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Yoga Master Neurofeedback Game - (PC)

Yoga Master Neurofeedback Game - (PC)

Regular price 150,00 €
Regular price Sale price 150,00 €
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Including VAT

In tranquil and relaxing landscapes, Pure Yogi helps the user transition into a visible state of meditation. Throughout the session, real-time feedback appears via gentle visual cues, keeping the experience immersive and engaging.

Positive feedback: The yogi enters a state of meditation.

Negative feedback: The yogi does not enter a meditative state.

Customization: To keep motivation high and personalize the session, the trainee can choose the yogi's appearance and landscapes (11 options) and increase the level's difficulty as they become more familiar.

  • Performance presentation
  • Progress
  • Post-amplification synchronization
  • Adjustment
  • Relaxing environments
  • Immersive VR

In stock

Delivery time approx. 1-4 working days

Transparent VAT regime for EU business customers

All prices include 19% German VAT. For business customers from the EU, VAT will be automatically removed at checkout after entering a valid VAT ID number (reverse charge).

Requirements and compatibility

- Neurofeedback system such as Discovery 24, Atlantis 4 Channel, 2EB+
- Brain Avatar Acquisition 4.0
- Brain Avatar Training 4.0

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  • EEG neurofeedback-compatible
  • Continuous feedback
  • Positive feedback
  • VR compatibility
  • Negative feedback
  • Non-overstimulating game environments (e.g., graphics, audio)
  • In-game customization options (e.g., music, levels, modes, environments, character selection)
  • Motivation-promoting design across repeated training sessions
  • Cross-session progress tracking
  • Customizable difficulty levels
  • Personalized threshold calibration
  • Suitable for all age groups (children, adolescents, and adults)
  • Adjustable screen brightness and volume
  • Real-time feedback signaling (latency < 350 ms)
  • Clearly defined game goals
  • Multilingual user manuals (English, German, Spanish, Romanian)
  • Immersive, user-centric gaming experience

Which devices are supported?: IFEN YogaMaster VR is compatible with Meta Quest 2 (formerly Oculus Quest 2) and Oculus Go.

Is a Facebook account required?: Yes. A free Facebook account is required to access and use the application on supported Meta/Oculus devices.

Can the VR experience cause nausea?: In some cases, VR use can temporarily cause nausea or discomfort, especially if certain settings (such as the zoom distance for zoom-based feedback) are configured too high. To reduce this risk, the app includes a "dimmer" mode designed to provide a more comfortable and stable experience.

How can the IFEN YogaMaster VR app be purchased? To purchase the IFEN YogaMaster VR app, simply place your order directly with us. After payment has been confirmed, your access details will be sent to you via email. As soon as you put on the Meta Quest 2 headset, an invitation to download and install the app will appear.


How does the Reward Prediction Error (RPE) support neurofeedback training in IFEN Yoga Master?

IFEN YogaMaster is a criteria-based neurofeedback game designed around the Reward Prediction Error (RPE), where rewards are directly tied to maintaining the target brain state in real time. The criteria bar provides continuous feedback, and meeting a criterion instantly generates visible meditation, points (including 100-point milestones), and special visual and auditory effects, while failing to meet a criterion reliably removes these results. Trainer-set thresholds remain constant within a session, and levels become progressively more challenging, helping to maintain a stable yet learnable reward structure across repeated training sessions.


Neurofeedback is understood as a self-regulation process based on reinforcement learning, in which self-regulation is acquired through contingent feedback.

Motivation, the salience of the reinforcer, and sustained engagement are considered important moderators of learning success. Since the subjective motivational value of feedback can vary between individuals and decrease with repeated exposure, the adaptive design of feedback environments is discussed as an approach to maintain effective reinforcement.

Against this background, offering multiple feedback or game options can be understood as a theoretically sound strategy to support engagement, reduce habituation effects, and maintain the reinforcing value of feedback across training sessions, thereby potentially promoting the stability of learning and the transfer of effects (Schwartz & Andrasik, 2016; Enriquez-Geppert et al., 2017; Lubianiker et al., 2022; Sitaram et al., 2024).


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