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Including End-Users in Evaluating and Designing a Game that Supports Child Mental Health

Most mental health issues start at a young age but are only addressed later. Addressing mental health issues early in life can prevent escalation, release the burden sooner and increase the quality of life of individuals. Unfortunately, mental health needs of young people are unmet because of limited trained professionals and low service capacity. Computer games have a strong potential to support existing interventions and can increase the helpfulness, availability and affordability of mental health services. More research is needed to optimize the impact of therapeutic games and to target broad user groups. We believe that adaptability in therapeutic games is important to support a variety of therapy styles and to meet individual children's needs related to age, mental disorders and literacy skills. We elaborate on studies that involve therapists and children in the evaluation and design phases of a therapy supporting game called Pesky gNATs.