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Mightier is an American company which produces a bio-responsive video game platform, also called Mightier, that helps children learn to manage their emotions.[1][2]
Industry | Behavioral Health |
---|---|
Founded | 2016 |
Headquarters | , |
Key people | Dr. Jason Kahn, (Chief Science Officer), Craig Lund, (CEO), Trevor Stricker, (Co-Founder) |
Website | mightier |
History
editMightier was developed and tested at Boston Children's Hospital and Harvard Medical School to give kids a safe place to practice emotional regulation, develop coping skills, and build the emotional muscle memory they need to respond to life's challenges.[3]
It began as a research program at Boston Children's Hospital in 2009 and became the independent entity, Neuromotion Labs in 2014. The Mighteor product was released in 2017, and renamed Mightier in 2018.[3] The program is highly regarded by parents for children with autism, ADHD, ADD, ODD, anxiety, and other emotional regulation challenges.[4]
The company works with popular video game developers to add the Mightier emotional learning layer to the games to keep kids engaged and learning. To date, more than 2.5 million games have been played with Mightier.
Funding
editThe company has raised $30 million in venture financing and closed a series B in 2021 with participation from Sony Innovation Fund, DigiTX and PBJ Capital.[5]
Services
editMightier offers a library of biofeedback mobile video games and shared family activities to help kids 6-12 build the skill of emotional regulation.[6][7]
- Air Hockey
- Brick Breaker
- Crossy Ninja
- Flying Ace
- Gelato Flicker
- Hibachi Hero
- Hundreds
- Kitty in the Box
- Mama Hawk
- Medieval Torture Simulator
- Mini Metro
- Peko Peko Sushi
- Race the Sun
- Return of Invaders
- Robo Runner
- Rocat Jumpurr
- Rooms of Doom
- Runaway Toad
- Space Invasion
- Spiral Bound
- Super Best Ghost Game
- Tiki Taka Soccer
- Train Conductor World
- Tumblestone
- Unpossible
- Whip Swing
- You Must Build a Boat
- Zombie Fall
Awards and recognition
edit- 2010 - Milton Foundation
- 2012 - Deborah Monroe Foundation
- 2014 - Boston Children’s Hospital IDHA Grant[9]
- 2016 - MassChallenge Finalist[10]
- 2018 - Eco-Excellence Awards: Best App[11]
- 2022 - National Parenting Product Award[12]
See also
editReferences
edit- ^ Szkutak, Rebecca (22 May 2018). "More Fears and Tears? Mightier Creates An Emotional Playground For Children". americaninno.com. Retrieved 11 July 2018.
- ^ LeFebvre, Rob (4 March 2018). "Mightier is helping calm kids down through mobile games". engadget.com. Retrieved 11 July 2018.
- ^ a b Frye, Devon (21 July 2017). "New Video Games May Teach Children Emotional Control". additudemag.com. Retrieved 11 July 2018.
- ^ "Mightier Review -The Emotional Regulation Tool for Autism & ADHD". The Mom Kind. 2020-04-08. Retrieved 2020-05-03.
- ^ "Mightier Raises $17 Million to Support Growing Number of Kids Struggling with Emotional Health due to Pandemic". 13 December 2021. Retrieved 13 December 2021.
- ^ Rebelo, Ricardo (25 April 2018). "Mightier' Teaches Children Emotional Control Through Gaming". geekdad.com. Retrieved 11 July 2018.
- ^ Mazerall, Laura (2 May 2018). "A Mightier Interview: Bioresponsive Games for Emotional Kids". geekdad.com. Retrieved 11 July 2018.
- ^ "Our games". Mightier. Retrieved 2022-06-02.
- ^ "Mightier uses the power of video games to help kids 6-14 struggling with anxiety and controlling emotions build emotional strength and resilience". accelerator.childrenshospital.org. 2 May 2018. Retrieved 11 July 2018.
- ^ "Building emotional strength with Mighteor: Will's story". vector.childrenshospital.org. 2 May 2018. Retrieved 11 July 2018.
- ^ "2018 Winners | Eco-Excellence Awards". www.ecoexcellenceawards.com. Retrieved 2018-09-28.
- ^ "Mightier - Best for Kids". NAPPA Awards. Retrieved 2022-02-07.