Virtual Self-Care Apps

#SelfCare is a Healthcare App Focused on Mental Health and Relaxation

#SelfCare isn't quite a video game and is instead a mental health app that encourages users to stay in bed and mind their emotional health. Made by former Assassin’s Creed developer Brie Code and writer Eve Thomas, this mental health app features a collection of gamified tasks that help users reflect on their own needs and personal health.

Serving as a "digital companion," #SelfCare joins users on their adventures without being obtrusive in their regular life. Instead, the app functions around a user's life and personality and stays away from push notifications and immediate reminders.

When users open the mental health app they'll be greeted with encouraging words and will be transported into a calming virtual world. This space allows users to remain "in bed" and offers up tasks such as breathing exercises, tarot experiences, petting a virtual cat and simply taking time for personal reflection.

Image Credit: Tru Luv Media Inc.

Gamified Mental Health Apps
There is an opportunity for the development and growth of gamified mental health apps that encourage users to prioritize their emotional health.
Virtual Reality Self-care
The use of virtual reality technology to create relaxing and calming self-care experiences presents an opportunity for disruption in the mental health industry.
Digital Companion Apps
There is an opportunity for the development of digital companion apps that offer personalized support without being obtrusive or disrupting a user's regular life.

Where This Applies

Mental Health
The mental health industry could benefit from the development of innovative apps that prioritize self-care and emotional wellbeing.
Technology
There is an opportunity for the technology industry to leverage virtual reality and gamification to create innovative mental health apps.
Wellness
The wellness industry could benefit from the development of self-care apps that offer personalized support and encourage users to prioritize their mental health.
SCORE
6.2 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 85%
Activity 93%
Freshness 8%