FAQs
Why play? +
When we enter a state of play, we step into a space of curiosity. We try, fail, adapt and explore, free from the pressure of getting things right. Play lowers our defenses. Approaching anything through play changes the emotional context entirely. Our brain starts exploring. We become open to change. Play doesn't help us escape reality, it changes how we experience it.
Who is this for? +
We build for neurodivergent children and the people around them: families, and the organisations that support them, such as schools, practices and learning centres. Each of our experiences, virtual or physical, starts from one everyday difficulty and turns it into play.
What ages is this for? +
Our virtual reality experiences are for ages 10 and up, in line with the headset guidance. Our physical sessions are designed for children from age 7.
What does a virtual reality session look like? +
The player puts on a headset and steps into a world built for play. An adult runs the session from our panel on a tablet or a laptop: they choose what comes next, can watch the player's view live, and afterwards can read what happened, step by step.
What to expect from a physical session? +
Sessions run between 30 and 60 minutes, depending on the individual and what feels right on the day. You will arrive at a space prepared for you with a specialist who knows what you are working toward. There is no agenda to rush through, no performance to deliver. The session simply begins, and play takes over. What every session shares is the same quality: a safe space where trying, failing, and exploring are not just allowed, they are the point.
Do we need our own equipment? +
For our virtual reality experiences, the headset comes with the subscription, set up for your room. You need a tablet or a laptop for the panel, and a clear patch of floor. For physical sessions, we bring everything and a specialist runs it, so nothing is required from you.
Is VR safe for children? +
Yes. VR is generally considered safe for children from the age the headset makers set, when sessions are short and supervised. However, we do not take that for granted. Our virtual reality experiences are for ages 10 and up, sessions are kept short, and the play area is a clear patch of floor. An adult stays with the player throughout, sees their view live on our panel, and can end the session at any moment.
What happens to the data? +
Your organisation stays in control of it; we process it on your behalf. Names stay inside your organisation. What our panel shows comes from clear rules you can trace back to what the player actually did.
Is this gamification? +
No. We see play as the broader concept, and games as one possible medium for accessing it. Games can enable play, but play itself is not limited to games. Singing can be play. Acting can be play. Improvising, experimenting, or exploring something new can all be experiences of play. What matters is not the activity, but the state it creates. Games often come with rules, goals, and competition. While this can be engaging for some, it is not appealing or accessible to everyone. Competition can be fun, but it can also create pressure, exclusion, or resistance. That's why we work with play first, and games second.
Is this therapy? +
No. Our experiences are play-based and educational support tools. They can sit alongside the work of therapists and clinicians, but they don't replace it and we don't make clinical claims.