BfB Labs is a social business built by Shift to provide accessible preventative mental health products for young people.
Harnessing data from wearable sensors, BfB Labs biofeedback games motivates players to stay calm under pressure, by linking their performance and progress to the variability of their heart rate. Through regular play, this fosters habits of self-control through diaphragmatic regulated breathing and builds emotional resilience, improving wellbeing and helping prevent mental health problems.
The business has a dedicated team and growing group of impact investors working together to generate social and financial returns in the long-term.
The need
“We need healthy, creative and resilient children who know how to maintain wellbeing and can manage stress, judge risks and embrace failure as part of the learning process. It’s essential that we find ways of engaging young people with their technologies in order to do this.”
Charlotte Berry, Deputy Head Teacher, The Billericay School
Half of common mental health disorders in the UK start by the age of 14 and ultimately affect 1 in 4 people at some point in their lives. By teaching young people the skills to regulate their emotions, you can increase their well-being which protects against the development of mental health problems.
Proven methods for managing emotional responses do exist, using simple behaviours such as regulated breathing. However, there are almost no effective, widely available, non-stigmatised interventions to help young people learn these habits.
Progress
“A game like this would be benefitting you. If you’re losing and you get angry then you might smash something, but if it measures your heart rate then at least you know you’ve got to cool down.”
Student, 14
We undertook a year of research and consultation in 2013/14, drawing on a range of experts in fields as diverse as psychology, youth work and video game design.In the same year, we worked with a strong set of research and development partners to create a simple proof of concept that helps us see the HRV game mechanic in action and test its effect on wellbeing, through a pilot at Billericay School in Essex in autumn 2014 with 60 12-13 year olds. Evaluation of this initial trial showed that it:
“Games tap into the most fundamental ways we learn and feel. They are an incredible way of reaching out to young people regardless of nationality and background – and, in as urgent and universal a field as mental health, I’m proud to be involved in something that promises to equip countless players with a proven tool for transforming their own health and resilience.”
Tom Chatfield, Technology Theorist
- Drove compliance with the correct breathing technique
- Encouraged repeated practice of these techniques
- Taught players emotional regulation techniques that they transferred out of the game context
- Was a fun and enjoyable experience for players.
Using these findings and with further support from the Nominet Trust and Google.org, the BfB Labs team is developing a market ready game and planning a clinical trial in early 2016. The game and an accompanying wearable sensor will be launched in spring 2016 through a crowdfunding campaign.
Research
Harnessing the power of games to improve wellbeing
March 18, 2015
An evaluation report describing the results of the first test of Shift’s biofeedback video game, which uses the player’s heart rate to reward players for staying calm under pressure.
Kathleen Collett and Naomi Stoll
Video games and wellbeing
March 1, 2014
Exploring the role and impact of video games in young people’s lives, and how video games and biofeedback can be combined in wellbeing interventions.
Kathleen Collett and Naomi Stoll
Promoting wellbeing: A practical way to improve public mental health
February 2, 2014
Outlining the scale and impact of mental health, who is most at risk, and the argument for focusing on wellbeing
Kathleen Collett
Survey of products and services which promote wellbeing
February 1, 2014
Evidence for interventions to improve wellbeing (mindfulness, gratitudes, awe and optimism) and examples of products and services which facilitate these.
Kathleen Collett and Tayo Medupin
Comment
Technology and Behaviour Change
Recently, hundreds of people gathered in London for a Tech for Good meet up to discuss how new technology and products can change behaviour.
How do these products and services work? Can they really encourage people to ‘be better’ long-term or do you need to change the system and society in other ways? ‘Who’ decides what’s better anyway? And when does behaviour change become coercion or something more controlling?
Tech for Good TV explore this in their latest podcast, featuring our Research and Evaluation Director Kathleen Collett, supported by Bethnal Green Ventures and Nominet Trust
Most Mindfulness Products Miss Those That Need Them
You can’t call yourself a forward thinking company these days without some reference to mindfulness in your organisational strategy…
Why the world needs video games for good mental health
Over the last 18 months, with support from the Nominet Trust, we’ve been researching and developing the first version of …
Can video games use biofeedback to improve wellbeing?
We have partnered with Playlab London, Complete Coherence and 2CV to design and make a video game for young people that builds habits which increase their long term wellbeing …
Video games + behaviour change
Video games don’t normally get a good rap when it comes to the health of young people. Instinctively, replacing hours …
Young people, video games and good mental health
The chances are that if someone is going to develop a mental health disorder it will happen when they are a young person…
RSA Workshop: Designing ways to improve Everyday Wellbeing
Mental health is a major issue affecting the UK population. 25% of people in Britain will experience mental health problems every year…
Progress still battles prejudice when it comes to mental health
In April this year, as part of our three-year partnership with the Nominet Trust, we set out on 12 months of …
@Shift_org
Coverage
Stuff Innovators 2014: Health
Stuff Magazine, 25th October 2014
Charities help fill gaps in children’s mental health services
Guardian, 10 September 2014
A smartphone game to beat the blues
Sunday Express, August 10, 2014
Google just backed some new smart glasses…
Tech Radar, 31 July 2014
British charities to get £3.2m Google windfall
Telegraph, 18 July 2014
How would you change the world with half a million pounds?
Guardian, 18 July, 2014
Partners
A development studio which specialises in games that produce measurable positive changes. Playlab London is our game development partner and they have led the design, development, animation and analytics of the game.
An international research agency with specialisms in gaming and digital research. 2CV have been involved in game testing and evaluation, bringing the rigorous games research used by larger game manufacturers to the project.
A leadership development consultancy which specialises in applying research in neuroscience, physiology and psychology to improve performance in both business and sport. They have brought medical expertise and knowledge of data analytics to the partnership.
Tom Chatfield – Writer and commentator on digital culture, Tom also creates and designs content for games, apps and interactive media. He has advised the project team during both the research and development stages of the project.
Billericay School, Essex – The initial prototype of the video game is being tested with 60 13 year olds at the Billericay School over a six week period



