Digital media can contribute to emergence of eating disorders by reinforcing idealised body standards, generating dissatisfaction with body image and encouraging conditions such as anorexia nervosa. Excessive use of the internet intensifies self-control difficulties, such as impulsivity, hyperactivity and behavioural problems, aggravating the situation. In this context, games can act as effective tools for prevention and treatment, stimulating self-knowledge, communication, behavioural change, and understanding of the disease. In anorexia, wellbeing is impaired by the demands of the disorder, which affects various life’s dimensions. This article presents the co-design process to the creation and playtesting of a board game called Yama’s Liberation, developed with patients and health professionals. The game was useful in promoting self-control, empathy, collective reflection, and flexibility of thought, contributing to mental, social, and digital wellbeing. While the game does not directly address the pathology itself, it has the potential to encourage adoption of positive behaviours among players.
Peçaibes et al. (Sat,) studied this question.