Case studies

Empowering Through Play: Mental Jam’s Impact on Mental Health Awareness

Michelle Chen — Mental Jam

Michelle Chen’s vision for Mental Jam

Michelle Chen is a seasoned game developer with over a decade of experience in programming, design and production, and she has always been passionate about using video games as a medium for change. Her journey culminated in a PhD in Design from RMIT University, where she focused on creating games that explore the intricacies of mental health. Mental Jam is the result — a project aiming to bridge the gap between mental health awareness and interactive media.

From personal struggles to innovative solutions

Mental Jam was born out of Michelle’s own experiences with depression and anxiety, which she transformed into a platform for empathy and education.

As someone who has lived through the challenges of mental health, I wanted to create something that not only resonates with others but also helps them navigate their own journeys. Mental Jam became that creative outlet.Michelle Chen, Founder of Mental Jam

Co-creation: a collaborative approach

Michelle believed that involving people with lived experience of mental health issues would result in more authentic and impactful storytelling.

It was crucial for me to include young people in the creation process. Their insights and personal narratives brought depth and authenticity to the games that I could never have achieved alone.Michelle Chen

Through game jam workshops, participants aged 18–25 learned game development skills while expressing their personal experiences. The collaborative process gave these young developers technical skills and a platform to voice their struggles and triumphs, fostering real community and support.

Exploring mental health through gameplay

The Mental Jam collection features several distinct games, each addressing a different aspect of mental health:

  • Counter Attack Therapy — a narrative-driven game featuring a humanoid cat named Alex, who battles depression while navigating daily life.
  • Amour de Soi — follows an anxious girl as she learns to rebuild her self-esteem after a difficult breakup.
  • Anyo — players confront their inner demons and bring colour back to their world, symbolising the journey of overcoming anxiety.
  • Sink/Swim — a metaphorical exploration of depression, navigating the deep waters of emotion.
  • Meouch — an intimate portrayal of a day in the life of a cat struggling with depression, turning mundane tasks into challenges.

These games are more than entertainment; they are tools for empathy and understanding, inviting players to walk in the shoes of those living with mental health challenges.

A growing influence

11,000+Players engaging with the games
The Big AnxietyFeatured at RMIT First Site Gallery, 2022
Team of 4Now employing a growing team

Michelle has shared her work at industry conferences including Games for Change Asia Pacific and the Freeplay Independent Games Festival.

Seeing the positive reception and the way players connect with these stories has been incredibly rewarding. It’s a reminder that video games can be a powerful medium for change.Michelle Chen

Press Play: refining the vision, expanding the impact

Michelle’s experience with Press Play played a crucial role in shaping Mental Jam’s future. The structured programming and expert guidance allowed her to refine her startup vision and address the challenges of scaling.

Press Play was pivotal in helping me transition Mental Jam from a series of workshops to an online platform.Michelle Chen

Despite her social anxiety, Michelle found the networking events transformative. As she recalls, the team provided a safe space and community in which she felt comfortable sharing her startup experiences with her cohort — support that helped combat the isolation of being a solo founder.

One of the most significant milestones during her time in the program was hiring her first employee. As she puts it, she realised that while she can do things herself, it’s good to lean on other people’s expertise rather than stretch herself too thin.

Being in Press Play and being surrounded by inspiring women helped me combat a lot of my imposter syndrome.Michelle Chen

Tapping into massive markets

Michelle is now focused on scaling Mental Jam from a community initiative into a tech product positioned at the intersection of two of the world’s largest and fastest-growing markets. The global mental health market was valued at USD 77.62 billion in 2021, with mental health apps alone expected to reach USD 17.5 billion by 2030. The gaming industry, valued at USD 195.65 billion in 2021, is forecast to exceed USD 583 billion by 2030 — and the gamification of mental health sits at the crossroads, growing at a CAGR of 19.0% from 2022 to 2030.

Through Mental Jam, Michelle is not only contributing to game development but championing a deeper understanding of mental health — a reminder that when we share our stories, we have the power to change the world, one game at a time.

Your story could be next.

Applications are open now — 25 scholarships at 95% off, plus $5,000 in founder prizes.

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