SuperBetter

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Empowering youth mental health using the psychology of game play

Highlights

  • A winner of The World Economic Forum's Youth Mental Health Challenge
  • Over 1 million people have played the SuperBetter web & mobile app
  • Invented by world-renowned game designer Jane McGonigal
  • Great reviews on App Store (4.7/5 stars), recommended by schools & colleges
  • Significantly reduces anxiety & depression in published studies
  • Revenue-generating collaboration with Parkland Health System
  • Introducing Squad Play and a new subscription revenue model this fall

Problem

1 in 3 high school students experienced poor mental health last year

We're in a youth mental health crisis

and the U.S. Surgeon General calls for a swift response:

Teachers feel the impact on their students every day

Educators can play a bigger role to promote youth mental health, but need practical tools for their classroom realities

We can't treat our way out of the mental health crisis

Many are doing important work to improve access to mental health care, but fixing treatment access isn't enough.

Ending the crisis requires going upstream to develop protective factors and reduce prevalence of anxiety, depression & suicide.

SuperBetter fills the gap for prevention that is easily-accessible, evidence-based, cost-efficient and globally-scalable.

Solution

SuperBetter empowers youth to overcome obstacles & achieve their goals

Its unique methodology applies

the psychology of game play to all of life

The 7 rules for playing:

It connects to young peoples' affinity for video games

  • 75% of US youth play video games
  • SuperBetter brings the same gameful mindset to whole life

A tool for teachers to empower student success

A new Squad Play feature this fall transforms SuperBetter into an evidence-based tool for anyone who teaches, coaches & supports others - especially youth and young adults.

An important target is teachers and social-emotional learning. Learn more in this 5-minute pitch from the Milken-Penn Graduate School of Education Business Plan Competition Finals:

Product

SuperBetter brings social-emotional learning to life

SuperBetter brings social-emotional learning to life for middle school and high school classrooms by making it practical & engaging. Teachers host Challenges that students play in real life to develop life skills and increase their resilience & mental health.

How it works

Teachers host Challenges from their admin portal

  1. Select from library, or create new Challenge (e.g. a 5-day Challenge to develop the skill of empathy)
  2. Invite students to play
  3. Monitor student progress

Students play on their web or mobile device outside class

  1. Accept the challenge to play
  2. Play Superbetter for 5-10 minutes a day
  3. Activate power-ups, battle bad guys, complete quests & check-in with allies as they go for their epic win

Traction

Great reviews

A winner of The World Economic Forum's

Youth Mental Health Challenge

1 of 14 global youth mental health ventures selected to join a community of innovators tackling the world's most pressing issues

Backed by science

Playing SuperBetter improves resilience & mental health

Evaluated in a dozen published studies

Find links to the 12 publications here

Schools recommend SuperBetter

Teachers are creating SuperBetter Classrooms

EdTech industry accolades

Press

SuperBetter & team are featured in 150+ media stories in 2022

Find 24 favorite articles in the Press section below

Customers

A versatile, global platform

Anyone can purchase a subscription

on the website and host SuperBetter Challenges

Notable partnerships

Parkland Health System

A revenue-producing partnership to empower at-risk teens

Funded in part by winning a $150,000 prize in the United Way of Metropolitan Dallas Health Innovation Technology Challenge

Global Development Pilot Program

SuperBetter Children in Zambia

Can the SuperBetter framework (without the app) be used by students in low-resource schools in developing countries to build resilience and tackle global health challenges including mental health, malaria and nutrition?

SuperBetter Children in Zambia, a 1-year pilot led by our allies at Children for Health, ends soon. The results are promising.

Business model

Scalable & profitable revenue model driven by impact

Subscriptions will be introduced with Squad Play this fall

Designed for efficient customer acquisition.

Hosts purchase a subscription on the SuperBetter website (like Kahoot! & other successful EdTech companies).

It's free to play Challenges hosted by others.

An upgraded player subscription adds Solo Play, a Challenge library and tools to personalize the player journey.

Teacher hosts create warm leads to sell site licenses to schools.

Jump-starting revenue

For early revenue, a newsletter campaign will announce Squad Play to the 1 million+ people with SuperBetter accounts

Financial projections*

* Click here for important information regarding Financial Projections which are not guaranteed.

Market

$14 billion+ market

Competition

One of the top 8 mental health apps for 2022 in Medical News Today

And the #1 best for children & teenagers

SuperBetter is differentiated vs. the other top apps

* As a bootstrapped small business we're proud to find SuperBetter alongside market-leading, VC-backed unicorns with $1 billion+ valuations including Calm, Headspace & Talkspace.

Find more articles featuring SuperBetter as a 'best app for mental health' in the Press section below.

Social Emotional Learning

In classrooms, our solution compares favorably to traditional social-emotional learning curriculums.

Vision and strategy

Our team's north star:

Squad Play catalyzes profitable scaling

Our bold North Star reflects the scale & urgency of the global youth mental health crisis. As Squad Play gains traction we'll use market & customer data to prioritize channel, geography & strategic partnership opportunities to expand impact and revenue.

The funds raised will grow our impact & revenue faster

Squad Play product development is funded with revenue

Additional funds will enable:

  • A marketing campaign to launch Squad Play
  • Closing a pipeline of partnerships with organizations interested in bringing SuperBetter to their customers & communities
  • Making the Squad Play experience better, faster
  • More Challenges for the library
  • Adding languages beyond English sooner (in 2023)

Funding

$170K raised from Friends & Family in 2015

Bootstrapped since 2015

  • SuperBetter partnered with Republic so that anyone can be an investor, regardless of their wealth, income or net worth.

Our communities

UpLink is a platform connecting problem-solving innovators with the expertise and network of The World Economic Forum

Completed the gBETA Social Impact Accelerator for ventures advancing equity in education

A community of Founders that aim to make the EdTech industry easier to navigate

Supports small business as they rapidly scale

Founders

A world-renowned game designer and a brand builder who knows how to scale innovation profitably

Keith Wakeman

CEO

Purpose-driven Innovator. Brand Builder. Launched $1 billion+ in new products. Experienced at growing revenue & profits.

Jane McGonigal, PhD

Chief Science Officer

SuperBetter Inventor. Game Designer. Researcher. Futurist. Bestselling Author. Director of Games Research at the Institute for the Future.

SuperBetter TED Talk watched 8 million times

NY Times Bestseller

Summary

Invest in a future you believe in

Like most parents, we feel the impact of the youth mental health crisis in our own families, schools and communities.

We all want a better future for our children.

Will you join us?

SuperBetter Team

Keith Wakeman

CEO, Product & Partnerships

Jane McGonigal

Science

Kayli Elvin

Marketing

Alice Jung

Content

Joan LaBue

Operations & Customer Service

Rachelle Perez

High School Student Intern

Julia Monfrini Peev

Advisor