Very Real Help built a clinical research platform called Help Club to aid people with depression, anxiety and other mental health conditions in the metaverse. The mental health-focused virtual app can be found on Quest, PC, Mac and iOS, and within a virtual setting, people can join as an avatar and begin tending to their mental health with the expert help of trained coaches.
The safe community is likened to a virtual support group and its coaches leverage the scientifically validated tools of an approach called Cognitive Behavioral Immersion. On the virtual mental health platform, 53% of your users have self-reported levels of clinical depression and 45% have clinical levels of anxiety, and since spending time in the virtual space, members have reported reduced symptoms.
Virtual Mental Health Apps
Help Club is a Virtual App Focused on Mental Health
Trend Themes
1. Virtual Mental Health - Developing virtual platforms that can aid mental health conditions through trained coaches and scientifically validated tools will become a common trend.
2. Metaverse Therapy - As metaverse experiences become increasingly prevalent, we can expect to see more mental health apps that offer therapy within virtual environments using avatars.
3. Cognitive Behavioral Immersion - As more mental health apps based on scientifically proven approaches such as Cognitive Behavioral Immersion are developed, it will become easier for users to access clinically validated treatments for depression and anxiety.
Industry Implications
1. Healthcare - Mental health apps such as Help Club represent a disruptive innovation opportunity for the healthcare industry by providing more accessible and cost-effective mental health treatments.
2. Technology - Virtual mental health apps such as Help Club are an opportunity for tech companies to develop innovative mental health solutions that can be accessed from anywhere in the world.
3. Gaming - Virtual mental health platforms are an opportunity for the gaming industry to explore the integration of mental health into gaming experiences, creating games that plausibly help users manage and reduce their mental illness symptoms.