Innovative Wearable Patch Supports Early Recovery in Addiction by Reducing Cravings and Stress

A new wearable device utilizing heart rate variability biofeedback has shown potential in helping individuals in early addiction recovery manage stress and reduce cravings, lowering relapse risk.
A groundbreaking study conducted by researchers at Mass General Brigham introduces a non-invasive wearable device that aids individuals in the initial stages of addiction recovery by managing stress and curbing cravings. The device, a smart patch utilizing heart rate variability (HRV) biofeedback, provides real-time cues to help users regulate their emotional state, thereby decreasing the risk of relapse.
According to Dr. David Eddie, a psychologist at the Recovery Research Institute, early recovery from substance use disorder (SUD) often involves challenges with emotional awareness. Many in recovery experience significant stress but lack the ability to recognize or control these feelings proactively. Stress frequently triggers cravings, which can lead to substance use and relapse. This cycle is associated with low HRV, a measure of the variation in time between heartbeats that indicates stress adaptation and overall health.
Traditional methods like breathing exercises can naturally increase HRV, aiding mood regulation and cognitive control. Modern biofeedback devices can detect dips in HRV and prompt users with visual or auditory signals to engage in calming practices. Prior studies by Dr. Eddie demonstrated that biofeedback could reduce anxiety and cravings among SUD patients.
The recent clinical trial involved 115 adults in their first year of recovery from severe SUD. Participants were divided into two groups: one received the HRV biofeedback smart patch called Lief HRVB, while the other followed their standard recovery plans, which included therapy, support meetings, or medication.
Over eight weeks, participants self-reported their mood, cravings, and substance use twice daily via their smartphones. The device utilized AI to identify stress or craving states and prompted users to perform brief biofeedback exercises, often lasting around 10 minutes daily. Results showed that individuals equipped with the patch experienced fewer negative emotions, reported less intense cravings, and were 64% less likely to use substances on any given day. This suggests that real-time biofeedback can disrupt the typical cycle of cravings and substance use.
While these findings are promising for early recovery, further research is needed to assess the long-term benefits of such interventions. Dr. Eddie emphasizes the importance of developing tools that help manage stress beyond just the initial recovery period, fostering sustained sobriety.
Source: Adapted from https://medicalxpress.com/news/2025-09-wearable-patch-cravings-stress-early.html
Stay Updated with Mia's Feed
Get the latest health & wellness insights delivered straight to your inbox.
Related Articles
Study Shows Nearly 22% of U.S. Firearm Suicides Occur Outside the Home, Mainly in Vehicles
New findings reveal nearly 22% of firearm suicides in the U.S. occur outside the home, primarily in motor vehicles, underscoring the need for broadened prevention strategies.
Rising Suicide Risk Among Young Adults with Disabilities
Young adults with intellectual and developmental disabilities face an increased risk of suicide due to social isolation, trauma, and limited access to mental health care. New research emphasizes the need for inclusive strategies and tailored interventions to prevent suicides in this vulnerable population.
Reevaluating the Midlife Crisis: Does It Truly Begin at Age 35?
Recent research questions the traditional view of the midlife crisis beginning at age 35, suggesting societal changes and new perspectives on aging may shift this paradigm.
Exploring How Video Games Can Contribute to a More Meaningful Life
New research from the University of Washington reveals how video games can foster meaningful experiences that promote personal growth, mental health, and social connections, challenging traditional views of gaming as mere entertainment.



