We equip mental health professionals with resources on digital disorders to empower an intentional digital culture.


Who We Are

We are a values-driven company with a vision that reaches beyond the bottom line. Rather than advocating for less technology and digital use, we envision a world where technology supports our shared well-being.

Intenta spearheads a comprehensive shift to re-imagine the modern relationship with digital technology from compulsive use to intentional use.



educating mental health professionals is a force for good as part of a broader social contract.



the shift from compulsive to intentional digital use empowers human growth for a healthy digital culture



the best quality clinical training is built on rigorous research

We’re information nerds, personal growth junkies, and technology geeks.

Our Story

Cam Adair, Co-Founder

As a talented hockey player, Cam Adair’s life took a dramatic turn at the age of 11 when he began to experience intense bullying, leading him to drop out of high school and escape into gaming. He never graduated, and while all of his friends were off to college Cam was playing video games up to 16 hours a day. Struggling with depression he reached rock bottom when he wrote a suicide note, and it was this night when he made a commitment to change.

Cam went on to found Game Quitters, the world’s largest support community for video game addiction, which currently serves members in 95 countries. Named one of Canada’s top 150 leaders in Mental Health, his work has been published in Psychiatry Research, featured in two TEDx talks, and media major outlets such as Forbes, BBC, the New York Times, NPR, CNN, and ABC 20/20, and others. He’s an internationally recognized speaker, entrepreneur, and YouTuber with over 2M views. His story was featured in the Game Over documentary by TELUS.

Jamison Wiggins, Co-Founder

In 2011, Jamison completed a Masters in East-West Psychology at the California Institute of Integral Studies. His thesis focused on emergent technology use disorder including gaming, social media, digital devices and streaming mead (mindless browsing).

Growing up with the internet and digital technology advancement, he struggled with excessive and compulsive digital use which left him feeling anxious and depressed. He began primary research into the emergence of digital technology use disorders, and worked directly with clients and families struggling with problematic and disordered digital use.

Building on his clinical experience, in 2019 Jamison designed, developed and deployed a comprehensive Gaming Disorder clinical treatment program for the residential treatment facility, The Cabin Group in Southeast Asia.

Building on their joint expertise, Intenta was launched in April 2020 supported by a powerful partnership group of cross-disciplinary leaders.

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