For decades, video games have been stigmatized in the media, accused of contributing to violent behavior and anti-social tendencies. However, recent scientific research is helping to rewrite that narrative, showing that video games can be powerful tools for managing stress and mental health. Now, this idea has moved beyond theory, as Deepwell DTx has received approval from the U.S. Food and Drug Administration (FDA) to use video games as a form of therapy for stress-related disorders and even high blood pressure.
This groundbreaking decision highlights a shift in how we perceive video games—not as escapist entertainment, but as potential therapeutic tools. With the introduction of “video game therapy,” patients in the U.S. will soon be able to receive a prescription for therapeutic games, delivered through virtual reality (VR) headsets, as part of a broader mental health treatment plan.

Therapeutic Games Take Center Stage
Deepwell DTx’s initiative is not just an experimental side project; it represents a concerted effort to harness the cognitive and emotional benefits of video games. With FDA approval, this new form of therapy aims to address stress disorders and hypertension, providing patients with games specifically designed to calm the mind and body. The idea is simple: engage users in gameplay that incorporates breathing techniques, mindfulness exercises, and positive reinforcement to lower stress levels, boost mental clarity, and improve overall well-being.
One notable example is Zengence, a game that blends magical spells with meditation. The game requires players to shoot spells at their enemies while practicing steady breathing and chanting mantras. The physical act of controlling breath and voice mirrors techniques used in meditation and yoga, promoting a calming effect that helps players manage their stress.
By requiring such focus on breathing and calm engagement, games like Zengence double as interactive therapy sessions. Instead of seeing video games as a distraction or waste of time, they are repurposed here as tools for helping people practice emotional regulation and develop better mental health habits. The immersive nature of VR deepens the experience, making players feel fully connected to their actions, further amplifying the calming effects of the gameplay.
A Step Toward Mainstream Healthcare Integration
The FDA’s approval marks a significant leap forward for the video game therapy movement. With this stamp of legitimacy, Deepwell DTx now plans to push for further adoption of the technology within mainstream healthcare. Their next goal? Gaining support from the U.S. Department of Health to integrate video games into national health programs, with the hope that developers could receive government grants for creating therapeutic titles.
This support could pave the way for video game therapy to be covered by insurance, ensuring that patients can access these games at little or no cost. Hospitals, too, are expected to incorporate VR-based treatments as part of their therapeutic offerings, providing a more engaging and less invasive alternative to traditional therapy methods.
Imagine walking into a hospital or clinic, not just for a prescription of medication, but for a VR headset and a carefully selected roster of games tailored to your specific mental health needs. This approach could revolutionize how we treat conditions like anxiety, post-traumatic stress disorder (PTSD), and hypertension, particularly for those who are resistant to traditional therapy methods or medications.
The Future of Therapeutic Gaming
The implications of video game therapy extend beyond just stress and hypertension. As the field evolves, experts foresee a future where therapeutic video games can address a wide array of mental health challenges, from depression to ADHD to trauma recovery. Deepwell DTx’s success could inspire other developers to create therapeutic games targeting these areas, further expanding the reach and impact of this innovative approach to mental healthcare.
In a world where mental health resources are often limited or inaccessible, therapeutic video games offer a new frontier in treatment—one that is engaging, interactive, and potentially more effective for certain patients. Unlike passive therapy sessions, video games are active, requiring players to take control of their environment and behavior. This level of interaction can empower users, helping them feel more in control of their mental health journey.
Video Games and Wellness: Changing the Narrative
This FDA approval is not just a win for Deepwell DTx but a major victory for the entire gaming industry, which has long battled misconceptions about its impact on society. With studies now proving the therapeutic benefits of games, the narrative is shifting toward a more balanced understanding of their role in our lives. Video games are no longer just recreational tools—they are becoming a legitimate part of the wellness ecosystem.
Moreover, this innovation opens up new possibilities for how we think about mental health treatment. Traditional therapy and medication have long been the cornerstones of mental healthcare, but therapeutic games offer a more dynamic and customizable approach. For patients who struggle with conventional methods, the idea of “prescribing play” could become a key element in mental health recovery.
With further research and development, video game therapy could very well become a standard feature of mental health care, providing hope and healing through a medium that is as immersive as it is entertaining. As the gaming industry continues to evolve, it is clear that its future will be just as much about well-being as it is about play.