Abstract
University students evaluated a computer role playing game as a self-help tool of cognitive behavior therapy for the prevention of depression. Survey responses and text mining approach revealed that this computer role playing game was preferable to a workbook, a website program, and a board game as a self- help tool and was evaluated as “amusing,” “fun,” and “preferable.” Results suggest that according to subject preferences computer role playing games can be an acceptable self-help tool for preventing depression for university students.