Photo credit: venturebeat.com
PlayNice has unveiled its flagship game, MindLight, designed to address mental health challenges among children. This action-adventure video game employs a biofeedback headband to monitor children’s physical responses as they play.
MindLight aims to bolster children’s capabilities in managing stress and anxiety. Through engaging gameplay, it employs biofeedback technology that transforms emotional reactions into in-game actions, fostering positive mental health outcomes.
“In recent years, the prevalence of anxiety and depression has surged, particularly among children in school. It’s critical to equip them with tools for managing these issues,” stated Evan Hirsch, CEO of PlayNice. “Despite the urgent demand for effective therapeutic interventions, many families find access increasingly difficult and costly. MindLight was created to meet this pressing need and empower children to cope through interactive play. Games offer an enjoyable and timeless approach to help kids learn that they can influence their perceptions of the world and navigate their challenges.”
The concept of MindLight is straightforward yet captivating: players can utilize their own mental calmness to influence the game’s environment. A more relaxed state brightens the typically dark and eerie haunted house within the game, while increased anxiety results in a darker atmosphere. This gameplay dynamic provides children with valuable lessons on managing emotions, potentially translating to real-life applications.
Players choose a character to traverse their grandmother’s spooky mansion, encountering various stressful situations—like encountering shadows and other unsettling elements—that they must overcome to restore light to her home.
Real-time biofeedback captures data regarding players’ brainwaves or heart rates, reflecting their ability to handle anxiety during gameplay. Success in managing anxiety not only brightens their in-game avatar’s “mindlight” but also aids in dispelling menacing characters that appear throughout their journey. This responsive feedback adjusts according to each player’s emotional and cognitive patterns, offering them ongoing insights to help strengthen their mental resilience.
In previous attempts, various games have incorporated EEG feedback with inconsistent effectiveness.
However, according to Isabela Granic, chief scientist at PlayNice, comprehensive research involving several registered trials with over a thousand participants has shown that players of MindLight can reduce their anxiety levels by more than half.
Remarkably, just 5.5 hours of engagement with MindLight can yield benefits comparable to 8-12 weeks of cognitive behavioral therapy (CBT). This positioning turns MindLight into a cost-effective, scientifically validated alternative, making essential therapeutic strategies more accessible to families.
“MindLight represents a form of screen time that parents can endorse with confidence,” commented Granic. “The game is intentionally designed to assist children in managing their anxiety and stress while engaging in enjoyable play.”
Granic, a professor of developmental psychology at McMaster University in Toronto, began assembling a multidisciplinary team for the development of MindLight in 2013. Over the past decade, her research has concentrated on the implications of gaming for young people’s mental health, spearheading the creation of impactful video games that deliver lasting benefits.
The foundational research established in the lab underlines PlayNice’s commitment to harnessing technology for positive outcomes. With a belief that successful commercial ventures and beneficial impacts can coexist, PlayNice enlisted talent from industry leaders, including Electronic Arts, Nexon, Sony Imageworks, and Xbox, to develop MindLight.
“Our mission at PlayNice emphasizes gaming for a positive purpose,” Hirsch remarked. “We challenge the notion that for games to have a positive effect, they must shy away from competing with commercially popular choices. Players will receive substantial mental wellness benefits while enjoying a game experience on par with the best in the industry.”
To access MindLight, families must procure two items: the biofeedback Neurosky MindWave 2 EEG headset (with plans to expand device compatibility soon) and a subscription to the game, available for download from the Amazon, Android, and Apple app stores or from PlayNice’s website. Supported platforms include PCs with Windows 10 (version 2004 or later), Android tablets, and iPads.
Subscription plans are as follows: Single child: $6.99/month or $59.99/year; Family plan (up to 5 users): $9.99/month or $99.99/year.
Remarkably, the total cost for a year of MindLight, including the biofeedback device purchase, is about $200, comparable to a single session of cognitive behavioral therapy.
In an effort to enhance accessibility, PlayNice is providing a complimentary six-month subscription to MindLight for licensed pediatric therapists and school counselors. For additional information, interested parties are encouraged to email: therapists@playmindlight.com.
Source
venturebeat.com