Engagement in the "intrinsic joy of play" through specially-designed video games is helping kids manage their mental health. With Templeton World Charity Foundation's support, Isabela Granic and a team of social scientists, researchers, and designers at Games for Emotional and Mental Health (GEMH) Lab create digital games based on behavioral science that teach young people to regulate their anxiety. In her studies, Granic found that only about 40 to 60% of children experienced improvement through conventional cognitive behavioral therapy (CBT) approaches to treating chronic anxiety. Frustrated with this statistic, Granic began to wonder if its cause could be lack of engagement. With traditional CBT, "the delivery model is boring. Young people are asked to either sit in a classroom, a group therapy, or in a clinical sort of context." MindLight incorporates relaxation and mindfulness techniques, attention bias modification methods, and neurofeedback mechanics into an interactive, immersive story. As GEMH Lab designer Ken Koontz shares, storytelling and role-playing transforms the experience "from being a passive media to an interactive media, where now I can, as a child, or as a player, take part in the story that I’m consuming." With games like this, Granic says, "we can deliver the same kinds of training programs, the same kind of skill-building exercises and practice [as CBT] but in a context, that is fun, that delights young people. And most important maybe is, it’s in a context that’s most relevant to children and teenagers."