Submitted
Brain Health

Champions of the Shengha

Team Leader
Duncan Brown
Step 2
Our Solution
Champions of the Shengha
Our solution's stage of development:
  • Pre-Seed
Our solution:

Champions of the Shenga is a video-game that empowers young people to improve their mental health, training them to stay calm under pressure. Powered by our proprietary biofeedback technology, which intelligently analyses biosensor-data to provide real-time feedback on emotional state. Scaleable through embedding tech in next generation of mHealth interventions.

Our pitch:
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Our solution:  Champions of the Shengha, is a fun and competitive mobile game where players train themselves to unleash their magical power, channelled via their ‘magic transmitter’, a wearable sensor that measures their emotional state through their heart rate variability. The game uses biofeedback to improve mental resilience using mindfulness techniques, particularly deep regulated breathing. For our target audience Champions of the Shengha is a game, not a health intervention, which means it can deliver long term engagement and adherence where traditional therapies, and wellbeing mHealth products, fail.

Addressing the challenge: Behind our first product is the proprietary biofeedback technology we’ve developed, which intelligently analyses biosensor data to provide real-time feedback to a user on their cognitive and emotional state. We can improve every person's mental resilience by using this technology platform to design more effective, audience optimised, interventions that can prompt and reward people to augment their behaviour and improve their ability to self-regulate their emotions. 

Impact at scale: This technology can sit at the heart of the next generation of mHealth interventions, that genuinely empower people to be able to maintain and improve their mental health before conditions become chronic and where health services are unable to meet the demand for services. 

The problem:

1 in 4 people will experience a mental health problem in their lifetime, with an annual global cost of $2.5 trillion. Half of mental illnesses begin before the age of fifteen, and 1 in 10 young people now have a diagnosed disorder. Overstretched and under-resourced health services are unable to cope with the demand for treatment, with traditional interventions expensive to scale, patchy in their availability, and often not well suited for a youth audience. 

Why our solution will solve the problem:

To date we’ve run five evaluation trials, including an RCT, which have demonstrated that the game could effectively train emotional regulation skills, and which users quickly started to apply in their everyday lives. Beyond these static trials, our biofeedback platform enables the ongoing, and real-time, evaluation of impact as players use our products. You can read more about our research here on our website

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Solution Team:
Duncan Brown
Duncan Brown
Co-founder