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PSYGESKOM Celebrates Progress in 2025 and Unveils the New Game World
The PSYGESKOM project, a collaboration between FERNFH and the Medical University of Vienna, reached important milestones in 2025: In addition to scientific publications and international presentations, the first test versions were trialed with children and adolescents. In 2026, the focus will be on a mobile version and further testing of the game world.
PSYGESKOM —short for “Mental Health Literacy”—is a joint research project between FERNFH (Institute of Health Sciences) and the Medical University of Vienna (University Clinic for Child and Adolescent Psychiatry) that has been underway since April 2023. The goal is to develop a serious game that helps children and adolescents strengthen their mental health literacy in a playful way.
From scholarly publications to enthusiastic children: A year full of progress
For the PSYGESKOM team, 2025 was a year in which theory and practice went hand in hand. While the team continuously refined the gameplay, story elements, and artwork behind the scenes, the project also achieved significant scientific and practical successes.
A highlight: the publication of a systematic review in the renowned *Journal of Medical Internet Research*. The study analyzes existing serious games designed to promote mental health literacy among children and adolescents, thereby providing important insights for our own development. In addition, an article by Michael Zeiler and Karin Waldherr was published in the journal *Psychologie in Österreich*, which explores the potential of serious games in this area.
But PSYGESKOM attracted attention not only on paper but also on stage. At the 2025 Networking Conference of the “Wohlfühlzone Schule” (School as a Place of Well-Being), Karin Waldherr presented the project to 120 participants, including teachers, principals, and social workers. A small number of participants had the opportunity to try out a test version for themselves in a workshop. Their feedback was invaluable: How can a serious game be meaningfully integrated into the often tightly scheduled school day? What do educators need to be able to truly make use of the game?
The project also garnered international attention. At the 32nd International Congress on Eating Disorders in Alpbach, Lorenz Ackermann presented programs designed to promote mental health literacy related to eating disorders and took the opportunity to introduce the PSYGESKOM project. The project was also presented as part of a poster presentation at the 21st Congress of the European Society for Child and Adolescent Psychiatry (ESCAP) in Strasbourg.
But the most valuable feedback came from the target audience itself.
At FERNFH and the Vienna Children’s University, about 40 children and teens between the ages of 9 and 16 tested the first versions of the game. Their reactions? Enthusiasm, but also constructive criticism. What’s fun? What’s too complicated? Which characters are well-received? This feedback is incorporated directly into the game’s further development—after all, the game is designed to meet their specific needs. The team also received support from the Advisory Board, which includes, among others, the Federal Agency for the Positive Rating of Digital Games (BuPP) and German health insurance providers. Two meetings held over the course of the year yielded important insights that have already been incorporated into the current version.
The game world is taking shape
At the heart of PSYGESKOM is the game world—and it’s already amazingly vibrant. Players can explore different areas, learn spells, and, above all, meet a diverse cast of characters, each with their own stories and challenges.
The players help them better understand their individual challenges and, through dialogue, work with them to develop coping strategies. There’s, for example, the old Albatross Captain, who sits alone in his watchtower. Or the Lion Mayor, who is very preoccupied with himself. The perfectionist Owl teacher who puts pressure on herself. And the Goat mailman who chews up letters instead of delivering them. About a dozen such characters now populate the world, each with their own quirks and flaws, which are now being further refined.
In thrilling showdowns, players can also defeat monsters that represent various challenges by employing the appropriate strategies.
A special milestone at the end of 2025: The first internal multiplayer tests were a success. This means that, in the future, children will be able to play together, learn from one another, and support each other—an important aspect when it comes to mental health literacy.
What 2026 Has in Store: A Mobile Version and Even More Tests
Exciting developments are on the horizon for 2026. Next up is the first mobile beta version, since children and teens today mainly play on smartphones and tablets. The story and gameplay will be further developed, and the game world will be expanded and refined.
But the most important thing is still testing the game with the target audience. After all, the game can only fulfill its purpose—helping children and teens understand mental health and develop resilience in a playful way—if they truly enjoy playing it.
The PSYGESKOM Core Team 2025:
FERNFH: Ursula Prinz, Nino Werner, Karin Waldherr
Medical University of Vienna: Lorenz Ackermann, Michael Zeiler
External project collaborators: Natalie Zeller (Story), Athanasios Kelesidis (Software Developer)
For more information about the PSYGESKOM project, visit: https://kinder-jugendpsychiatrie.meduniwien.ac.at/forschung/projekt-psygeskom/











