Special Projects
In this section, we present the projects that BECOME participates in or promotes at the national and international level. From apps for smartphones and tablets to Virtual Reality apps and for the Metaverse - sometimes integrated with Biosensors/Neurosensors and Artificial Intelligences - each initiative is born to explore the potential of psychotechnologies in generating psychological well-being and positive change. We work in clinical, educational, corporate, and neuroscientific research contexts, always placing the person at the center. Each project is an opportunity to connect science, technology, art, and humanity towards new horizons of mental health.

SPA4MIND: the Metaverse of Wellbeing
A virtual place in the metaverse designed in collaboration with wellness architects, psychologists, and experience designers, intended to provide a safe and personalized refuge. Within this environment, the user is guided by realistic avatars along structured pathways of relief and self-regulation, which integrate validated techniques such as mindfulness exercises, conscious breathing, guided visualizations, and psychoeducational content.
Every Virtual Reality experience (immersive and non-immersive) is designed to promote emotional relief and the recovery of one's inner balance. An ecosystem created to welcome people, support them, and enhance their well-being during moments of stress, overload, or the need for centering.
MIND CAPTAIN: the app for Adolescent Wellbeing
The app developed as part of the Erasmus+ Youth Wellbeing project involved several European companies in a consortium led by Anatta Foundation and the Catholic University of the Sacred Heart. Entirely hand-drawn by a cartoonist, it is an app for Android tablets available in English and can be downloaded from Google Play.


NATUREAL: the app for Reconnection with Nature
The app developed as part of the Erasmus+ Nature Intelligence project featured several European companies in a consortium led by Anatta Foundation and the Catholic University of the Sacred Heart. Entirely hand-painted by an artist, it is a smartphone app available in 4 languages (Italian, English, Spanish, and Dutch) and can be downloaded from the Apple Store and Google Play.
The Virtual Reality App for Student WellBeing
Work in Progress
App for Virtual Reality headsets developed as part of the Erasmus+ DIGI-MENTAL project in a European consortium led by the Icelandic company Rafíþróttasamband Íslands.

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