Stress-Relieving Games

Biofeedback Technology is Helping Build Anxiety-Fighting Video Games

By measuring the participant's heart rate, breathing levels and other indicators of stress, biofeedback technology is being used to develop psychologically conscious video games. A mouthful, I know, but the concept is simple: Play a game, reduce your anxiety.

I don't envy today's college students one bit. Between the mounting tuition fees, lower employability and a hyper-competitive jobs market, I'm glad I graduated before things hit the fan. Luckily, today's students will have psychological games to help combat the anxiety they doubtlessly fight everyday. Biofeedback technology is being developed at the Rochester Institute of Technology and researchers are working hard to synthesize the tech with modern games. The result is a simulation that helps students develop stress-control techniques and fight tension at school and at home.

Keep squeezing that stress ball, however, because the RIT research team doesn't expect to release the video game until the winter!

Biofeedback Games
Biofeedback technology is being used to develop games aimed at reducing anxiety and stress levels in users.
Psychologically Conscious Games
By measuring indicators of stress, games are being developed that help users to develop stress-control techniques and fight tension.
Anxiety-fighting Games
Video games are being developed to help combat anxiety and stress, particularly among college students.

Industries Being Reshaped

Game Development
The use of biofeedback technology provides game developers with an innovative way to create games with a focus on mental health and well-being.
Education
The development of psychologically conscious video games provides an opportunity for educators and students to supplement traditional stress-control techniques.
Mental Health
Biofeedback games could be a part of the suite of tools used to help individuals manage their mental health.
SCORE
1.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 7%
Activity 18%
Freshness 8%

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