When a mental health issue arises, there’s formal health and informal health. But as demand for professionals increase, availability decreases, emphasizing peer support options, affordability and accessibility. But there are not enough people helping. We need to increase the motivation to help. I work with gamification which is to add typical game elements to encourage engagement, using tools like narratives, characters, and rewards. So using academic literature, industry tools, design trends and also the opinions of mental health experts we decided to create a game to research how to motivate peer support behaviour. Players control avatars through a narrative where they offer empathy through in-game characters to progress play as we measure engagement. This is the first study on whether gamification using narratives and avatars can encourage peer support for mental health. And it’s design has been widely published.