During adolescence there is a sharp increase in mental health issues (e.g. depression). Video games may be used to train skills and knowledge to improve adolescent wellbeing, as video games engage adolescents and have been shown to train a range of skills. The project aims to examine mechanisms in potentially beneficial commercial video games that are effective in promoting mental health. These mechanisms may then inform the development of video games that specifically aim to promote wellbeing or target specific mental health issues. Moreover, in this project we look at non-specific factors (e.g. contextualization) that may promote or hinder the effectiveness and/or appeal of mental health games. Finally, with the use of facial emotion detection during video game play and in-game behavior we aim to understand social interaction within cooperative video games and the motivational and emotional consequences of this interactivity.