<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-03T15:52:43Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/C0295F64-1F59-4286-B1AE-0F9327BAC616" ns1:id="C0295F64-1F59-4286-B1AE-0F9327BAC616"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/C95F3640-8B82-4C8B-AE24-9E6FE619EEB2" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/ADF1A7E2-F640-4A0C-B72F-BAD1F0AD24CA" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/ADF1A7E2-F640-4A0C-B72F-BAD1F0AD24CA" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2025-02-28T00:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/07543186-AA8A-49F5-B575-F6201078FC12" ns1:rel="FUND" ns1:start="2024-09-30T23:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">10133435</ns2:identifier></ns2:identifiers><ns2:title>Procraftinate Multiplayer Mode MVP</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Collaborative R&amp;D</ns2:grantCategory><ns2:leadFunder>Innovate UK</ns2:leadFunder><ns2:abstractText>Gen-Z has seen a sharp rise in anxiety, with rates increasing by 139% since 2010\. This surge is often linked to excessive smartphone use. Our research shows that while 71% of over 180 people surveyed have tried to control their smartphone use, most aren't satisfied with the current tools available. We've also discovered that getting an ADHD diagnosis can be very slow, while some students often need extra time for their assignments.

To address these issues, our company is developing a game designed to help people focus better by encouraging them to take breaks from their smartphones. The game uses engaging technology to transform habits and help users achieve their goals. We've already created and tested an early version of the game, improving its design and adding new productivity features based on user feedback. This project was previously backed by initial funding from Innovate UK.

Our next step is to create a multiplayer mode that promotes teamwork and healthy competition. This approach not only helps with group projects but also encourages friends and couples to be more present with each other.

Our game has broad market appeal and is poised for significant growth. By demonstrating the game's potential and improving traction metrics through the development of new features and content, we aim to attract further investment. This will also allow us to explore business partnerships with companies, enhancing remote team productivity and securing additional funding for the next version of our game.

With support from local leaders, our goal is to generate significant revenue within five years, contributing to the local economy and turning our region into a hub for creative talent. We are committed to ethical design principles to prevent addiction, focusing on user wellbeing and time spent focusing which represents our main measure of success.

In summary, our project aims to tackle the rising anxiety among Gen-Z by transforming smartphone use into a tool for focus and productivity. By leveraging social dynamics and ethical design, we hope to create a game that not only entertains but also enhances users' lives, promoting healthier habits and stronger connections.</ns2:abstractText></ns2:project>