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Virtual Qaggiq game supports Inuit youth mental health 

Rooted in Inuit knowledge and shaped by Inuit youth, a 91ÑÇÉ«-led research project is using a culturally grounded video game to support mental health and well-being.

The five-year , funded by the Canadian Institutes of Health Research (CIHR), brought together more than 61 Inuit youth researchers, Elders, cultural advisors, musicians, artists and voice actors to co-create a psycho-educational video game grounded in Inuit knowledge and culture.

Led by Professor Yvonne Bohr at 91ÑÇÉ«'s , the initiative was developed in partnership with communities across Nunavut and was guided by Inuit youth for everything from the game's story and artwork to its music, voice acting and wellness content.

Inspired by Inuit Qaggiq, a traditional Inuit gathering space for learning and community renewal, the game combines Western therapeutic strategies (such as cognitive behavioural therapy) with Inuit Qaujimajatuqangit (IQ), a set values based on Inuit philosophy, Elder teachings and other tactics shared by Inuit youth.

During the game, players follow a young protagonist named Alaasua through seven quests exploring wellness topics identified as important to Inuit youth, including interpersonal conflict, substance use and relationship loss. 

The seven quests in the game range from substance use and bullying to boredom and self doubt.

Between October 2025 and July 2026, 276 Inuit youth from 37 communities across Canada tested the game and provided feedback through surveys, interviews and evaluation workshops. 

Bohr says the findings suggest the game is both safe and beneficial for participating youth. The research team found improvements in participants' confidence and ability to manage difficult emotions, challenge negative thoughts and use coping strategies such as seeking support from others. 

For many involved, the impact extended beyond gameplay. Inuit youth who co-created the game gained experience in research, leadership and mental health advocacy, while sharing Inuit culture and advancing traditional IQ principles.

youth members of the Nunavut-based research
Members of the research collaboration.

"We have learned that young people in Nunavut have a great passion for supporting mental wellness in their communities," says Bohr. "While youth leaders and Elders are eager to evaluate Western mental health interventions for youth, Inuit knowledge about healing must be front and centre in those interventions. Ideally, any mental health intervention should be developed by youth themselves with the support of their communities."

The game’s success is attracting attention. Earlier this month, Virtual Qaggiq was featured by CBC News for its innovative approach to supporting Inuit youth mental health through culturally relevant digital spaces. 

"What excites me most about the Virtual Qaggiq project is the promise the game has shown as a culturally grounded mental health resource for Inuit youth," says project coordinator and 91ÑÇÉ« research assistant Yogita Singh. "Seeing Inuit youth on the team grow from project council members into research assistants and emerging leaders in mental health and research has been incredibly inspiring." 

The research team is working with the Nunavut Department of Education to explore making Virtual Qaggiq available to youth through schools and afterschool programs across the territory. The team is also considering future initiatives that build on the project's community-led model to address other priorities identified by Inuit youth. 

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