A group of online influencers are aiming their virtual weaponry at childhood mental health concerns, as part of a collaboration between Kids Helpline and the live-streaming service, Twitch.
Dubbed the 'Truth 'n Loot' campaign, the initiative aims to create a conversation while live-streaming third-person shooter, Fortnite.
"The influencers play the game, and like they normally would, they share tips and tricks as they go through levels," said Tracey Gillinder, head of marketing and fundraising at Kids Helpline.
"At the same time, they're having a conversation and getting the message out about mental health in a native and authentic environment."
The strategy has developed out of a desire to promote mental health in a way that would appeal to the modern teen sensibility.
"We're meeting gamers where they are, [realising] we can't continue driving kids away from the places they feel comfortable in order to have these conversations," Ms Gillinder said.
"Fortnite is a gaming phenomenon the world over, it already appeals to them, so it's easier to go there than to try to interrupt them to have a conversation elsewhere."
Riverina Bluebell's Allen Hunt applauds any strategy that leads to young people opening up about their mental health.
On the front line of the situation, Mr Hunt engages with young people every day, and has noticed the difficulty children - and in particular boys - have in expressing negative emotions.
"I was working with some boys the other day, and one boy showed an emotion," he said.
"The other kids laughed, and it just shut him down immediately. I said, 'that right there, that's the reason we struggle to be real', we need to find a way to get our emotions out effectively."
Recognising the prolific nature of video games among modern children, Mr Hunt believes there is a place for technology in the treatment of mental health concerns.
"Kids often shut their feelings down by playing these sorts of games, so getting them talking while playing is an interesting idea," he said.
"Technology is great, but we still need to know how to communicate directly. We need both, it's not one or the other."
But he worries that the specificgame environment might not be conducive to in-depth emotional discussions.
"My understanding of a game like Fortnite is the joy, the happiness comes from killing something. That's not a normal emotion to feel in the real world, if you saw someone die, then you'd react with sadness," he said.
Instead, he is advocating for the development of a standalone, specific mental health 'game', that will address and challenge childhood mental health in an environment they are familiar with.
"Kids enjoy video games and screens," he said.
"I would want that game to be a safe place to experience a variety of emotions. If we could find a way to get kids feeling all emotions within the game, then we could teach them that crying is a valid emotion.
"If you don't feel true sadness, you can't feel happiness."