Our Projects

Sparky

Mobile mini-games for youth mental health - Source on Github

The primary aim of Sparky is to relax the Zen Nija. Relaxing the Zen Nija involves swiping away GNATS (Gloomy Negative Automatic Thoughts) and tapping SPARX (Smart Positive Automatic Realistic X factor thoughts). As users progress through the game by completing each level, they collect SPARKS. Users are able to exchange SPARKS to upgrade backgrounds and unlock more ‘mini-games’ (which are being developed). GNATS and SPARX take on various forms throughout the game. For instance, in the first few levels, GNATS appear as angry purple and black faces while SPARX are yellow gems. After navigating through the first few levels, GNATS become unhelpful words or phrases such as “this always happens to me” while SPARX become more helpful words or phrases such as “awesome” or “I got this”. Users are also required to identify and connect relaxing strategies with the Zen Nija later on in the game. Bonus rounds are available at random points in the game where additional SPARX can be collected to motivate users. Micro-messages are also dispersed through the game such as “relax”, “chill out” and “focus on one thing” to encourage enjoyment and promote relaxation”

game screen shot
game screen shot
game screen shot
mgame screen shot

Match Emojo

Mobile mini-games for youth mental health - Match emoji

Match Emoji is a casual video game with psychological well-being concepts designed for young people. The aim of Match Emoji is to match similar coloured emojis together to earn points and progress through the game. Within the game, there are a total of six different coloured and shaped emojis which represent a unique digital expression such as an emotion, idea, or personality. When the user has successfully matched the required number of emojis within a fixed number of moves or time, a micro-message appears on the screen. Each micro message consists of a short and simple psychological well-being concept delivered via a dynamic messaging loading system that identifies the ‘optimal’ time to display the message. Hints are used throughout the game if players get stuck. For example, if the player waits too long before making a move, Match Emoji identifies a potential combination of similar coloured emojis by moving a successful sequence of items back and forth to capture the user’s attention.

screen mobile game
screen mobile game
screen mobile game