Cornwall Game Devs Tackle Teen Trauma with Digital Play
“Ace of Hearts” Game Aims to Foster Open Dialogue on Difficult Experiences
Game designers in Cornwall are leveraging the power of interactive media to address the sensitive topic of adverse childhood experiences (ACEs) among young people.
Serious Games for Serious Issues
Developers at the University of Falmouth have collaborated with teenagers to create “Ace of Hearts,” a “serious” video game designed to help young people navigate challenging life events. The game tackles issues such as bereavement, poverty, and substance abuse, aiming to provide a safe space for exploration and discussion.
This initiative is part of a broader £35 million UK-wide program focused on youth mental health. According to the National Society for the Prevention of Cruelty to Children, around 45% of children in the UK have experienced at least one adverse childhood experience before the age of five (NSPCC).
Bridging Gaps Through Gaming
“The main purpose of the game is to get people to talk about it afterwards,” explained one of the game’s developers. The project, known as ATTUNE, uses various arts-based methods, including gaming, to explore young people’s perspectives on mental health and the impact of adverse experiences.
Ainaya, a 14-year-old participant, shared her positive outlook on gaming’s role in mental well-being. “Some people have a negative view of gaming but that’s old fashioned,” she stated. “Gaming is a really fun way of unwinding. I definitely think gaming can be used to help, especially when you meet new people.”

Innovation in Mental Health Support
Graham Smith, a software designer at Falmouth University, emphasized the game’s intent. “It’s not Call of Duty, we’re here to make serious games with serious messages,” he said. He highlighted the importance of engaging young people through the digital platforms they actively use.
Professor Kamaldeep Bhui, a psychiatrist from Oxford University and a lead investigator on the ATTUNE project, stressed the critical window for early intervention. “Half of mental illnesses have started by the age of 14 and three quarters by the age of 24 so it’s vital we use every tool we can,” he remarked. “Games are something many young people feel safe using.”

Professor Bhui acknowledged that while gaming can pose risks, it also offers a unique space for playfulness and connection. “A gaming platform is a place where some people don’t feel alone,” he added.
A Multifaceted Approach
The ATTUNE project is part of the Adolescence, Mental Health and the Developing Mind Programme, funded by UK Research and Innovation. This comprehensive program, running until 2026, investigates the emergence of mental health needs in young individuals, factors influencing resilience, and the impact of early interventions on overall well-being.