Lumi Nova - Industry Partnership with BfB Labs Ltd: Immersive Digital Therapeutic Game for Anxiety in Children and Young People
Mild to moderate anxiety disorders are a growing and impairing mental health difficulty in children, but while effective treatments exist, only a small minority of children gain access to specialist support, and existing interventions do not include exposure therapy as a core component of treatment.
BfB labs were seeking support to understand the landscape of developing, positioning and testing a new mobile app for implementation in National Health Service (NHS) and education sectors.
The app they developed, Lumi Nova, is an immersive, augmented reality digital mobile game, used for the treatment of anxiety in children aged 7-12 years.
Once the app had been developed, it needed to be evaluated independently to assess its effectiveness, user engagement, user experience and safety, ahead of further refinement and implementation.
Lumi Nova is now available for free to children and young people in more than 16 areas across the UK through the NHS, social organisations and voluntary sector frontline providers. Schools and healthcare services now have access to a regulated product which can be offered to young people who are on a waiting list, or who do not meet the criteria for referral to CAMHS.
MindTech’s involvement was pivotal in Lumi Nova obtaining unprecedented medical device regulation approval for a digital therapeutic in paediatric anxiety for 7-12 year olds and led to a National Institute for Health and Care Excellence (NICE) early value recommendation for Lumi Nova as a self-help digital technology tool for anxiety or low mood in children.
An implementation study is currently underway in the East of England.
BfB Labs will continue to explore opportunities for new products, using immersive technology such as augmented reality (AR), virtual reality (VR) and mixed reality (MR).
Authors
Lockwood J, Williams L, Martin JL, Rathee M, Hill C.
Abstract
Childhood anxiety disorders are a prevalent mental health problem that can be treated effectively with cognitive behavioral therapy, in which exposure is a key component; however, access to treatment is poor. Mobile-based apps on smartphones or tablets may facilitate the delivery of evidence-based therapy for child anxiety, thereby overcoming the access and engagement barriers of traditional treatment. Apps that deliver therapeutic content via immersive gaming technology could offer an effective, highly engaging, and flexible treatment proposition.
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