InnerWorlds: A Videogame Journey Through Teen Depression and Social Pressures

KA220-YOU-945BE8F1

Project duration: 30 months

Timeline: April 1, 2025 – September 30, 2027

Topic:Mental Health & Digital Innovation for Youth

🎮 What is InnerWorlds?

InnerWorlds — a 30-month Erasmus+ project that is developing an educational video game for teens aged 12–18, designed to promote mental health, build resilience, and reduce the stigma associated with emotional distress.

The project is based on an alarming reality: Globally, 1 in 7 young people aged 10 to 19 suffers from a mental disorder—approximately 166 million adolescents—with depression, anxiety, and behavioral disorders being the most common. However, there are few prevention tools tailored to this age group, and access to support is unequal.

InnerWorlds addresses this need through an innovative approach: a mobile video game co-created with teenagers, parents, psychologists, educators, and policymakers from four countries—Spain, Cyprus, Austria, and Romania. The game does not treat mental health conditions, but rather provides a safe and engaging space for emotional exploration, mental literacy, and the development of coping skills.

Why It’s Important

Adolescence is the stage of life with the highest risk of mental health disorders emerging, but it is also the time when preventive interventions have the greatest impact. The InnerWorlds project addresses several structural challenges identified in transnational research:

  • 1 in 7 young people (ages 10–19) has a mental health disorder—but most do not receive any support
  • The available prevention tools are limited in number, inaccessible, or unsuitable for this age group
  • The stigma associated with mental health discourages young people from seeking help
  • Educators and parents lack practical tools to recognize early signs and start conversations
  • Video games—which are widely played by teenagers—remain an untapped resource for promoting mental health

🎯 Specific Objectives

5

SO1 – To provide an accessible, engaging, and stigma-free tool to help adolescents manage their mental health, build resilience, and develop coping skills.

5

SO2 – Developing and piloting an innovative mobile video game that integrates scientifically validated psychological techniques to address the early symptoms of mental health issues.

5

SO3 – Equipping educational institutions with practical tools and training to recognize early signs and create a supportive environment.

5

SO4 – Promoting awareness of mental health and resilience in the broader community, reducing stigma, and contributing to social cohesion.

🛠 What We’re Doing in the Project

  • We are researching the needs of adolescents in four countries through transnational studies and co-design sessions to understand what helps them talk about their emotions and mental health
  • We are developing an innovative mobile video game—co-created with young people, psychologists, and educators—that incorporates scientifically validated psychological techniques
  • We are creating two free Open Educational Resources (OER) with multimedia modules for educators, parents, and youth workers
  • We are organizing transnational training sessions (LTTA) and supporting the piloting of the game with over 500 teenagers from Spain, Cyprus, Austria, and Romania
  • We are disseminating the results through three national multiplier events, a Final Conference in Castellón, and four scientific articles

🔗 Stay connected

Follow the InnerWorlds project’s activities on the Innovation Education Lab channels and:

PROJECT COORDINATED BY:

PARTNERS:

FUNDING

The support provided by the European Commission for the production of this publication does not constitute an endorsement of its content, which reflects only the views of the authors. The Commission cannot be held responsible for any use of the information contained in this publication.
[Project Number: KA220-YOU-945BE8F1]