The Healthy Gamer Foundation promotes the mental health needs of the digital generation

We find mental health interventions that work for young people and add fuel through funding, policy, and targeted research to drive action.

Mental health is the only area of medicine that is getting worse, with young people suffering disproportionately

Depressive Disorders are the
2nd leading
cause of Years of Living with Disability and has increased in severity by 27% from 1990 to 2017.
Mental Health Disorders are the
5th most
prevalent reason for Doctors visits.

Prevalence of Any
Mental Illness by Age

Any Mental Illness is Defined as Adults aged 18 or older were classified as having AMI if they had any mental, behavioral, or emotional disorder in the past year of sufficient duration to meet DSM-IV criteria (excluding developmental disorders and SUDs)
Sources: CDC’s National Ambulatory Medical Care Survey: 2018, Global Burden of Disease Study.

Mental health is a labor problem

of psychiatrists are over the age of 45
48 days
is the national average wait time for behavioral services


more mental health professionals are needed to meet the current need for serious mental illness and substance use disorder
Depression is the
costliest disease in direct and indirect costs
of all US counties do not have a practicing Psychiatrist
Sources: APA, Global Burden of Disease Study, US Department of Health and Human Services, Substance Abuse and Mental Health Services Administration, National Council for Mental Wellbeing

We need a new approach. Now.


Finding things that work.
Validate interventions that show effective mental health outcomes from clinical, public health, or public policy perspectives.
Determine what it will take to scale up the most promising solutions to meet the mental health needs of young people.


Finding the way forward.
We will work with governments, NGO’s, and companies to activate mental health interventions at local, state, federal and international levels.


Work in three ways:
Apply for grants to drive our research initiatives.
Administer grants to third parties who show they are effective at activating interventions that pass our rigorous standards for outcomes and impact.
Administer individual grants to people who simply need a little help to get their lives back on track.

Who we are


Marcus Graham


A pioneer in Live Streaming and Esports with over 20 years of experience in Community, Marketing, and Interactive Content. Credited as one of the first online game commentators (Shoutcasters) and has hosted and/or broadcasted events for Twitch, Intel, Blizzard, Riot, Hi-Rez, Skybound, Alienware/Dell, WCG, MLG, Dreamhack, Valve, Penny Arcade, E3, and more. Joined the Founding team of Twitch in 2011 and spent 10 years working with the newest generation of Creators to continue to shape success and promote innovation for live broadcasting in the gaming industry. Accomplishments have been covered in Forbes, Variety, Hollywood Reporter, SF Chronicle, NY Times, and others.


Wayne Mackey


Wayne Mackey, Ph.D. is a Neuroscientist at NYU and the Founder and CEO of Statespace. Dr. Mackey received his B.A. in Psychology from Temple University and his Ph.D. in Cognition and Perception from NYU. His groundbreaking scientific work includes research, publications, and partnerships on multiple aspects of the intersection between neuroscience and technology. A lifelong gamer, he created Aim Lab which has over 40 million players + partnered with Riot Games and Ubisoft. Dr, Mackey is also a board member of the Worldwide Good Game League which works to bring Esports to underserved communities, he is also an advisor for the Queer Women of Esports Mentorship Program. Dr. Mackey credits video games for opening up a path to a college education and his scientific career.


Kevin Lin


Kevin Lin is a serial entrepreneur, startup mentor and advocate for the power of community in gaming culture. He is the cofounder and former COO of Twitch where his sense of gaming culture and community propelled the platform to more than 140 million unique monthly visitors and made the platform a leader in the industry. Since stepping away from Twitch, Kevin has become a mentor to several startups in the US and Taiwan. Kevin's notable achievements include cofounding Metatheory, cofounding Gold House, becoming a partner in AUM Group, and serving on the board of Krafton, Oura, Baobab, OneMoreMultiverse. Kevin is also an angel investor, an avid video game lover, anime fan, and an aspiring DJ.


Research and Policy

Alok Kanojia



Also known as ”Dr. K” to millions of people on the internet, Dr. Kanojia is the cofounder of Healthy Gamer, a mental health platform that serves the gaming community. He has inspired millions of people with online content while overseeing the mental health coaching of thousands of young people. He is widely regarded as the foremost expert on video game addiction and most prominent mental health authority for young people. Dr. Kanojia also holds a faculty appointment at Harvard Medical School.


Executive Director

Kruti Kanojia



Kruti Kanojia is the CEO and cofounder of Healthy Gamer. Her background in healthcare management, startups and nonprofits make her adept at navigating emerging healthcare disparities. She has worked with large international NGO’s and private foundations including the United Nations Human Rights Commission, the National Resources Defense Council, and the Clinton Foundation to promote initiatives and secure funding to advance the quality of life for people all over the world.

Join Us

Help us champion the needs of young people to live happier, more meaningful lives. The ripple effect of better mental health in young people boosts economic output, social harmony, and overall health.

Did you know?

Adults without health insurance are more likely to report poor mental health

of individuals without health insurance report poor mental health compared to 41% of individuals with health insurance
of adults without health insurance report poorly managed mental health disorders compared to 21%
Data from National Association of Mental Illness 2020 mood disorder survey

Cost is the most significant barrier to adults receiving mental health support

A national survey found that

of adults that were directed to treatment did not do so because it was too expensive.
of adults with insurance did not seek treatment because of cost.
of individuals without insurance that wanted mental health care/support did not receive it because they were afraid it would be too expensive.
of adults with insurance did not receive care because of cost.
of adults with insurance ended treatment early because of cost.
of adults without insurance stopped treatment early because of the cost barrier.
Data from National Association of Mental Illness 2020 mood disorder survey

More in-depth data on college student’s mental health

Trends in Mood and Anxiety Symptoms and Suicide-Related Outcomes Among U.S. Undergraduates, 2007-2018: Evidence From Two National Surveys
Trends in Mood and Anxiety Symptoms and Suicide-Related Outcomes Among U.S. Undergraduates, 2007-2018: Evidence From Two National Surveys

NIH data about utilization of mental health care and perceived unmet need

The top graph demonstrates that 18-25 year olds have the lowest utilization of mental health services, even though those individuals have the highest rates of mental illness.

The bottom graph depicts the NIH’s estimate of unmet needs for mental health services. Again, we find that 18-25 year olds have the highest rate of unmet need despite having the highest rates of mental illness.

Too old, too slow, too expensive

Psychiatrists are the
3rd oldest population
of care providers in all of medicine!
~2 Psychiatrists will retire
for every 1 joining the field in next 10 years.
of patients in LA had to wait greater than 5 weeks to see a psychiatrist.
Median cost of an evaluation
of the increased economic burden of depression is due to increasing severity of depression and the ever-increasing cost of treatment options.
of mid-Atlantic psychiatrists were accepting new patients.
could schedule an appointment in next 2 weeks.
could schedule an appointment in 6 weeks.