SuperNatural is the first addictive mobile game
designed for treating and managing
Millennials anxiety.
Our purpose is to help youth and young adults to build mental strength
by acquiring a new set of mental skills while playing games.
SuperNatural helps them tackle anxiety on their own, making them more independent, in control
over situations, supporting them through their journey towards a happier and more fulfilling life.
12% of Millennials are diagnosed with anxiety disorder, more than double than of boomers.
Millennials experience more stress and are less able to manage it than any other generation.
As they face emotional challenges they can easily use self-help tools
in order to facilitate their internal dialog continuously.
SuperNatural is an immersive introspective game that serves
as a safe place for them on a rainy or shiny day.
By playing SuperNatural, we make it possible for them to implicitly learn & practice scientifically
-proven psychological methodologies, that will restore Millennials' control over their well-being,
and help them to be persistent in improving it for the long term.
Why SuperNatural ?
Millennials and Gen Z are the most anxious generation. Nearly 1/3 millennials are now suffering from mental health conditions, 12% of millenninals diagnosed with anxiety, 30% of working millennials are classified with general anxiety, and they are the most likely demographic to die from alcohol and drug abuse. Anxiety is a growing concern in our modern society, and the most common mental illness in the U.S., affecting 40M people.
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Anxiety specifically affects young adults and college students, which struggle with their mental health the most. 61% of college students experience frequent anxiety, over one-half of undergraduate students felt overwhelming anxiety in the past year, 17% report having been diagnosed or treated for anxiety (66% higher than in 2008).
92% of Millennials said that COVID-19 had a negative impact on their mental health.
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Anxiety disorders are highly treatable, yet only 36.9% of those suffering in the U.S. receive treatment mainly because of perceptions of help-seeking, social stigma, confidentiality issues, cost, accessibility, and availability.
Millennials are relatively open to therapy and alternative solutions, but they have
difficulty properly managing it, as they find it hard to commit to long-term solutions.
CBT (Cognitive-behavioral therapy) is the most effective psychological treatment for anxiety today.
It is taught today either through ad-hock talkative treatment, web courses, or wellness mobile apps.
yet The current solutions – are not for everyone.
One big limitation of CBT is that it requires the ability to commit to the process.
Millennials find it hard to regularly practice CBT, and be persistent in order for it to take effect.
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There is an actual need for a CBT solution dedicated to Millennials
that will ensure they will practice it for the long term.
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What is special about Millennials?
The rise in anxiety is a real problem for our youth, as they experience many transitions and pressures all at once,
and lack the set of tools necessary in order to successfully deal with it. In Today's culture of achievement, they feel pressure to succeed in ways previous generations did not. Millennials have more competition in their career, find it more difficult to achieve job satisfaction, handle a tough job market, and do that under the pressures of student debt, parents' expectations, and their own ambition addiction. Millennials experience work-disrupting anxiety at twice the US average rate. In a study, 30% of Millennial and Gen Z (18-34) employees experienced anxiety or depression “all the time” or “often" at work (compared to 18% of other age groups). Millennials also marry later in life, and spending a larger portion of their lives making it on their own.
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Thanks to technology, there is an endless range of possibilities available for them. But that also makes decision-making an area that many struggles with. Psychologists suggest that it is the uncertainty of the future over career, relationships, and social acceptance that impacts students the most. Millennials spend on average 2 hours and 38 minutes daily on social media, and are more likely to report mental health issues and symptoms. Instagram has been named the worst social media network for mental health, contributing to high levels of anxiety and depression, bullying, body image issues, and FOMO. Putting aside benefits such as self-expression and building connections, youth also learn to create false identities (personal ‘brand’), feel they should be constantly available, and seek reassurance in the form of ‘likes’. It damages their self-esteem, and their worldview is becoming a reflection of it. This also makes it harder for them to listen to their own instincts, feelings, and perception of happiness as they constantly compare their life and social connections. It makes them have disproportionate reactions, such as worrying excessively about everyday life activities.
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Millennials undoubtedly experience a great deal of stress, and subsequently, difficulty properly managing it.
Millennials today seek an instant fix. They attend therapy and use wellness apps, since they have a relatively short attention span and high stimuli and find it hard to commit to it - since it is a task, a "have to". They do not consider online self-help web courses due to a lack of dedication and persistent motivation.
Anxiety is still limiting their lives and preventing them from becoming stronger and healthier. They are open to effective, science-based, and fast-paced solutions. They only need a tool that will help them manage anxiety in a dedicated package - a spoonful of sugar to help the medicine go down.
Why a game?
Millennials make the age group that plays games the most.
Gaming is something already built into thie age group routine.
Speaking of motivations to play, the No. 1 motivation for users to play mobile games is relaxation, the 2nd is amusement, and the 3rd is the storyline. Most games supply relaxation using cognitive distraction, which only supplies temporary relief.
Millennials also spend the most money on games of any age group, $72 a month on game downloads and gaming subscriptions, and $22 a month on in-game content.
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What are the benefits of playing games? We are all familiar with the negative risks of playing games such as dopamine addiction, sleep deprivation, social disconnection and so on. Why not harness gaming in order to actually help this age group adopt good habits instead of this bad habit? Teach them skills that will enable them to know themselves better, build better communication with others, and treat their anxiety?
Designing the game correctly, the positive effects of video games are numerous - from better memory and problem-solving to improved mood and social skills. Video games actually have many physical, cognitive, and social benefits. Studies have shown that some video games can boost mood and make for better heart rhythms—a sign that they may also help relieve stress. The correlation (not causality) between video games and stress has been reflected in numerous unrelated studies, which is why video games have been used in therapy for over a decade.
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Bibliography
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GAMES
1. Games & CBT: Computer games supporting cognitive behavior therapy in children (researchGate)
2. Game & learning: "Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience. (study that found that the improved engagement DGBL learning provides also leads to students having more motivation to complete school work). (seriousgamessociety)
3. Games & stress: The Use of Video and Computer Games to Recuperate from Stress and Strain(Hogrefe)
4. Games & flourishing mental health (NCBI)
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Statistics
5. Gamers mental health effects during and after pendemic: survey by IGDA (by My.Games, the International Game Developers Association, and the Fair Play Alliance).
6. Gamers motivations (Adcolony mobile gamer study)
7. Gamers playing games statistics (Newzoo)
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MILLENNIALS
1. CBT for youth & young adults (Millennials): "On average, 60–80% of children and adolescents treated with CBT no longer meet the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for their primary anxiety disorder at post-treatment" (Springer)
2. Young Adults’ Pandemic Mental Health Risks: 18- to 24-year-olds reported the highest levels of symptoms of anxiety and depression(TheNewYorkTimes)
3. Pulse’s State of Mind trend report found that 54% of 13-39-year-olds say their mental health has been negatively impacted by Coronavirus (ypulse).
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CBT & ANXIETY
a) "Cognitive-Behavioral Therapy(CBT) is A well-established, highly effective, and lasting treatment. Benefits are usually seen in 12 to 16 weeks." (ADAA)
b) "Reasons for not receiving mental health services among U.S. adults in 2020*" (Statistica).
c) "Anxiety disorders are the most common mental illness in the U.S., only 43.2% are receiving treatment" (ADAA)
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SELF-HELP
a) "Is guided self-help as effective as face-to-face psychotherapy for depression and anxiety disorders? (Cambridge), meta-analysis of self-help interventions for children (acamh)