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Typical
Self-directed, read instructions throughout
Adopted
Lost track of objectives, skipped hints, needed ongoing guidance
Thesis
“I did not set out to build a game. The research said to go here.”
The problem
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
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
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.
Don’t initiate. Complain of boredom. Wait to be told what to do.
Took longest to develop. Sometimes never arrived at all.
Go along to avoid rejection. Never initiate. Never lead.
The 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.”
Identify and name emotional states
Emotional regulation tools built into gameplay
Physical co-regulation moments
Practice social risk in a safe context
Hunger · thirst · cold · tired
Safe distance through the bear. Close enough to connect, far enough not to threaten.
Every decision belongs to the child. Agency is the therapeutic point.
What the child practices in the game, they practice in real life.
The therapist is always present. The game supports the relationship — it doesn’t replace it.
The 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.
Games are interactive, stateful, branching. No wireframe can instantiate that. Every prototype produced a simulation, not a game. Children could not actually play it.
AI-assisted tools made the prototype possible. Full concept → playable prototype in 3 days. The tooling finally caught up to the problem.
What happened
Six children. Three typically developing, three adopted. Every behavioral pattern from the research appeared in the gameplay.
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.
Typical
Self-directed, read instructions throughout
Adopted
Lost track of objectives, skipped hints, needed ongoing guidance
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
Typical
Intrigued, explored all 4 choices
Adopted
Engaged — but chose the safer options. Avoided emotional risk.
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…”
“If it could be used with even one kid and change their life…”
The work
The thesis, the pitch, the game design, and the published scholarship. Five years of work — here’s how to access it.
Game walkthrough — Coming soon
06 — Contact
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.