are at risk of adverse cancer outcomes due to poor treatment adherence. Research on Re-Mission 2 shows that the new games are as effective as the original Re-Mission game in increasing players’ self-efficacy, boosting positive emotions and shifting attitudes about chemotherapy. Re-Mission 2 games are free to play online at re-mission2.org, and Re-Mission 2: Nanobot's Revenge is available for download as a mobile app for iOS and Android devices. The browser-based games and mobile app offer a variety of gameplay styles for young cancer patients who spend time online and on mobile devices. Partnerships As part of Hopelab's development approach, the foundation works with research partners and organizations to scale projects more broadly. Current partnerships of Hopelab include: Marc Bracket, Ph.D., and Robin Stern, Ph.D., at the Yale Center for Emotional Intelligence on the Mood Meter mobile app Nurse-Family Partnership on project work Ayogo Stupid Cancer Presence Research and publications Research and product development are led by Dr. Jana Haritatos. Hopelab research and journal articles include: Cole, S.W., Yoo, D.J., Knutson, B. (2012). Interactivity and Reward-Related Neural Activation During a Serious Videogame. PLoS ONE Tate, R., Haritatos, J., & Cole, S. (2009). Hopelab's Approach to Re-Mission. International Journal of Learning and Media; 1(1), 29-35. Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H. (2008). A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics, 122, e305-e317. Schiffman, J.D., Csongradi, E., & Suzuki, L.K. (2008). Internet use among adolescents and young adults (AYA) with cancer. Pediatric Blood & Cancer, 51(3), 410-415. Beale, I.L., Kato, P.M., Marín-Bowling, V.M., Guthrie, N., Cole, S.W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer. Journal of Adolescent Health, 41, 263-270. Beale, I.L., Marín-Bowling, V.M., Guthrie, N., Kato, P.M. (2006). Young cancer patients’ perceptions of a video game used to promote self-care. International Electronic Journal of Health Education. In press. Kato, P.M. & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275. Beale, I. L. (2006). Scholarly literature review: Efficacy of psychological interventions for pediatric chronic illness. Journal of Pediatric Psychology, 31(5), 437-451. Suzuki, L.K. & Beale, I. L. (2006). Personal web home pages of adolescents with cancer: Self-presentation, information dissemination, and interpersonal connection. Journal of Pediatric Oncology Nursing, 23(3), 152-161. Beale, I. L.