This study explored the effects of a projected self-image in a game situation created for people with different impairments and ages, to question life quality and social cognition. A simple video capture game utilizing the Microsoft Kinect enabling embodied interaction was created. Test sessions consisting of two test conditions, a mirrored self-image condition and a silhouette condition, were conducted with repeated measurement and an interval of one week between each condition. The participants were from four special needs daycare centers and selected by caregivers. They consisted of 20 children (10 male, 10 female) and nine adults (three male, six female), all with various impairments. Video recordings were analyzed with a qualitative case study approach, and a follow up semi-structured in-situ interview with the caregivers was held to support the interpretations. Overall findings indicate that the system has a variety of possibilities and the participants used it in their own way e.g. for rough-and-tumble play, creative expression, and as a medium for cooperation. However there was no visible difference between the mirrored condition and the silhouette condition.