Video Game Life Coach for Digital Divas

Straighten your crooked life in three months with digital life coaching. New for the Nintendo DS is the Female Power DS Game presented by Anan, a Japanese women's magazine.

Body image problems? No romance? Beautiful, Cute, Strong. It's got you covered. Well, it does if you are a young working woman from Japan. I'm not quite sure how all of this is going to translate for the rest of us.

The new roster includes My Happy Manner Book, DS Therapy, Female Power Emergency Up! and Yoga Anywhere. Hmmm . . . that Female Power Emergency Up! sounds like an energy drink for that time of the month.

They've got my attention, but my thumbs are another matter. We are on a watch to see if this trend translates to other female markets.

Digital Life Coaching
Offering digital life coaching via video games and other platforms presents an opportunity for disruptive innovation in the coaching and self-help industries.
Video Game Therapy
Creating video games for mental health and therapy purposes could disrupt the healthcare and gaming industries by offering an alternative approach to traditional therapy.
Personal Development Games
Developing video games aimed specifically at personal development, such as improving self-esteem or relationship skills, could create a new market and disrupt the gaming industry.

Sectors Adopting This

Coaching
The coaching industry can explore and develop new digital coaching platforms, such as video games and mobile apps, to provide personalized coaching experiences.
Self-help
The self-help industry can leverage digital platforms, such as video games and mobile apps, to make personal growth and development more accessible and engaging for users.
Healthcare
The healthcare industry can explore video games and other digital platforms as potential tools for mental health and therapy treatment, creating a new approach to healthcare that is more engaging for patients.
SCORE
2.2 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 45%
Activity 13%
Freshness 8%

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