Key Investor Signals
Validated gameplay methodology across 300+ children
GameAnalyze’s 2026 pitch deck reports 300+ children, 400+ hours of active gameplay and 85% parent satisfaction during research, with ongoing work at Leiden University.
Secured €25,000 from the Rabo Impact Fund
Rabobank’s Rabo Impact Fund donated €25,000 to support GameAnalyze’s app development and certification work as the company prepared Tweexy for wider use.
Signed three early B2B letters of intent before scaling
GameAnalyze’s 2026 pitch deck lists three letters of intent from non-medical business partners and more than 400 potential customers interviewed during market validation.
Other Positive Signals
- Tweexy reached 350+ families across 20+ countries and more than 30 paying users by October 2026, with a reported 9.6% organic conversion rate.
Team
Eli Yanovski
CEO and Co-founder
- Built a 25-person product, engineering, growth and data organization for a Tel Aviv gaming and advertising-technology portfolio.
- Worked on adaptive learning at DAR in 2020–2022, combining game-based learning with parent-facing analytics.
- Built a programmatic advertising platform from scratch in 2023, adding experience in data-led product development.
Dmitry Pavlotsky
CMO and Co-founder
- Brings more than 15 years of experience in marketing, public relations, branding and education.
- Launched nine brands across life sciences, education and gaming, building experience in introducing products to new audiences.
- Mentored more than 50 startups, with experience helping founders develop go-to-market plans and positioning.
Alexey Ershov
CTO and Co-founder
- Brings more than ten years of experience mentoring and overseeing software development teams.
- Brings 10+ years in cloud infrastructure and full-stack development across scalable software systems.
- Has managed AI/ML and computer-vision systems from development through deployment, monitoring and MLOps operations.
Product
Tweexy combines a bubble-popping mobile game for children aged 4–12 with a parent dashboard. Software turns touch interactions into behavioral measurements and tracks changes across sessions. The live product provides non-clinical wellbeing insights.
Short, child-friendly play sessions
Children pop bubbles in sessions lasting roughly two to five minutes. The game runs on a phone or tablet, allowing families to gather observations during ordinary routines at home.
Behavioral signals from touch
AI analyzes response speed, consistency, careful choices, motor precision, screen coverage and sustained attention. Repeated play lets the system compare patterns with the child’s own baseline.
A parent view of patterns over time
Parents receive a wellbeing profile updated after each session, showing focus, patience and response patterns. They can add context such as sleep or the home environment to help interpret changes.
Market Overview
Consumer child-wellbeing apps sit within the broader mental-health software market. Parents buy tools that make everyday attention and emotional patterns easier to understand, while clinical diagnosis remains a separate professional service. Mobile delivery supports use during normal family routines.
Families can purchase one-off reports or ongoing subscriptions directly, without a clinical referral. Adjacent game-based programs such as Mightier bundle software, a sensor and parent support into paid plans. This is a consumer purchase category alongside professionally delivered assessment and treatment.
Estimated worldwide revenue in 2024 across mental-health app categories, including wellbeing.
The US-listed 12-month plan bundles emotional-regulation games, a heart-rate sensor and parent support.
A 2024 national parent survey estimated current ADHD in 7 million US children aged 3–17.
iOS accounted for 48.3% of global mental-health app revenue in 2024, making it the largest platform segment.
Comparable Outcomes
Peak
Peak built a consumer brain-training app combining short cognitive games, performance feedback and a paid subscription. Its maker, Brainbow, had more than 15 million downloads by 2016. Hachette Livre acquired a majority stake in Brainbow, the company behind Peak, in December 2016.
Akili
Akili developed video-game-based cognitive treatments, including prescription and over-the-counter products for people with ADHD. Virtual Therapeutics completed its tender offer in July 2024. The cash merger was reported at approximately $34 million.
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Sources
This profile was built from public company materials, ecosystem sources, market references, and professional profiles.