Therapeutic Video Games

Akili Interactive’s EndeavorRX is the First FDA-Approved Prescription Game

Akili Interactive’s EndeavorRX game -- formerly known as Project EVO -- is the first FDA-approved prescription video game that was recently launched in the US. The interactive game is made for children ages 8 to 12 and is specifically designed to help those with ADHD symptoms.

Akili Interactive's EndeavorRX game was made after seven years of clinical trials, that involved studies of over 600 children. The final product is described as an "obstacle-dodging, target-collecting game" and has been proven to help retain ADHD patients' uninterrupted focus for up to 25 minutes daily.

The game is not only interactive and family-friendly but is also said to deliver minimal side effects when compared to traditional prescription drugs, speaking to the gaming industry's future potential in the world of virtual health.

Image Credit: Akili Interactive

Therapeutic Video Games
The trend of developing therapeutic video games to treat medical conditions has disruptive innovation opportunities, especially for virtual health.
Prescription Video Games
The trend of creating FDA-approved prescription video games offers disruptive innovation opportunities for companies looking to develop non-traditional, virtual-based treatments for various ailments.
Virtual Health
The virtual health trend, in which video games are being used in medical treatments, can lead to disruptive innovation in the healthcare industry and revolutionize the way we treat various conditions.

Industries Being Reshaped

Gaming Industry
The gaming industry has the opportunity to expand its market by creating therapeutic video games that can be FDA-approved prescription drugs.
Healthcare Industry
With virtual health becoming more prevalent, the healthcare industry can create new, innovative treatments that rely more on non-traditional methods and technology, such as video games.
Pharmaceutical Industry
The pharmaceutical industry can revolutionize the way it treats various conditions by creating prescription video games as an alternative to traditional drugs with more side effects.
SCORE
4.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Millennial
  • Gen X
  • Gen Alpha (primary audience)
POPULARITY
Popularity 31%
Activity 85%
Freshness 10%

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