This MSc. Thesis was a collaboration between the Delft University of Technology, the University of Amsterdam and Interapy. Interapy is a psycho-therapeutic institution successfully applying online burnout therapy. Their internet treatment only includes textual contact with their patients and they wanted to extend this contact with a game-based therapeutic intervention to increase patients’ engagement with their therapy. Therefore this graduation project focussed on developing such a game. To increase the engagement, one preset requirements is that the game should progress from an abstract and virtual level to a concrete and realistic level. Since it is almost impossible to develop a game covering all issues of burnout treatment, the project started with defining a more specific focus. After an analysis of the protocol of Interapy, a discussion with the therapists and interviews with three burnout patients, it was decided to focus on improving patients’ self-confidence in dealing with others. As a result of their norms and values, burnout patients often experience problems with ineffective thoughts. An example of such a thought is: ‘People can always count on me’. Such thoughts cause burnout patients to experience rejecting other’s requests as difficult and to push their limits to please others. The protocol of Interapy spends one module on dealing with others, where the patient has to conduct a behavioral experiment to practice dealing with others in actuality. The game is focusing on supporting and stimulating this experiment and can be used as addition to the current protocol. This focus included two fields, namely therapy and gaming. To see how these fields could be merged, a literature study was conducted to gain more insight in how to increase burnout patients’ self-confidence and the strengths of gaming. It was decided that the game should help to change the burnout patients’ negative mindset into a positive one. The patients progress from abstract levels toward a concrete and realistic level, along the way learning to work with positive thoughts and developing a positive mindset. The merging of the two fields resulted in the creation of design directions serving as categories for the brainstorm. These categories were control, results and feedback, simulation, narrative and metaphors, fun and levels. By brainstorming on these design directions, one concept was developed. The concept consists of four levels. The first level is the abstract level, where patients have to match negative thoughts with positive alternative thoughts. During the second level patients have to pay off with negative thoughts by shooting them away with the best counterarguments. Now the patients are sensitized with these thoughts, the third level places the thoughts in a work related animated scenario. During the dialogue thoughts pop up and patients have to decide whether these thoughts are positive or negative. The last level is a virtual behavioral experiment, where patients have to practice a conversation with an actor, representing their manager. Their response is recorded, which gives the patients the opportunity to review their response and evaluated it. After the game, patients can decide to share the recording with their therapist in order to receive feedback. The concept is evaluated with therapists and patients, where there overall impression is highly positive. Both groups expected the game will stimulate to conduct a behavioral experiment and can increase the self-confidence of the patient. Thomas Zielhorst, at the University of Amsterdam, will examine whether the game has a real effect on improving the patients’ self-confidence. His research will also investigate whether the game helps to achieve Interapy’s desire to increase patients’ engagement with the therapy. This project delivered one finished version of every level. The result of this project should be seen as a pilot set-up of a game for therapy. If the prototype proves effective, the levels could be extended with, for example, more scenarios to make it into a complete game.