Abstract
This study examined the effects on students of a novel game about death and loss.The intervention effects were measured using the "giving meaning to loss experience scale" and the "self-growth feeling resulting scale" on students at X University.The results showed that there was a significant difference in the "giving meaning to the experience of loss "before and after the experience of this novel game. The results also suggested that the factor "catching the message of the event" had a positive effect on "self-growth feeling" in the "giving meaning to the loss experience" scale.