The article title is somewhat misleading; the point of the games described isn't simply to "cut stress".
Rather, the games variously work to raise awareness of mental illness; help people with mental illness cope by giving them protagonists and storylines they can relate to; provide role models and story structures for overcoming challenges related to mental illnesses; and improve overall mental health in a variety of ways from dancing in VR to mindfulness exercises to encouraging conversations with therapists.
edit: a word