health. Key word : Mental Health, Social Campaign, Animation Di era globalisasi, dimana teknologi menjadi andalan dan kebutuhan masyarakat di dunia. Teknologi bisa menjadi sumber belajar asal tidak di salahgunakan. Dampak penggunaan teknologi yang berlebihan bisa berdampak negatif dan berpengaruh terhadap kesehatan mentalnya karena sering melihat informasi yang belum tentu benar. Oleh karena itu, peran desainer sangat berperan dalam mengatasi masalah tersebut melalui video animasi. Bipolar Care Indonesia adalah komunitas penyintas usia remaja yang mengalami gangguan mentalnya. Mental yang lemah akan berpengaruh terhadap kondisi fisik dan bisa mengganggu kegiatan aktivitas sehari-hari. Tujuan dari kampanye sosial ini agar anak remaja lebih aware terhadap kesehatan mentalnya. Kata Kunci : Kesehatan Mental, Kampanye Sosial, Animasi
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