How can extended reality make therapy more accessible, engaging, and scalable for neurodivergent adolescents? We sat down with Marco Mosetti, Project Manager at Meeva, to discover how their pioneering XR-based applied game is transforming rehabilitation – and how the VR Health Champions project (VRHC) is powering their journey from clinical centres to family living rooms.
On the mission that sparked Meeva’s journey
“Our work started with a clear and powerful mission: to equip neurodivergent adolescents with tools that foster their social and emotional well-being,” says Marco Mosetti. As a spinoff of Fondazione Bruno Kessler (FBK), Meeva’s roots lie in an EIT Digital project that explored how XR could overcome the limits of conventional therapy – from geographic barriers to the lack of engaging resources. “That pioneering work led to our XR-based applied game, specifically designed to improve quality of life for this population.”
Tackling system gaps – with VRHC support
The challenge Meeva is tackling is clear: access to engaging training for social and cognitive skills remains scarce, particularly in underserved areas. “We believe XR can help healthcare professionals to offer more engaging and effective interventions, both in single-player and multiplayer settings, enhancing therapy scalability and accessibility,” Marco stresses. Here, VR Health Champions has been instrumental. “The project supports refining our regulatory pathway to achieve Class I medical device status under EU MDR. It has also provided clinical and strategic guidance, accelerating our development and boosting our visibility in key markets.”
A strategic pivot: from multiplayer to single-player
Clinical pilots taught Meeva a crucial lesson. “While multi-player XR applications have clinical advantages, their adoption in rehab centres was far more challenging than expected – due to practical constraints and connectivity issues,” Marco admits. The solution? A pivot. “We shifted towards a single-player version, which is not only easier to integrate clinically, but also allows families to use it at home. That broadened our reach from B2B to B2C.”
Measuring impact in the real world
Early pilots showed promising results: high engagement among teens and growing acceptance by therapists. “Our solution also reduces the burden on families by enabling training at home, complementing traditional therapy and speeding up skill acquisition,” Marco highlights. For therapists, the tool enriches sessions while optimising their time.
Collaboration and added value from VRHC
Beyond regulatory and strategic guidance, Meeva has benefitted from collaborations with partners across the VR Health Champions consortium. “Together with FBK, we’re refining the single-player experience. With IPN, we’re addressing regulatory compliance, and with SYR, we’re co-developing a value-price framework to ensure market sustainability.Thanks to VR Health Champions, we’ve gained visibility across several regions,” Marco notes. Meeva is now preparing a multi-country survey to inform its go-to-market strategy, further extending international reach.
The people behind Meeva
Behind the innovation is a multidisciplinary team blending psychology, software engineering, and design. Following its acquisition by Socialit Srl in 2024, the team includes CEO Maurizio Gianordoli, Technical Manager Davide Lissoni, R&I Manager Valentina Conotter, Scientific Advisor and co-founder Elio Salvadori, Software Developer Alessia Meloni, and Project Manager Marco Mosetti.
What’s next?
The roadmap is clear: finalising CE-marking, expanding content, and launching the single-player solution for hybrid and home-based use. “Our long-term vision is to scale across Europe, bringing innovative, engaging therapy tools to more families and healthcare professionals,” Marco concludes.
