WalkXR: Executive Summary
TheVerse
www.versebuilding.com
The What of WalkXR:
WalkXR is an immersive, interactive platform that combines gamification, multimedia storytelling, emotional regulation practices, and ritualized engagement. It provides personalized, measurable journeys designed to foster empathy, self-awareness, and social action, allowing participants to learn, grow, and heal through deeply embodied experiences.
The Why of WalkXR:
WalkXR addresses the urgent need for tools that help individuals connect with pressing societal issues like gun violence, climate change, and gender inequality. By promoting empathy, emotional resilience, and a deeper understanding of these challenges, WalkXR empowers participants to reflect on their own roles and take meaningful action towards positive change.
The How of WalkXR:
WalkXR uses curated multimedia experiences, clinically-designed emotional regulation techniques (such as mindfulness and breathwork), and ritual-based activities that foster engagement. Through sentiment tracking and personalized feedback, WalkXR continuously adapts to each user’s journey, creating a space for personal transformation and measurable impact.
Why WalkXR?
- Health & Wellbeing Apps? - what comes to mind?[a] (thought bubble)
We asked:
- "Health APPs feel like a chore disguised as an APP."
- "If my wellness app was a person, I’d ghost her for a week."
- "Why do ‘self-care’ apps make me want to throw my phone away?"
- "Hmmm. Health apps: where fun goes to die."
- "I’d rather scroll memes than meditate."
- "Because feeling better shouldn’t feel like homework."
- "Health apps suck. Games don’t. Show me the game!"
They don’t engage us, don’t move us—and they aren’t fun.
What do you think? Do you have a favorite health and wellbeing app?
(what do people say)
- Lily: Finch - character progress based on task/ perks thru sharing/collab/affirmations/reflections
Industry Trends:
Health & wellness app engagement and retention:
- 80% of health app users abandon them after just 2 weeks
- (Source: Journal of Medical Internet Research)
- Only 4% of mental health app users stick with them beyond 30 days
- (Source: APA’s 2023 Digital Mental Health Report)
- User satisfaction scores average just 3.2/5 stars for wellness apps
- (Source: App Annie 2023 Wellness Category Report)
- 63% of downloaded fitness apps go unused after the first session
- (Source: Strava’s 2024 “Ghost App” Study)
- Under 10% of corporate wellness program participants engage monthly
- (Source: Harvard Business Review 2023 Workplace Wellness Study)
The Takeaway? Most apps fail to hold attention and retain
- —which is exactly why WalkXR’s health and wellbeing matters.[b]
What if learning to take care of yourself was as immersive as your favorite game?
- →That’s WalkXR. No more dull apps → a way to play your way to health & wellbeing → a place where you actually want to show up.
Add testimonials as comic panel
Add VO of comic
- As someone who panics at small talk, WalkXR’s ‘Small Moments’ challenges changed my brain. HaHa! I practiced smiling at strangers in-game first—then IRL. Now I actually enjoy coffee shop chats. Who knew healing social anxiety could feel like leveling up in real life?" — Marcus, 34, Graphic Designer
individual
Why WalkXR?
- Bite-size "Walks" = game-like lessons (no lectures!)
- Play as a health mechanic: roleplays, puzzles, and biofeedback mini-games
- Actual Science = Headspace-level mindfulness/breathwork, minus the snooze
- Your Rules = Play your way—5 mins or 50, solo or with friends
- Add modules
- Add application
- Bottom line:
- If Duolingo got you speaking Spanish without textbooks, WalkXR gets you thriving thru play! Health should not be so hard.
- WalkXR: The Play Of Duolingo Meets The Health & Wellbeing Resources Of Headspace in a game.
- Most health apps feel like WORK! WalkXR makes health and wellbeing as addictive as learning a language (thanks, Duolingo!) and as calming as meditation (shoutout, Headspace!)—but for everything: social anxiety, loneliness, stress, sleep, resilience, you name it.[c]
There are Games For Health & Wellbeing…
Here are some notable health and wellness games that blend play, interactives, and engagement with wellbeing.
- Mental Health & Mindfulness
- • Headspace (Mini Games)
- "Breathe with the Whale" (guided breathing game)
- "Mindful Bubbles" (focus exercise)
- Gap: Passive, lacks deeper immersion.
- Engagement: ~3M monthly active users (MAU)
- Retention: 15% use beyond 30 days (vs. 4% industry avg)
- Rating: 4.8/5 (App Store)
- Weakness: "Too passive—games feel like an afterthought."
- • EndeavorRx (FDA-approved ADHD treatment game)
- Clinically proven to improve focus in kids.
- Gap: Feels like a medical tool, not "fun."
- Engagement: 25 mins/day, 5x/week (FDA-prescribed)
- Retention: 70% adherence (clinically mandated)
- Rating: 3.9/5 ("Feels like homework for kids")
- Fitness & Movement
- • Zombies, Run! (Story-driven audio fitness game)
- Run from zombies, collect supplies, unlock narratives.
- Gap: Limited emotional/mental health integration.
- Engagement: 300K MAU
- Retention: 22% stay past 90 days
- Rating: 4.7/5 ("Best running app, but story gets repetitive")
- • Ring Fit Adventure (Nintendo Switch)
- RPG-style quests with real-world exercises.
- Gap: Requires hardware, no social healing component.
- Engagement: 1.2M MAU
- Retention: 40% play monthly (hardware barrier)
- Rating: 4.9/5 ("Exhausting but addictive")
- Emotional Resilience & Social Impact
- • Kind Words (Anonymous letter-writing game)
- Share struggles/get support from strangers.
- Gap: No structured growth pathways.
- Engagement: 50K MAU
- Retention: 35% return weekly ("For crisis moments")
- Rating: 4.8/5 ("Beautiful but emotionally heavy")
- • Gris (Art therapy platformer)
- Beautiful, emotional journey about grief.
- Gap: No real-world application or rituals.
- Engagement: 1M+ downloads (single-play story)
- Retention: N/A (one-time experience)
- Rating: 4.6/5 ("Artistic, but not actionable")
- Chronic Condition Management
- • MySugar (Diabetes management RPG)
- Track blood sugar, unlock story progress.
- Gap: Feels transactional, not transformative.
- Engagement: 100K MAU
- Retention: 12% beyond 30 days
- Rating: 3.5/5 ("Tracking disguised as a game")
- Corporate Wellness
- • SuperBetter (Jane McGonigal’s resilience builder)
- "Power-ups" for mental health habits.
- Gap: Feels gamified but not playful.
- Engagement: 500K MAU
- Retention: 18% at 6 months
- Rating: 4.2/5 ("Helpful but cheesy")
Have you heard of these games? Do you use these games? Know someone who uses these games?
These games tackle one piece of wellbeing (fitness, ADHD, stress). WalkXR combines all of it:
- Story-driven healing (like Gris)
- Social connection (like Kind Words)
- Biofeedback & rituals (unlike Headspace)
- Real-world impact (unlike Zombies, Run!)[d]
WalkXR’s edge? It’s not just a game—it’s personalized play for health and wellbeing.
What if? Games & Play could help you learn, connect, heal and transform (BST cartoon/quote)
- WalkXR boosts engagement: activating motivation (dopamine), connection (oxytocin) and stress relief (cortisol reduction) through interactive games and play mechanics.[e][f]
What Is A WalkXR?
WalkXR is a game platform that transforms how people engage with educational, social and therapeutic content. The WalkXR platform delivers HIGH impact[g] by engaging users holistically through:
- PLAY Module - "The Engagement Engine"
- PLAY: Narrative Quests, Biofeedback Mini-Games, Prosocial Role-Play, Diegetic Journaling, Puzzle-Based Learning.
- RITUAL Module - "The Habit Architect"
- RITUAL: Journaling, Art Creation, Map Making, Zine Making, Mask Making.
- PRACTICE Module -"The Resilience Builder"
- PRACTICE: Breath Work, Meditation, Mindfulness, Visualizations, Humming, Emotional Regulation And Compassion Activate Practices.
- STORY Module - "The Empathy Generator"
- STORY: Narratives that educate and inspire and wrap the player in the experience.
- MEASUREMENT Module -"The Impact Tracker”
- MEASURES combines digital phenotyping, sentiment analysis & diegetic assessments to deliver wellbeing/empathy insights.[h][i][j]
WalkXR:
- CONNECTS people to resources + communities. WalkXR builds meaningful bridges between users and the support systems they need, whether that’s mental health services, local community networks, or digital peer circles. Through gamified quests, users “unlock” real-world resources (like a campus health center) by completing emotional and behavioral milestones.
- Example: A university student unlocked their campus mental health center after completing a stress management quest - making help accessible and fun.
- Backed by data: 80% of health app users abandon them after 2 weeks, often due to disconnection from real-world impact. WalkXR changes this by linking play with purpose.
- Impact Stat: Engagement spikes 3x when social connection is embedded in digital health tools (Journal of Neuroscience).
- EDUCATES through immersive, interactive experiences. WalkXR teaches through doing, letting players experience empathy, resilience, and emotional regulation first-hand through role-play, puzzles, and narrative storytelling. This replaces traditional "lecture-style" learning with embodied, interactive moments.
- Example: Through an XR empathy quest, users might step into the shoes of someone facing racial trauma, addiction, or chronic illness—learning by living their story.
- Backed by data: Storytelling boosts memory retention 22x more than facts alone (Harvard Neuroscience).
- Platform edge: Unlike Headspace’s passive games, WalkXR’s embodied, game-based format improves both retention and transformation.
- HEALS by making wellbeing active, social, and playful. Healing is not just introspection, it’s action. WalkXR turns recovery into a game, where rituals like breathing, journaling, and social micro-challenges are part of a playful feedback loop.
- Example: One player with social anxiety practiced smiling at strangers in-game before trying it IRL, leveling up emotionally like it was an RPG.
- Backed by data: Repetitive, symbolic actions (rituals) increase goal adherence by 42% (Social Psychology Bulletin). Biofeedback games reduce stress biomarkers by 27% (APA Guidelines).
- Why it matters: Healing isn’t a chore here, it’s something you want to come back to.
- TRANSFORMS your health and wellbeing through play. This isn’t about short-term relief, it’s about rewiring behavior, building compassion, and creating long-term transformation. WalkXR combines dopamine-fueled gameplay with empathy-driven storytelling and evidence-based practices to create real change.
- Example: A diabetic user reported improved health outcomes (HbA1c reduction) from engaging in a "Diabetes Walk" mission, without feeling burdened or overwhelmed.
- Backed by data: Play-based interventions outperform static programs in participation (300% increase), empathy development, and sustained wellbeing.
- Long-term vision: WalkXR is a platform where healing becomes a habit, and fun becomes fuel for transformation.
NEEDS
- Small moments comic
- Testimonials for walk in comic
- Voice over of comics (Philip/Pranjal - Climate Change, Curiosity, and Small Movements
Fix
- R we building Walk YES (product play)
- R we helping others build Walk - YES (platform play)
🤝 PARTNERSHIP OUTREACH
WalkXR: Extends Reality, Extends Impact!
Why Partner with WalkXR? We combine your domain expertise with our proven engagement platform to create transformative experiences that:[k][l]
- ✅ Amplify Your Impact – Deliver your content/mission with 3x higher engagement than traditional methods
- ✅ Drive Measurable Outcomes – Our platform tracks real improvements in wellbeing, learning, and behavior change
- ✅ Build Loyal Communities – Foster deeper connections with your audience through shared immersive experiences
Our Ideal Partners Bring:
- 🔹 Domain Expertise
- Health, Education, Leadership, Climate Action, and more
- 🔹 Existing Audiences & Networks
- Ready to scale meaningful, proven solutions
- 🔹 Resources to Co-Create
- Collaborate on building high-impact WalkXR experiences
Your WalkXR Journey: What’s Next?
- 🧭 Map your knowledge to WalkXR’s modular platform
- 🧪 Prototype a pilot workshop in 4–6 weeks
- 📊 Measure outcomes and scale what works
- 🌐 Develop a custom digital WalkXR for your organization
🌍 Let’s Turn Your Expertise into Experiences That Change Lives
Ready to co-create a WalkXR? Let’s connect. Let’s build. Let’s walk.
INVESTOR OUTREACH - Sam Edwards
WalkXR: The Market Potential of Transformative Play
- Workplace[m] Wellbeing ($64.31 billion in 2024 at a CAGR of 7.35%)[n]
- Digital Therapeutics & Mental Health ($17B+ and growing 25% YoY)
- Gamified Experience Platforms (Projected $32B by 2027)
Revenue Model
- White-Label Solutions
- D2C
- B2B SaaS Licensing
- Outcome-Based Pricing
Traction Metrics That Matter
- PLAY: Play increases participation by 300% vs. traditional methods (Journal of Neuroscience)
- RITUAL: Ritual participants show 42% higher goal adherence (Personality and Social Psychology Bulletin)
- PRACTICE: Reduces stress biomarkers by 27% and boosts focus (APA Clinical Guidelines)
- STORY: Stories increase retention 22x vs. facts alone and boost perspective-taking
- MEASUREMENT: Data-driven iteration improves program effectiveness by 35%
$1.5M Funding Will Fuel
- Phase 1: Validation Thru Workshops + D2C WalkXR Health & Wellbeing Game
- Market Gap: Consumers crave playful, social alternatives to static meditation apps, passive health content/resources, and things that are BORING!
- Data Goldmine: D2C engagement informs B2B product development
- Brand Building: Consumer love → enterprise demand (e.g., Peloton model)
- Phase 2: WalkXR Workshop Product + Launch of WalkXR Platform
- Validation & Testing: Play and game for health and wellbeing
- Expansion: B2B product development
- Brand Building: Consumer love → enterprise demand[o]
ADD what to do with $$$/budget
Walking The WalkXR
- Think about it… do you know someone affected by:
- VUCA: Volatility, Uncertainty, Complexity, and Ambiguity ✅
- Mental Health Struggles ✅
- Social Isolation & Loneliness ✅
WalkXR Makes Health Playful, Social, And Transformative - Let’s Walk Together…
- "WalkXR helped me find my campus health center AND made it actually fun? Game-changer! I unlocked mental health resources by completing quests, and the mini-games taught me stress hacks I still use during finals. 10/10 would ‘play’ instead of scrolling through boring PDFs again." — Jamie, 19, University of Michigan
- "As someone who panics at small talk, WalkXR’s ‘Small Moments’ challenges changed my brain. HaHa! I practiced smiling at strangers in-game first—then IRL. Now I actually enjoy coffee shop chats. Who knew healing social anxiety could feel like leveling up in real life?" — Marcus, 34, Graphic Designer
- "Managing diabetes felt lonely until WalkXR turned carb-counting into a scavenger hunt and insulin tips into story missions. The ‘Diabetes Walk’ community challenges keep me motivated, and my HbA1c improved without it feeling like ‘work.’" — Priya, 42, Teacher & Type 1 Diabetic
📹 SHOW VIDEO OF UE BUILD 📹
PLAY Module - "The Engagement Engine"
- WalkXR's play-based design boosts engagement 3x (Journal of Neuroscience) while activating motivation (dopamine), connection (oxytocin) and stress relief (cortisol reduction) through interactive games and quests.
RITUAL Module - "The Habit Architect"
- WalkXR's ritual module boosts goal adherence by 42% (Personality and Social Psychology Bulletin) by forging neural pathways through repeatable symbolic actions (journaling, art rituals, zines) that rewire behavior.
PRACTICE Module -"The Resilience Builder"
- WalkXR's practice module reduces stress biomarkers by 27% (APA Clinical Guidelines) while improving focus and daily emotional regulation (Nature Human Behaviour) through evidence-based breathwork, mindfulness and compassion exercises.
STORY Module - "The Empathy Generator"
- WalkXR's story module increases retention 22x versus facts alone while activating brain regions linked to empathy (Harvard Neuroscience) through immersive first-person narratives that let users live transformative experiences.
MEASUREMENT Module -"The Impact Tracker"
- WalkXR's measurement engine combines digital phenotyping and play phenotyping to deliver data-driven insights, tracking real-time engagement, emotional shifts, and behavioral patterns through sentiment analysis, diegetic assessments, and art therapy responses, improving efficacy across wellbeing, learning and empathy outcomes.
Look into Discord, AI funding opportunities - what does Discord have available?
Versebuliding.com
info@versebuilding.com
[a]poll the room
[b]revise/fix
[c]wordsmith by Gregg
[d]revise
[e]game based!
[f]address MH and WB
[g]improve wellbeing
-joy and play and fun
challenge place to clarity
[h]Visualize this to show graphically in a presentation.
[i]Will do
[j]@annikamims@gmail.com & @tipnispranjal@gmail.com - can you review and give/improve examples of play/ritual/practice/story/measurement
PRACTICE: Breathwork, Humming, Meditation
I feel like these can be made more interesting.
[k]use simple language
[l]more playful!
use case
-MH
-customization
-Health care space (Rossmor, Kaiser)
[m]is ORG or CORP or workplace
[n]- North America leads the market with the major market share of 40.47% in 2023.
- By service, the health risk assessment segment has captured the largest market share of 21.44% in 2023.
- By category, the organizations/employers segment has accounted the highest market share of 50.49% in 2023.
- By delivery model, the onsite segment has contributed 60.60% of market share in 2023.
- By end-use, the large scale organizations segment has recorded the biggest market share 64.14% in 2023.
[o]@samwrightedwards@gmail.com revise and roadmap
WXR Small Moments as workshops and dev as a game
WXR MH Walk in dev as a game
Audience:
-teen/young adults