Bio and neurofeedback based video game platform for mental health

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Up to 20% children worldwide experience a mental disorder.*

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A feeling of fear or apprehension about what’s to come. The first day of school or giving a speech may cause most people to feel fearful and nervous.
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Attention deficit and Hyperactivity

An ongoing pattern of inattention and/or hyperactivity-impulsivity that interferes with functioning or development.
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A feeling of sadness and/or a loss of interest in activities once enjoyed. It can lead to a variety of emotional and physical problems and can decrease a person’s ability to function at work and at home.

Bio and neurofeedback

Neurofeedback is a painless, non-invasive training system for your brain. Neurofeedback works to change the electrical activity of your brain to achieve better self-control.

“Bio and neuro-feedback are used for many purposes: treatment of clinical problems such as:

1. Attention deficit hyperactivity disorder, stress/anxiety, sleep problems, pain, and many others.

2 Education for decreasing test anxiety, increasing focus for learning, and assessing learning processes.

3 Performance enhancement and optimal functioning

4. Self-exploration including impact of life events on physiology, stretching the imagination, etc.”

The Association For Applied Psychophysiology And Biofeedback

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1. Measurement

Bio and neurofeedback methods include sensors that monitor your brainwaves and body condition, and a device to send feedback back to you. There are different ways to receive this feedback. Ir our case it involves playing a video game
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2. Feedback

Within the game you can pass to the next task only when your brainwaves and body are functioning within an optimal range. This acts as a reward for your brain. This “tells” your brain that this condition is beneficial for the future progress.
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3. Improvement

Over the course of a neurofeedback training, your brain learns from this feedback. This can promote lasting structural changes within your brain. The brain then consistently operates within a more optimal range outside of your training sessions, alleviating your symptoms.

This approach offers an opportunity to use video games to train children’s self-regulation skills

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The ability to direct one’s attention in accordance with one’s will and to focus the mind on one subject, object or thought without being distracted.
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An emotional state of low tension, in which there is an absence of arousal that could come from sources such as anger, anxiety, or fear.
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Mental wellbeing

The state of thriving in various areas of life, such as in relationships, at work, play, and more, despite ups and downs.
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NeuroTech offers Bio and neurofeedback-based games for mental wellbeing

Video games are a wonderful equalizer. We want to harness some of the time that a kid spends playing video games and to use it for their own personal growth and social change. Our goal is to improve the mental health of children, for the benefit of the child, the family, the community and society.

NeuroTech is a combination of a wearable headset and connected video game interface. We are integrating heart rate variability and brain electrical activity data into the video game interface where the higher performance of self-regulation is visually rewarded.

We are using video games to train children’s self-regulation skills to measurably improve their mental wellbeing while staying in their comfort zone – their regular playground.

A Small Team Having a Vast Experience

The team consists of experienced and knowledgeable professionals within the business, e-commerce, neurological and technological spectrum with a vision to use technology wisely in order to improve the overall wellbeing of humankind.

Support us on our charity based crowdfunding campaign

Let’s make playing video games as beneficial as meditating or playing chess!