Introduction. Numerous studies support the positive impact of applications and video games in therapeutic intervention on children and adolescents affected by cancer, because this type of interaction provides relevant information in a dynamic manner, and also creates a virtual context in which patients can play different roles and become active in the management of the disease. At the same time, by using these mobile applications, an improvement has been observed on problem solving skills, perception and memory, but also on the ability to communicate with medical staff or to use more effective strategies for coping with the disease(1). Methods. In February 2016, The Little People Association of Romania officially launched the first mobile application specially designed for children aged 6 to 15 who are in active treatment for cancer or registered with a specialist for such a diagnosis. Built on assessment methods that were previously applied and used by psychologists and trained Little People stuff in eight clinic hospitals for seven years, the digital questionnaire from the mobile app evaluates issues like compliance with the treatment, fear of medical procedures, the emotional spectrum, coping mechanisms for difficult situations, hope and positive thinking, identifying perception of one’s own person, detecting the negative thoughts experienced by patients through hospitalization, knowledge of the human body and plans for the future. In addition to the questionnaire, the mobile app also contains some therapeutic games, as well as the pain scale and mood indicator. Both are helpful for the patient - physician or patient - parent communication and facilitate self-knowledge and self-expression. After completing the evaluation on the existing devices in each of the 9 units where the project is deployed, each patient can download the app on his own device, such as a tablet or phone, with a dedicated username and password provided by our staff. The frequency by which the oncological patients, hospitalized or at home, are using the mobile application, as registered in the back office, is an indicator of the effectiveness of using mobile technology as a therapeutic intervention method. Results. 415 patients, from 9 treatment centres from all over the country, users of the mobile app, were evaluated during the first year from the introduction of the mobile app “Leul Curajos”, some important aspects of the challenges they each pertained to oncology treatment being identified. A significant number of patients believe that invasive medical procedures are the main factors of psycho-emotional discomfort during hospitalization, also pointing the feeling of fear. A significant number of patients identify non-specific steps such as “courage”, “belief”, “treatment” as facilitating the healing process, rather than specific aspects such as chemotherapy, radiotherapy, surgery or other medical interventions reflecting the understanding of the treatment. The frequency of using the mobile app proves the interest of oncological patients for understanding the disease and the need for treatment. By analysing the number of users and the frequency of use of specific therapeutic games within the application, we can see which aspects are addressed by children with the greatest need, the patients being classified according to gender, age, diagnosis and type of therapy received. Games have a therapeutic effect on pain management, body image and self-image,emotional changes, and changes in cognitive biases. Conclusions. Qualitative information, gathered directly from oncological paediatric patients and their relatives, outlines a complete picture of the socio-emotional spectrum of children and adolescents affected by cancer, users of the mobile app. The data only available for visualization in back office for the association's specialists, provided to medical professionals, lead to a multidisciplinary approach to the oncological paediatric patient, both in te [ABSTRACT FROM AUTHOR]