Abstract
In recent years serious games, gamification are emerging concepts in the game industry. However often if a game is functional for the player (learning, mental health) usually it lacks charm and fun. The other way around is true. If a game is fun and appealing, usually doesn't care about other possible functions. The author is willing to produce a game which incorporates the fun and appeal of top-level Japanese games but that at the same time provides for the user an insight and a profound emotional experience. The first step is presented here. preliminary interview and questionnaire survey were conducted to understand which dimension of mental health is affected by fictional narratives consumption. After we conducted a pilot Intervention-control study using an original videogame produced according to the principles of narrative therapy and narrative transportation theory.