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The Research Behind THRIVE

THRIVE was developed using findings from psychological research on university student mental well-being. The game transforms evidence-based protective factors into interactive gameplay that teaches stress management, resilience, and healthier decision-making.

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The Core Study

Researchers examined 327 Canadian university students to understand what predicts stronger mental well-being.¹

The study measured:

  • Depression (PHQ-9)

  • Anxiety (GAD-7)

  • Positive & Negative Affect

  • Mood & Well-Being

  • Social Support

  • Physical Activity

  • Self-Management Skills

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¹Wang & Huggon (2024)

Key Findings

The study revealed that multiple protective factors are linked to better mental well-being.

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Self-Management Works

Students with stronger planning, discipline, and self-management reported better mood and lower depression.

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Social Support Protects Mental Health

Higher support from others was linked to lower anxiety, lower depression, and better emotional well-being.

2

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Physical Activity Helps Mood

Students who moved more reported stronger positive emotional states.

3

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A one-minute breathing exercise immediately improved mood and mental well-being.

One Minute Can Matter

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Stress Storm Cards

How Research Became Gameplay

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Energy / Focus / Connection Resources
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Mindful Break Card

Represent real-life pressures students face and challenge players to respond effectively.

Based directly on the protective factors found in the research: physical activity, self-management, and social support.

Inspired by the study’s one-minute breathing intervention shown to improve mood and well-being.

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Why Use a Board Game? 

Research is powerful—but papers alone do not always change behavior. THRIVE uses play, reflection, and decision-making to make mental health strategies memorable, social, and easier to apply in real life.

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