Zeina Essam Unveils A Video Game to Help Children Conquer Their Fears

Zeina Essam, a senior student at the Faculty of Digital Arts and Design at Egypt University of Informatics, has developed a new video game titled "Rafiq." The game aims to support the mental health of Egyptian and Arab youth. It offers an innovative interactive experience that follows a fictional adventure of a young boy confronting and overcoming his deepest fears.

This marks the university’s second initiative focused on children’s mental well-being. Designed by Zeina as her graduation project, Rafiq helps children, particularly in their early developmental years, face their fears through gameplay that reinforces the message: "Fear is a natural part of life, and with courage and determination, it can be conquered."

Prof. Ashraf Zaki, Dean of the Faculty, highlighted that children often experience psychological challenges when transitioning from the home environment to school, leading to feelings of fear or anxiety. The game, he explained, is crafted to help instill inner strength and teach that true bravery lies in confronting one’s fears.

The game centers on a 12-year-old boy named Rafiq who suffers from loneliness after losing his father. To mask his emotional pain, he turns to pranks. One day, he discovers a mysterious book in his late father’s library, which transports him into a surreal world where he becomes a wooden puppet and is forced to face various fears embodied in interactive, symbolic settings.

Zeina Essam explained that the game blends immersive environments with narrative storytelling. The player progresses through levels that represent different childhood fears—such as heights, strangers, graveyards, and sharp objects. She emphasized that the game is not merely for entertainment but also seeks to create a deep psychological impact.

In the first level, Rafiq navigates a massive library that symbolizes a fear of heights, jumping between giant books and avoiding obstacles. The second level takes place in a spooky circus that represents a fear of strangers, where clown puppets chase him through chaotic challenges. The third stage unfolds in a foggy, desolate graveyard, symbolizing the fear of death and darkness. The final level confronts players with sharp tools in an oversized kitchen or a distorted toy store, reflecting anxiety about physical pain and the unknown.

Prof. Zaki stressed that the game is a strong example of what Egypt can offer in culturally expressive video game development. He emphasized the need for digital content that reflects Egyptian and Arab values and traditions, adding that the university is committed to preparing a new generation of developers and designers capable of producing competitive, identity-rich content for regional and international markets.

It’s worth noting that Zeina previously won first place in a competition organized by Egypt Post for designing a special stamp that raises awareness against human trafficking; an achievement that reflects her ability to combine artistic creativity with meaningful humanitarian messages.