Headspace
Company
Documents about Headspace
Article
Beyond Play: Towards a Non-Gaming-Centric Gaming Research
Holroyd and Parker's article critically examines subscription-based "digital ludic wellness" services that use video games to treat neurodivergent youth, particularly those with autism and ADHD.
- The article argues that subscription 'digital ludic wellness' services for neurodivergent youth, such as Hero Journey Club, MindJam, and Mightier, are expressions of neoliberal healthism rather than neutral technological solutions, and that they commodify gameplay and profit from neurodivergence.
- The services are priced at roughly $40 per session or week in the US, or £24–25 per hour in the UK, and emerge against pharmaceutical reliance, privatised insurance, and lengthy NHS waiting lists that push neurodivergent people toward out-of-pocket care and wellness apps like Calm and Headspace.
- Promotional materials frame neurodivergence as a deficit to be corrected through self-help, locating responsibility for healing in the individual rather than in structural or public healthcare provision.
gamevironmentsJul 2026
Article
User Acquisition: 5 Popular Trends of 2025
Mobile app and game developers face an increasingly crowded marketplace in 2025, and this article outlines five user acquisition trends that emphasize authenticity, personalization, and creativity over generic ads and broad targeting.
- App Store Optimization (ASO) strategies focused on localized listings and AI-driven keyword research can yield significant growth, as demonstrated by Headspace achieving a 40% visibility lift and an 18% increase in installs over six months.
- User-generated content (UGC), including short-form videos and gameplay clips, currently outperforms traditional advertising on platforms like TikTok and Instagram by leveraging social proof.
- Influencer marketing in 2025 has shifted toward long-term partnerships with micro-creators, prioritizing performance-based collaborations over traditional broad-reach campaigns.
SocialPetaNov 2025
Article
What Happens to Free-to-Play Mobile Gaming During a Recession?
Mobile gaming's reputation for recession resistance rests on a questionable conflation, according to this April 2020 analysis written during the early COVID-19 downturn.
- Mobile gaming's resilience during a recession is unproven, as the freemium model was not a dominant force during the 2008 financial crisis.
- While mobile game engagement surged by 75% according to Verizon data during the early COVID-19 period, this quarantine-driven activity is structurally distinct from the economic impact of a recession.
- In-app purchases (IAPs) should be classified as luxury goods rather than recession-proof entertainment, meaning demand for them is likely to track closely with consumer income levels.
Mobile Dev MemoApr 2020