Primary research reveals that many students find traditional mental health services intimidating or difficult to approach. This project addresses those barriers by transforming sensitive clinical topics into an accessible serious game, designed to reduce the friction of seeking help and turn a daunting subject into a supportive, educational experience.
Project Goals
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Normalise Awareness: Cultivate a deeper understanding of anxiety and depression through empathetic, gamified storytelling.
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Encourage Recognition: Provide a safe environment for students to learn how to recognise symptoms in themselves and their peers.
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Facilitate Support: Bridge the gap between experiencing distress and seeking professional help by providing clear, actionable advice.
Target Audience
This initiative is specifically tailored for university students, a demographic often facing high academic and personal pressure. With the aim of fostering a culture of positive mental health practices and mutual support.