Date of Award


Degree Name



Graduate School of Professional Psychology

First Advisor

Fernand Lubuguin

First Committee Member

Brian Gearity

Second Committee Member

Bradley McMillan


Depression, college campuses, prevention program, university student population


Depression is a significant problem on college campuses, and the data shows that prevalence is on the rise (The National Survey on Drug Use and Health [NSDUH], 2014; Stewart, Ricci, Chee, Hahn, & Morgenstein, 2003). Depression impacts the well-being of students and puts them at risk for a variety of issues (Leach, 2009; Adams, Wharton, Quilter, & Hirsch, 2008; Serras, Saules, Cranford, & Eisenberg, 2010; Cranford, Eisenberg, & Serras, 2009; Weitzman, 2004). Many students with depression do not receive care (Blanco, Okuda, Wright, Hasin, Grant, Liu, & Olfson, 20008; Eisenburg and Chung, 2012), or receive care that is not minimally adequate (Eisenburg and Chung, 2012). The first aim of this paper is to review current literature from three pertinent areas of research: (a) depression in the university student population; (b) community psychology; and (c) video games as psychological interventions. These reviews are then synthesized to provide the basis for recommendations for the development of a prevention program that engages the university community in the creation of a video game based intervention for students at risk for, or suffering from, depression. These recommendations are based on principles outlined by Nation et al., (2003). By using existing theory based in community psychology, a video game based prevention program to supplement existing university mental health services is not only feasible but may significantly improve the treatment of depression on college campuses.


Copyright is held by the author.


41 pages

Paper Method

Case Study