Starting your day with a Wordle challenge might just be more than a fun distraction—according to DeepWell DTx, it could be a scientifically-backed boost to your mental well-being. The company has recently gained FDA approval for its biofeedback software development kit, which suggests that video games could be a legitimate tool for managing stress.
This FDA clearance means DeepWell's innovative games can now be used over-the-counter as an adjunct to traditional stress and hypertension treatments. With Medicare considering whether to reimburse digital therapy solutions, DeepWell’s games might soon be part of a broader mental health care strategy.
Interestingly, the FDA’s approval of DeepWell’s gaming kit aligns with a trend of approving consumer products for medical uses. For example, Apple’s AirPods Pro now serve as over-the-counter hearing aids, and devices like Garmin watches and Apple Watch apps monitor health conditions like atrial fibrillation. As mental health concerns continue to rise, regulators are exploring unconventional yet promising solutions.
DeepWell’s co-founder, Ryan Douglas, notes that the approval represents a shift towards integrating digital media into mental health treatment. “We’re addressing the mental health crisis with innovative tools that connect media to emerging digital health reimbursement streams,” Douglas told TechCrunch. His venture studio, NeuFluent, has been at the forefront of developing neurological products, with DeepWell as a key player.
While DeepWell doesn’t suggest replacing traditional therapy with its games, it offers a compelling complement. “Our products can be up to four times more effective than traditional methods,” Douglas explains, “but when combined with talk therapy, the results are extraordinary.”
DeepWell’s virtual reality game, Zengence, demonstrates this approach by using biofeedback to enhance gameplay. The game tracks the player’s breathing, making it easier to defeat enemies as they maintain a calm and steady breath.
Even games without explicit therapeutic features, like Super Mario or Animal Crossing, can have positive effects, according to Douglas. He emphasizes that moderation is key—playing for 15 minutes, three times a week, can be beneficial without overwhelming your mental health.
Douglas believes that games provide a unique opportunity for players to temporarily escape negative thoughts and stress, offering a new way to learn coping mechanisms. “Games can help players regain control and manage stress,” he says, noting that even high-stress environments, such as war simulations, can offer therapeutic value.
Looking ahead, DeepWell hopes to expand its technology’s applications to treat conditions like PTSD, epilepsy, sleep disorders, and memory issues. Douglas envisions a future where digital media continues to play a significant role in mental health treatment, alongside other forms of entertainment.
As DeepWell paves the way for integrating gaming into mental health care, it’s clear that innovative approaches are becoming more crucial in addressing today’s mental health challenges.