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Building a narrative therapy game based on real world evidence.

 

​Since it’s inception, the Shadow’s Edge game was built on two principles: design with young people for young people and build real world evidence to understand the impact of gameplay on players’ resilience through in-house and third-party research. We have engaged intensively with over 1000 young people, including 172 patients with serious and chronic illness, and analyzed millions of public online conversations to understand the attitudes and needs, drivers and barriers of young people toward their emotional and mental wellbeing. 

 

Clinical Trials and Independent Psychological Studies

Shadow’s Edge Mobile Game Promotes Identity Formation Among Adolescent and Young Adult Survivors of Pediatric Cancer: Short Term Results of a Randomized Clinical Trial Dec 2018 – Mar 2020

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Overview:

The Northwestern University Feinberg School of Medicine / Lurie Children’s Hospital Chicago under the lead of Dr. Bonnie Essner conducted a clinical trial using the Shadow’s Edge game as an intervention. Study participants were 177 adolescents and young adults who have completed their cancer directed treatments at Lurie Children’s hospital and are in remission and between 14 and 24 years of age during the study year.

Key Impact:
Gameplay supports identity exploration and flexibility in identity.

Method:
Two-group, randomized wait-list control trial. Game-Play participants (N=95) played daily for six weeks while the Wait-list Comparison group (N=82) had no study procedures. Participants completed self-report measures of identity formation, life meaning and purpose, positive affect, and benefit-finding.

Outcome:
Playing Shadow’s Edge is associated with adaptive identity status, positive affect and benefit finding. Players endorsed higher levels of identity exploration (personal, ideological, social, interpersonal).

Publication: 7th IPPA World Congress, 17 July 2021.​​​

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Empirical Evidence of the Mobile Game "Shadow's Edge" to Promote Mental Health and Resilience in Adolescents and Young Adults: A Pilot Study Nov 2021 – Feb 2022

Overview:

University Zurich pilot study to examine the effectiveness of Shadow’s Edge on resilience, mental health, and wellbeing of adolescents and young adults.

Method:
Pre-post design without control group. 75 participants, asked to play for at least ten minutes per day for 30 days. Standardized scales used (CD-RISC-10, PHQ-9, GAD-7, WHO-5).

Outcome:
Promising tool for primary prevention (resilience, wellbeing, self-efficacy). Also potential for secondary prevention, reducing depressive and anxiety-specific symptoms.

Publication: Shadow’s Edge website and social media.

 

Product Design

Overview
Since 2017, Shadow’s Edge has followed a player-centred design approach built entirely on user research. The project began with founder Sheri Sobrato, a young-adult cancer survivor and health psychologist, whose experience shaped the game’s story and purpose. From the start, the team worked with psychologists, therapists, educators and medical professionals to build the game’s worlds, metaphors and interventions. Over time, more than 400 players have taken part through interviews, focus groups, surveys and playtests, and the design continues to evolve with every release.

 

Method
Players aged 13–34 were recruited worldwide through youth and patient organisations, social media and online forums. Each received a small gift voucher to recognise their contribution. Research methods included:

  • Video interviews, focus groups and surveys

  • Personas, journey maps and job stories

  • Prototype and MVP testing with direct observation

  • In-house playtests with screen and facial recording

  • Player diaries tracking experience over time

In total, data was collected from interview transcripts, playtest recordings, and in-game analytics from more than 37,000 downloads.

Outcome
The findings showed most players were 16–24 years old and often in periods of transition or dealing with depression, anxiety or chronic illness. They used Shadow’s Edge for self-reflection, relaxation and creative expression. Based on their feedback, the team added new features such as a My Progress section, discovery and art missions, expanded character backstories and in-game messaging. Players also expressed a desire for more personalised paths, additional mini-games and better insight into the therapeutic side of the experience — all of which are being explored for future updates, including potential AI-driven journal interactions.

 

​In-House Impact Study Supported by University Twente and EGGZ Aug 2017 – Oct 2017

Overview:
55 players aged 13–22. 50% had physical illness, 20% mental illness, 30% undisclosed.

Method:
Player self-assessment before/after 4 weeks; 7-day diaries; interviews.

Results:
Positive trends across all seven resilience factors. Significant improvement in optimism, emotional regulation, and positive self-identity.

Quotes:

  • “The game does make you expose your feelings if you are honest and challenges you to continue to believe healing does come.” – David (14)

  • “The game helped me relieve stress, cope with new challenges, and makes me feel less alone in my struggles…” – Katrina (23)

​​​​​​​Big Data Research

Overview

Commissioned studies (2018, 2020, 2021) analysed over 30M posts on forums, topical sites, and social media.

Results

  • Teens use forums/message boards more than social media (2:1) for mental health.

  • Conversations used to vent, learn, then give back.

  • Wellbeing defined as physical, emotional, social, circumstantial.

  • Emotional/social struggles harder to manage than physical.

  • Many more questions than answers online → unmet needs.                                                           

Publication: Results of 2018 study presented at the American Child Life Conference, April 2019.

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