August 7, 2019
Medical education and training game maker Level Ex is tackling the final frontier in its latest project for NASA, the startup announced today.
With the help of a newly announced grant from the Translational Research Institute for Space Health (TRISH) at Baylor College of Medicine, Level Ex will be working over the next 12 months to lay the groundwork for virtual simulations and scenarios that...
May 29, 2019
The summer of 2016 was dominated by a digital wellness app that few saw coming: Pokémon Go, a mobile game that used GPS and augmented reality to encourage players to explore real-world locations. And while the initial spike of mainstream consumer interest dropped off within a few months, The Pokémon Company and app developer Niantic (a Google spinout) have gradually won players back with content...
March 14, 2019
Over the past few years, video game development studio Level Ex has put out a small handful of educational mobile games designed to simulate complex patient cases and procedures for doctors. So far, these games have been designed for physicians practicing pulmonology, airway intubation, anesthesia and gastroenterology, leaving some of the company’s biggest fans itching for a game focused on their...
August 20, 2018
A recent small study published in Nature’s Translational Psychiatry journal observed a change in the brain networking and behavior of boys receiving a video game-based treatment for ADHD.
Conducted in Singapore, the study was conducted as part of a larger controlled investigation of boys with ADHD. It compared an intervention group of 18 participants (mean age 9 years) to a control arm of 11...
August 9, 2018
Boston-based digital therapeutics company Akili Interactive Labs announced this morning that it has added an extra $13 million to its previously announced Series C financing. Together, this brings the company’s 2018 funding to $68 million, and its total backing to just over $140 million.
The additional investment from CLSA, Omidyar Technology Ventures, Digital Garage Group, and Fearless Ventures...
June 22, 2018
Mightier, a Boston Children’s Hospital spinout that makes biofeedback video games to help children with emotional regulation, has raised $2.4 million in seed funding. Slow Ventures led the round, with additional participation from Bolt, Founder Collective, Project 11, and angel investors. The round brings the company’s total seed financing to more than $3.7 million.
The Mightier system, which...
May 15, 2018
A recent investigation of seniors with mild cognitive impairment suggested that pairing regular exercise with mental stimuli — in this case, screens depicting a virtual bike ride or an exercise-driven video game — could lead to greater cognitive benefits than prescribed exercise alone.
As the final qualifying sample consisted of just 14 seniors, however, the researchers noted that a larger...
May 9, 2018
This morning, Boston-based Akili Interactive Labs announced the closure of a $55 million Series C funding round. The investment was led by Temasek, with participation from Baillie Gifford, Amgen Ventures, M Ventures, JAZZ Venture Partners, Canepa Advanced Healthcare Fund, and Brooklands Capital Strategies.
According to the company, this new funding will be used to support development, regulatory...
April 16, 2018
Chicago-based Level Ex has received an undisclosed investment from OSF Ventures, the investment arm of Peoria, Illinois-based 13-hospital system OSF HealthCare.
According to a statement, the investor hopes to take advantage of mobile video game maker’s background in delivering digital clinical expertise and identify business opportunities for the two parties. Of note, the announcement suggests...
February 14, 2018
A small study recently published in Translational Psychiatry showed that people living with schizophrenia could use a video game paired with an MRI scanner to curb verbal hallucinations.
Specifically, researchers at King’s College London’s Institute of Psychiatry, Psychology, and Neuroscience found that after the training people with schizophrenia were able to better control the verbal region in...