DISCLAIMER: This article focuses on examples of how games can meaningfully address player well-being. It does not evaluate the accuracy or effectiveness of these games’ portrayals of mental or physical health. Nor are any of the games listed here substitutes for professional help.
A quiet revolution is reshaping the gaming industry as a growing number of developers embrace a deeper responsibility for player well-being. This goes beyond simply mitigating harm through responsible design; it’s about actively leveraging the unique power of interactive media to create games that both entertain and nurture. While we acknowledge our limitations — we are creators, not clinicians — we recognize the profound opportunities games offer to connect with and support players.
Well-being is a key to helping our communities thrive and taking care of ourselves while doing so.
Through carefully crafted check-ins, support systems, and resonant portrayals, the games featured in this article demonstrate how as developers we can effectively break the fourth wall and foster a deeper and more impactful connection with our audience directly.
For a more in-depth look at games that more generally address mental health, including deeper dives into some of the above games, please also see Beyond Virtual Hugs: Games That Nurture Mental Health.
Breaking the fourth wall
The “fourth wall” is a theatrical concept that refers to the imaginary barrier between the world of the story and the audience. In gaming, “breaking the fourth wall” means directly acknowledging the player’s existence outside of the game world. This can range from subtle nods that require inside knowledge to explicit instances where characters address the player directly.
Unlike passive media, games offer unique opportunities to periodically “check in” with players, creating a moment of reflection. By breaking the fourth wall, developers can foster self-awareness and potentially encourage healthier habits in the real world.
A brief history of fourth-wall check-ins: EarthBound / Mother 2
Perhaps the origins of games checking in on players can be traced back to EarthBound (1995) (released as Mother 2 in Japan). In this quirky yet poignant RPG, players take on the role of Ness, a young boy from the small town of Onett who ultimately saves the world from an alien threat known as Giygas.
EarthBound was particularly notable for its themes of friendship, courage, and self-care as well as darker themes including loss and trauma, existential dread, and the emotional toll of the journey itself.
Throughout the game, Ness receives calls from his unseen father, who inquires about his well-being and gently suggests he might want to take a break. These calls are triggered after two consecutive hours of play time:
“Hello, it’s your dad.
You’ve been out there for a long time now…
It may be none of my business,
but don’t you think it would be a good idea if you took a break?”
While outwardly concerned about Ness, the player is subtly encouraged to consider their own need for rest. By prompting the player to respond with “Yes” or “No,” the game redirects the player’s compassion back onto themselves.

This clever design choice acknowledges the immersive nature of games and the potential for players, especially younger ones, to lose track of time and neglect their well-being. Factors like loneliness or neurodivergence, or simply the allure of a captivating game, can also make it difficult to break away from the screen, leading to overindulgence. EarthBound set a precedent for future games to acknowledge and prioritize player well-being and paved the way for more explicit forms of in-game support and care.
Wii Sports
With Wii Sports (2006), Nintendo took a more direct approach to well-being. Playful yet persistent, its iconic “Wii Fit” trainer would interrupt sessions to remind players to take breaks and stretch.
While referring to the physical strain unique to motion-controlled gameplay, the reminder to rest was nonetheless one of the first mainstream acknowledgments of gaming’s physical impact. The game’s immense popularity and Nintendo’s brand influence likely sparked broader conversations about ergonomics and well-being in gaming, encouraging other developers to consider similar features and empowering players to demand more responsible designs.
Modern games that break the fourth wall
The following examples represent a growing trend of developers breaking the fourth wall to promote player well-being and offer support:
Warframe (2013)
Warframe is a sci-fi third-person shooter developed by Digital Extremes. In the game, players embody Tenno, ancient warriors reawakened to pilot powerful Warframe exosuits and engage in combat against various factions across the Origin System. Ordis is the ship AI that assists the Tenno player throughout the game by providing guidance, managing resources, and offering commentary on missions and events.
At various points Ordis will break the fourth wall in its reminder to the operator and, ostensibly, the player:
“Ordis reminds the Operator to take time for themselves. Pressure creates diamonds, yes, but it also creates rubble.”
The game additionally has an in-game chat message that will appear after each hour of playtime (for players in the Europe region):
“You have been playing for over an hour. Please don’t forget to take a break.”
(With thanks to Digital Extremes for confirming the exact copy.)
Night in the Woods (2017)
Night in the Woods explicitly breaks the fourth wall in its option menu. Diegetically presented in Mae’s journal, a pamphlet gently reminds the player that when they feel out of control they always have options. It also provides some mild self-care tips, such as taking a deep breath or going for a walk.
Celeste (2018)
This challenging platformer game features a protagonist, Madeline, who battles anxiety and depression while climbing a mountain. The game incorporates themes of self-care and perseverance, with messages encouraging players to take breaks and prioritize their mental well-being provided to the player to bookend levels.
For a more in-depth look at Celeste’s treatment of mental health see Beyond Virtual Hugs: Games That Nurture Mental Health.
Beyond Virtual Hugs: Games That Nurture Mental Health
Video games can deliver experiences that can both resonate and nurture.
Kind Words (lo fi chill beats to write to) (2019)
Kind Words (lo fi chill beats to write to) is a game that promotes mental well-being through anonymous letter exchange and supportive responses. Players write and receive encouraging letters within a cozy virtual room, fostering a sense of community and connection. The game’s design aligns with established therapeutic principles of social support, emotional expression, and positive reinforcement, suggesting a thoughtful approach to mental well-being.
While the game is not an explicit breaking of the fourth wall insofar as the wall was perhaps not there to begin with, its direct approach to wellness and the explicit connection among players was a groundbreaking experience for many. Kind Words is a heartwarming testament to the power of human connection and the beauty of people supporting one another. Accompanied by calming music and the ability to trade stickers, the game creates a safe space for sharing personal struggles and offering words of kindness.
Glitchhikers: The Spaces Between (2022)
In Glitchhikers: The Spaces Between, the game breaks the fourth wall during conversations with the mysterious Clerk at the rest stop. While these interactions primarily serve to guide the player through the game’s narrative and philosophical themes, they also offer subtle (and more overt) check-ins on the player’s emotional state and well-being:
- Open-ended questions — The Clerk frequently asks open-ended questions that encourage introspection and self-reflection. These questions prompt players to consider their own experiences and perspectives, potentially leading to deeper insights into their own thoughts and feelings.
- Validating player experiences — The Clerk often validates the player’s thoughts and feelings, acknowledging the unique perspectives and experiences they bring to the game. This validation can be particularly impactful for players who may be struggling with difficult emotions or life experiences.
- Direct guidance — After particularly difficult encounters (such as conversations about death or grief), or if the player actively reports feeling troubled, the Clerk will walk the player through a self-care checklist (Have you had water? Eaten? Have you taken your medications?).
In all of these cases, the Clerk doesn’t act as if they’re speaking to a character in the world of the game, but instead directly to the player, even acknowledging in various ways that this is a game. By breaking the fourth wall in this manner, the Clerk makes it explicit that they’re checking in with the player, not just roleplaying a situation.
For a more in-depth look at how Glitchikers holds space for players and practices player care, see The Power of Holding Reflective Space.
Kinder World: Wellbeing Plants (2022)
Kinder World: Wellbeing Plants is a mobile game designed to promote self-awareness, self-care, and overall well-being. It combines the relaxing activity of raising virtual houseplants with evidence-based exercises that encourage emotional awareness and gratitude. The game’s overall atmosphere and setting showcase a variety of other well-being techniques, such as biophilic design and salutogenic design.


Throughout the game, players are prompted to reflect on their real-life experiences and emotions. For example, emotional naming exercises invites players to identify and acknowledge their emotions in a nonjudgmental fashion, while the gratitude exercise encourages players to think about things they are thankful for in their own lives. This blurring of the lines between the game and reality helps players connect their in-game actions to their personal well-being.


Kinder Worlds also allows you to send messages of encouragement to other players in a manner reminiscent of the game Kind Words.


One noteworthy element of Kinder Worlds is that you have the option to share what you purchase, carrying the theme of generosity from self to others through even its monetization. This invokes a sort of breaking of the fourth wall in that it reminds the player of the presence of other players in the world.


Through the fourth wall, Kinder World establishes itself as more than just a game. It becomes a companion and guide, encouraging players to practice self-awareness, self-care, and emotional wellness in their everyday lives. This can help players connect with the game on a deeper level, making it a more effective tool for promoting mental and emotional health.
It is worth noting that the developers have also produced more in-depth web resources to learn more about the techniques they have employed within the game, offering greater legitimacy and inviting players and other interested individuals to learn more.
As an example, in the article One simple practice to get (and stay) in touch with your emotions, the developers talk about the role of emotional naming. The author has obviously taken great care to create an accessible, relatable and comprehensive resource for players.
Acknowledgments
With special thanks to Lucas J.W. Johnson (Silverstring Media), Dr. Rachel Kowert (Take This), and the expert team at TakeThis.org for their insights and feedback on this article.
Now what?
This list is by no means exhaustive, as new games are constantly pushing the boundaries of player care and demonstrating innovative ways to engage with their audience.
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Also, if you have an example you’d like to share, please reach out via our contact form at the bottom. We’d love to hear from you!