Shadow’s Edge Mobile Game has been studied as a digital intervention to support identity formation among adolescent and young adult (AYA) survivors of pediatric cancer. Conducted by Northwestern University Feinberg School of Medicine / Lurie Children’s Hospital Chicago, this randomized clinical trial (2018–2020) examined the game's psychological benefits for 177 participants aged 14-24 who had completed cancer treatment.
This study is one of the largest mobile game-based trials for young cancer survivors, highlighting how gameplay can foster personal growth and emotional resilience.
The University of Zurich pilot study evaluated the effectiveness of the Shadow’s Edge mental health app in enhancing resilience, mental well-being, and primary prevention among adolescents and young adults. It also examined the impact of age, physical illness, and gameplay duration, along with the role of self-efficacy in mediating outcomes.
Findings suggest that Shadow’s Edge may serve as a promising, low-barrier tool for supporting and promoting mental health in young people.
To understand the impact on wellbeing, resilience, and resilient coping of 210 youth in the cities of Pereira and Soacha, Colombia.
This report explores the evolving digital conversations of teens, young adults, and caregivers regarding mental health in Soacha and Pereira. Conducted by CulturIntel™ in collaboration with Botnar, Digging Deep, and Cinde, this study leverages AI-powered analytics to uncover key trends, barriers, and coping mechanisms among different social groups.
By analyzing millions of online discussions, the study provides actionable insights into how mental health topics are perceived, the challenges young people face, and how their sentiments have changed over time. Download Report Here
This report explores insights gathered from analyzing 31,000 journal entries written by players in our game. By leveraging machine learning and manual categorization, we aimed to understand the themes players write about, the emotions they express, and how writing contributes to their experience. The analysis reveals that most entries focus on mental and emotional well-being, relationships, and physical health, with a balanced mix of both positive and negative sentiments. These findings provide valuable direction for enhancing player support, refining gameplay experiences, and fostering a more engaging and meaningful journaling process.
In collaboration with University Twente and EGGZ, an in-house impact study (Aug–Oct 2017) examined the effects of gameplay on emotional resilience. Conducted during the beta phase, the study involved 55 players (ages 13–22), with 70% disclosing physical or mental health challenges. Using self-assessments, diaries, and interviews, results showed a positive trend in resilience, with significant improvements in optimism, emotional regulation, and self-identity. Players reported feeling more empowered, less alone, and better equipped to cope with challenges through gameplay.
More than 1000 teen and young adult players were part of surveys, design sessions, playtests, player observations and interviews. We are seeing several commonalities in the young people who are attracted to our project and game: they are aged 16 – 24 years old, with a secondary group up to 34 years old, they enjoy writing or art already in their free time and are feeling overwhelmed or stressed and conscious about needing support for their emotional and mental wellbeing and search for support in the app stores directly or get the game recommended by their doctor or therapist.