SeeLife is an exciting and motivational, multi-level biofeedback game that enables the player to learn how to consciously manipulate their heart rate variability. Children have difficulty with mindfulness and self-regulating their emotions. Additionally, they are experiencing so many emotions for the first time and do not know how to handle or describe them. Recognition of the importance of building emotional intelligence at a young age is growing amongst academic institutions. There is a new pressure across the country for schools to incorporate social-emotional learning in their curricula. Our solution is to use gamification of biofeedback and artistic expertise to capture a child’s attention long enough for the therapy to be successful. It uses professionally designed imagery, music, and language to guide the player to connect with and regulate their autonomic nervous system. Benefits of practicing heart rate biofeedback include improved attention span, focus, social skills, academic well-being, fewer emotional outbursts, and increased self-regulation.
Biofeedback therapy is the practice of bringing awareness to physiological activity, which allows the player to learn how to control things such as their heart rate. It has been used for decades as meditation and treatment for a variety of medical conditions. Once the technique is mastered it becomes a skill that can be used in daily life as naturally as riding a bike. However, the therapy is traditionally very boring and difficult for kids to stay engaged. By designing an engaging game with elements that reflect changes in the player’s heart rate (e.g. the water gets clearer as heart rate goes down), players are able to “see” it, learn it, and therefore control it.
SeeLife is currently conducting a pilot study while with the support of Bounce Innovation Hub’s Product Development Accelerator. We are simultaneously building and testing the MVP to ensure a quality product hits market in Q3 2019 and is ready to play in schools next academic year.