Trauma-Confronting Games

This Animated Game is an Illustrated Metaphor for Coping with Grief

In 'WEAVE,' a wordless and animated game, players follow two characters through two separate journeys to confront a "shared event" from their past.

Throughout the animated game, the only thing the characters seem to share in common between their individual worlds is a black orb looming in the distance -- a visual representation of the shared trauma from their past. The player is led through seemingly arbitrary challenges and actions: there are puzzles but what they are unlocking or achieving is unclear. Secondary characters are also encountered but they do not speak or identify themselves. Furthermore, documents must be signed and doors are opening but the effects of these actions are not immediately apparent.

The animated game appears to be a beautifully illustrated metaphor for the process of bringing oneself back to everyday life after having suffered a trauma. WEAVE can be played online or downloaded for PC for a price determined by the purchaser.

Trauma-confronting Games
Games that help people cope with trauma and grief through interactive experiences.
Wordless Animated Games
Games that rely on visuals rather than language to tell a story.
Ambiguous Game Objectives
Games that utilize unclear objectives to promote emotional exploration and reflection.

Industries Being Reshaped

Gaming Industry
This industry can incorporate more emotional and healing elements in their games, expanding their audiences to those seeking therapeutic tools.
Art Industry
Artists can further explore emotional expression and storytelling through wordless, interactive mediums like animation and gaming.
Mental Health Industry
There is an opportunity for the mental health industry to further explore and incorporate interactive tools in their therapeutic practices to reach a wider audience.
SCORE
3.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 34%
Activity 58%
Freshness 8%

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