Thesis

Research First. Game Last. Five years to get there.

“I did not set out to build a game. The research said to go here.”

The problem

These children have lost everything. And they struggle — for life.

Many adopted children come home carrying complex trauma. Even after adoption — even when fed, housed, and loved — they still do not feel safe. Parents do everything: therapy, medication, IEPs, counseling. Most say they did everything they could, and still found themselves with nowhere to turn.

“How might we utilize play to help adopted children work through past traumas so that they can form healthy attachments with their adoptive families?”

Thesis problem statement — Miami University MFA, 2021

The approach

Research said:go into the playroom.

The research began with surveys and in-depth interviews with 46 adoptive families and three licensed therapists. Rather than designing a game and testing usability, the work went inside the clinical environment first to understand what was actually broken.

The survey initially suggested these children play normally. Interviews revealed something different: parents had been counting adult-directed activities as self-directed play. The real picture was much harder.

46

Families in ethnographic study

3

Therapist interviews

12

Steps in hero quest

0

Fail states in game

“Being in a safe environment can be scary because they don’t know it. They will attempt to create chaos — at least they know the chaos.”

— Therapist #1, thesis interview

The finding

These children cannot play.

Children with complex trauma missed Piaget’s Preoperational Stage — when self-direction, imagination, and symbolic thinking form. The developmental wiring that should have been laid simply never was.

Issues with Self-directed play

Don’t initiate. Complain of boredom. Wait to be told what to do.

Issues with Imaginative play

Took longest to develop. Sometimes never arrived at all.

Issues with Social play

Go along to avoid rejection. Never initiate. Never lead.

The game

A therapy session became a video game.

Bear in a cold, desolate world. No timers, no wrong answers, no fail states. The child directs. The therapist is present throughout.

“Being a bear is removed enough from their experience that it’s not threatening, but close enough that their brain can still make those connections.”

— Therapist #2, pitch deck slide 27

Five trauma‑informed mechanics

Feeling zones

Identify and name emotional states

Brain breaks

Emotional regulation tools built into gameplay

Body breaks

Physical co-regulation moments

NPC social trust

Practice social risk in a safe context

Health maintenance

Hunger · thirst · cold · tired

Four design principles

Role-play

Safe distance through the bear. Close enough to connect, far enough not to threaten.

Player-directed

Every decision belongs to the child. Agency is the therapeutic point.

Transferable skills

What the child practices in the game, they practice in real life.

Therapy relationship

The therapist is always present. The game supports the relationship — it doesn’t replace it.

Josie, 11, The Active Competitor. Adopted from Bulgaria at age 2 with spina bifida and cerebral palsy. Diagnosed with executive functioning disorders and attachment disorder.
Josie — The Active Competitor
Miguel, 10, The Calculating Collector. Found chained in a closet at age 8. Lives with foster parents. Diagnosed with autism. Struggles with sensory, emotional regulation, and executive functioning.
Miguel — The Calculating Collector

The wall

Four years. Same wall.

A lot of designers in this field hit the same wall and assumed it was their fault. It wasn’t. The tools simply couldn’t produce what the research required.

The problem

Games are interactive, stateful, branching. No wireframe can instantiate that. Every prototype produced a simulation, not a game. Children could not actually play it.

The breakthrough

AI-assisted tools made the prototype possible. Full concept → playable prototype in 3 days. The tooling finally caught up to the problem.

Mythos game world — a bear in a cold, desolate forest landscape with glowing atmospheric light.
The world — a desolate forest with no wrong answers
Mythos character creation screen — the child names their bear, chooses a color, and selects a superpower trait.
Character creation — the child names their bear and chooses a superpower
Mythos feeling zones screen — the bear is prompted to identify their current emotional state from a set of illustrated options.
Feeling zones — identifying emotional states through the bear

What happened

Same game. Same test. The research walked in.

Six children. Three typically developing, three adopted. Every behavioral pattern from the research appeared in the gameplay.

Neurodiverse layer applied

Drawn from Animal Crossing research: sensory, cognitive, and executive functioning supports. These worked for that population — but what emerged here was a separate layer entirely.

Sensory Visual Haptic Cognitive load Attention Non-linear
Mythos game — bear standing alone at the awakening point, a glowing threshold in a dark forest.

Navigation

Typical

Self-directed, read instructions throughout

Adopted

Lost track of objectives, skipped hints, needed ongoing guidance

Mythos game — bear in the fox cave. Freddy the fox glows warmly. The bear’s superpower shapes the interaction.

Meeting Freddy

Typical

Stayed, explored, engaged immediately

Adopted

Backed out repeatedly — until the game required them to go through it. They did. Every time.

therapist relationship in action

Mythos game — the spinner interface showing four choice options: superpower, use item, brain break, how I feel.

The spinner

Typical

Intrigued, explored all 4 choices

Adopted

Engaged — but chose the safer options. Avoided emotional risk.

Superpower ✓ Use item ✓ Brain break How I feel

Parents confirmed: “This is exactly how they are at home.” Not a usability failure. The game held the boundary — and they went through it. That only works with a therapist present. More testing is needed. That work is next.

“I love that this is done with a caring adult…”

— Therapist, thesis

“If it could be used with even one kid and change their life…”

— Therapist, thesis

The work

Go deeper.

The thesis, the pitch, the game design, and the published scholarship. Five years of work — here’s how to access it.

Mythos game walkthrough — coming soon

Game walkthrough — Coming soon

  • MFA Thesis Miami University · OhioLINK ETD
    PDF
  • Pitch Deck Concept + game design overview
    PDF
  • Game Design Document Mechanics · systems · clinical framework
    PDF
  • CHI PLAY 2021 ACM Extended Abstracts · published
    ↗ ACM
  • Serious Play 2026 Research First, Game Last · main presentation
    Accepted

06 — Contact

Let’s talk about what your program needs next.

Direct conversation, no pitch deck. Tell me what your program is wrestling with and where it’s behind. I’ll respond with how the method addresses it.

Conceptual illustration of an institutional interior receding to a single clear entry point — one open door, the decision belongs to the viewer