The E-Virt project has produced a unique combination of mobile gaming, psychological science, and early-stage AI to support emotional skills training—particularly the recognition of genuine, non-acted emotional expressions. This focus on authenticity in emotion, paired with evidence-based gamified interventions, sets E-Virt apart from other digital mental health tools. The breathing app, developed in parallel, has demonstrated measurable reductions in youth social anxiety, further highlighting the project’s applied impact.
Currently, E-Virt is available in Dutch, English, and Portuguese, laying the groundwork for broader internationalization. The inclusion of genuine emotion stimuli and a strong foundation in psychology also positions the project as a valuable resource for both training and research purposes.
For further uptake and success, several key steps are needed. Firstly, we are applying for additional funding through NWO Take-off 2, following support from both the KIEM grant and Take-off 1. However, due to team capacity (notably Iza Korsmit’s temporary leave), progress on the commercialisation track is slower. We also recognize the need for deeper market research: identifying target users, understanding their needs, and determining willingness to pay remain open challenges. Early interviews have provided insights, revealing that users may not initially recognize the value of the product.
Future development will focus on implementing machine learning components to personalize the training experience and expanding the capabilities of the Virtual Coach—potentially through language models that allow users to verbally express their stress. These advancements will further distinguish E-Virt and support its transition from a research prototype to a scalable, market-ready tool.