Last updated September 30, 2026

GameAnalyze

Turning children’s gameplay into behavioral wellbeing insights for parents

Pediatric HealthMental Health

Attention and self-control difficulties can disrupt children’s learning and family routines. Parents may notice inconsistent behavior without knowing how to describe it or when to seek help. Understanding these patterns requires observations over time, while clinical assessment draws on several sources of information.

GameAnalyze offers Tweexy, a wellbeing app that helps parents understand their child’s focus and response patterns through play. Families receive plain-language insights they can use to adjust routines and support conversations with professionals.

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 .

Secured €25,000 from the Rabo Impact Fund

Rabobank’s 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 /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 bundle software, a sensor and parent support into paid plans. This is a consumer purchase category alongside professionally delivered assessment and treatment.

Global mental-health app revenue
$7.48B

Estimated worldwide revenue in 2024 across mental-health app categories, including wellbeing.

Annual family plan for Mightier
$336

The US-listed 12-month plan bundles emotional-regulation games, a heart-rate sensor and parent support.

US children with a current ADHD diagnosis
7M

A 2024 national parent survey estimated current in 7 million US children aged 3–17.

iOS share of mental-health app revenue
48.3%

iOS accounted for 48.3% of global mental-health app revenue in 2024, making it the largest platform segment.

Comparable Outcomes

Cognitive wellbeing app

Peak

Majority stake acquired by Hachette Livre in 2016

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. acquired a majority stake in Brainbow, the company behind Peak, in December 2016.

Game-based ADHD treatment

Akili

Acquired by Virtual Therapeutics in 2024; reported $34M deal

developed video-game-based cognitive treatments, including prescription and over-the-counter products for people with ADHD. completed its tender offer in July 2024. The cash merger was reported at approximately $34 million.

Interested in More Startups Like GameAnalyze?

Get a curated pipeline of healthcare and life sciences startups aligned with your investment thesis.

Get Deal Flow

Sources

This profile was built from public company materials, ecosystem sources, market references, and professional profiles.

Get the DealBio Pulse

Weekly insights on health and longevity startups, standout founders, key markets, and notable exits.

You can unsubscribe at any time.