# Arcade Therapeutics

Therapeutic Games to Address the $300B Mental Health Engagement Problem

- Canonical URL: https://wefunder.com/arcade.therapeutics
- Entity ID: wefunder:company:136370
- Last updated: 2026-06-12T05:00:59Z
- Generated at: 2026-06-12T13:46:21Z

## Quick facts
- Massive Market of $300B for untreated mental health conditions in the U.S., $1 Trillion Globally
- Successful anxiety trial results: 68% reduced by a full severity level within 30 days
- Named to 2024 + 2025 DHNY 100, as a top NYC Digital Health Company
- Founding CEO with 3 exits; Chief Science Officer is anxiety expert and NIH-funded scientist
- Contracts w/ primary care, 2 state universities, and several behavioral health partners
- Selected for UK-based Innovation in Mental Health Programme
- $3.8M National Institute of Mental Health grant for Depression clinical trial

## Active fundraises
- wefunder:fundraise:87054: 4(a)(6) successful (USD)
- wefunder:fundraise:87055: 4(a)(6) successful (USD)

## Story
We are excited to launch this Equity Crowdfunding Round for our advocates and supporters, offering the opportunity to become owners in Arcade alongside our institutional investors at a low minimum.Today, we are failing to reach many people in need of help.&nbsp; 70% of primary care visits are related to mental health conditions, and doctors don't have enough options to get patients early help. This leads to a large percentage of patients not seeking care, along with a large undiagnosed population left struggling with their mental health.Sources: HHS, CDC, NIH, Project Hope190M Americans play video games today, according to the Entertainment Software Association.Mobile games are most popular with adults, and allow for access anytime, anywhere and are used by all cultural backgrounds.﻿Our first game, StarStarter for Anxiety, is now available, as a science-backed cognitive training game to help manage the symptoms of anxiety. We have begun launches with universities, behavioral health providers, and primary care providers. It's available as a first-line treatment or complementary to other treatments, as a non-prescription option. And it works! Our most recent clinical trial delivered excellent results within a 30 days, showing similar effectiveness to pharmaceutical products but without the harmful side effects. You can find more information about this trial and our other published studies at https://arcadetherapeutics.com/research/Arcade's Co-Founders are passionate about lowering the barriers for mental wellness. They bring together world-class scientific knowledge with experience building consumer products across healthcare, media and tech-enabled services. We've added amazing advisors to the team that bring game strategy, regulatory, and commercial expertise to support our goals.Go to Market: Our deployment strategy is B2B2C, allowing trusted partners to make our treatments available to their patients or clients. We have contracted with a number of partners for pilot programs in primary care, tele-health, universities, and behavioral health.Our pricing model for StarStarter for Anxiety (wellness) is based on $75 / 90 day Treatment, with discounts available in volume. In the future, we expect that insurance based reimbursement will allow our products to scale to even larger populations as a first line treatment. Our referral based programs allow patients to receive discounted access from their provider. Enterprise model allows a partner to pay for their organization to have access, avoiding barriers to patient access. Through our integrated ArcadeConnect platform, we also support reporting and billing data to allow for reimbursement from insurance when applicable. Sources: NIMH, Best Colleges, NEA, CommonwealthOur products come with an integrated clinical platform for secure registration, periodic assessments, and data management to support personalization and triage. In this way we can integrate with existing services to engage with patients earlier, and provide escalation paths that help them take appropriate next steps.FUTURE PRODUCTS. We were also co-awarded a $3.8M grant from the NIMH with UT Austin to fund a clinical trial for a treatment for Major Depressive Disorder. This new product has already been piloted, and has shown promising results as our next major therapeutic area.GO TO MARKET. Our projected revenue is based on deployments across our priority segments, using scaling pricing starting at $75 per treatment for non-prescription anxiety to approximately $300 for depression treatment, supported by newly released Digital Mental Health Treatment codes. We also intend to license these products into international markets. The additional opportunity of combination products to improve effectiveness of pharmaceutical products is not fully captured yet as this is a new and rapidly evolving opportunity. Future projections are not guaranteed.USE OF PROCEEDS. Our Equity Crowdfunding Round will support early rollouts of our therapeutic games through trusted organizations, along with support for FDA Clearances that support our long term goals of making effective treatments available in scale.&nbsp;Funds will be used to execute on revenue and product deployment milestones to achieve early revenue scale of $1.5MM-$2MM ARR prior to Series ANon-prescription Anxiety launches. Primary Care, Universities, BH and Tele-Therapy segmentsCore Operations and Client Support. Support for client operations and sales to achieve penetration targets. Maintenance of technology and game development.FDA Submission Process for Depression. Clinical trial and FDA submission support for of ABM-02 (Depression) being managed by UT Austin with $3.8M NIMH Grant.&nbsp;Licensing and Co-Development for Expanded Opportunities.&nbsp;Support for pharma combination opportunities, international licensing and co-development leveraging our IP and game development capabilities.Current Investors:Thank you for learning about our Equity Crowdfunding Offering. We welcome you to join our mission to change the game in mental health!

## FAQ
1. **Hello Arcade Therapeutics Team, I’m Zac Stahlhut with D3VC. We’re a venture fund specializing in equity crowdfunding, and we’re interested in the innovative use of CBT within gaming for therapeutic purposes. Could you clarify your target user group and the anticipated usage pa...**
   - Thank you for your questions Zac. **Answers below. Could you clarify your target user group and the anticipated usage patterns for your games? **Our target users are those with elevated levels of anxiety, and can be 13-65 currently. We have plans to optimize our user experience for varying demographics to allow for narrative and content personalization for young adults through the more mature age groups, and specific conditions. Casual gaming is broadly used across age groups and ethnicities,...
2. **Hello! I would like to try out your current app, do you have a guest login available?**
   - Hi Meredith, today we don't generally offer guest access, due to our need to have support available. We do however offer access in batches for user experience testers on our website which includes a signup form. To get a good sense of the current anxiety app you can view the video on our website which shows a demo of the therapeutic game experience. You can also send an email to benjamin@arcadetherapeutics.com to let us know you've requested access through the website and we can try to priori...
3. **Have you done much comparison testing with other off the shelf games that generally are thought to be calming such as Animal Crossing or Stardew Valley? What exactly is it about these games that fight depression? Like the games above have NOCs that are all generally giving pos...**
   - Hi Edward, thanks for your question! Our therapeutic game uses a specific cognitive training technique that is embedded into gameplay, called attention bias modification (ABM). It shifts attention away from negative toward positive using facial stimuli that we subconsciously process. Other games certainly can be naturally calming. Ours uniquely has a specific technique, that was isolated using a similar version of our game but with a very strict placebo to prove our effectiveness for anxiety ...
4. **Hello, can you share your thoughts on how often you will update us on how things are progressing with your goals and business plan? Secondly, do you intend to file the annual report with the SEC? Thanks for your feedback.**
   - HI Karolina - yes, we would be planning to update at least twice a year. We are also quite open to doing this as an investor webinar so we can keep everyone updates. We haven't finalized plans for the timing of this in 2025, but that is the intended cadence of communication following closing of this round.
5. **I’m following up to my previous question. Post raise communication is important to investors and we would appreciate understanding your plans and perspective. Thank you.**
   - Sorry for the delay, see below.

## Team
- Raj Amin (CEO & Co-Founder)
- Tracy Dennis-Tiwary, PhD (Chief Science Officer & Co-Founder)

## Recent posts
- Thank you! (2025-05-07T13:56:43Z)
- Closing in 2 days! (2025-04-29T00:19:27Z)
- Arcade's Study Published in Journal of Anxiety Disorders! (2025-03-19T18:39:15Z)
- Tackling Student Mental Health at Montclair State University (2025-03-03T18:16:35Z)
- Arcade Selected for UK-Based Mental Health Innovation Initiative! (2025-02-17T21:23:14Z)
- Arcade Selected as 2025 Top 100 NYC Digital Health Company (2025-02-07T11:47:03Z)
- Update on reimbursement codes for digital treatments! (2024-10-31T18:13:40Z)
- We've Launched Kean University! (2024-10-18T17:41:57Z)

## Q&A
- Q: Hello Arcade Therapeutics Team, I’m Zac Stahlhut with D3VC. We’re a venture fund specializing in equity crowdfunding, and we’re interested in the innovative use of CBT within gaming for therapeutic purposes. Could you clarify your target user group and the anticipated usage patterns for your games? Additionally, is your pricing model structured to be covered by insurance, or will users be paying out-of-pocket? Considering the growing interest and competitive pressure in the digital therapy market, what specific barriers to entry do you foresee that would limit competitors from developing similar CBT-driven products? Lastly, how does Arcade plan to achieve and sustain a competitive edge—whether through proprietary technology, regulatory advantages, partnerships, or other key factors? Thank you!
  - A: Thank you for your questions Zac. **Answers below. Could you clarify your target user group and the anticipated usage patterns for your games? **Our target users are those with elevated levels of anxiety, and can be 13-65 currently. We have plans to optimize our user experience for varying demographics to allow for narrative and content personalization for young adults through the more mature age groups, and specific conditions. Casual gaming is broadly used across age groups and ethnicities, so we are broadly applicable across populations with elevated anxiety. Additionally, is your pricing model structured to be covered by insurance, or will users be paying out-of-pocket? **Today we are primarily offering the product through partners who are supporting our costs through insurance or enterprise contracts, so patients don't typicaly purchase the treatment directly. Our intention is that we will continue to leverage insurance reimbursement as our primary path, including the new Digital Mental Health Treatment codes proposed by Medicare as we move through FDA Clearances. Considering the growing interest and competitive pressure in the digital therapy market, what specific barriers to entry do you foresee that would limit competitors from developing similar CBT-driven products? **We have a large based of research in the specific area of Attention Bias Modification (ABM), an area in which our co-founder and Chief Science Officer is a widely published researcher. We have also filed IP around specific aspects of our training engine, and continue to evolve our research in game-based ABM to cover broader therapeutic areas including depression, addiction and PTSD. For example we have received a $3.8M grant from the National Institutes of Mental Health with UT Austin to support our trial for depression that is underway. So, as first to market with these supporting elements we are uniquely differentiated in our specific approach.
- Q: I’m following up to my previous question. Post raise communication is important to investors and we would appreciate understanding your plans and perspective. Thank you.
  - A: Sorry for the delay, see below.
- Q: Hello, can you share your thoughts on how often you will update us on how things are progressing with your goals and business plan? Secondly, do you intend to file the annual report with the SEC? Thanks for your feedback.
  - A: HI Karolina - yes, we would be planning to update at least twice a year. We are also quite open to doing this as an investor webinar so we can keep everyone updates. We haven't finalized plans for the timing of this in 2025, but that is the intended cadence of communication following closing of this round.
- Q: Have you done much comparison testing with other off the shelf games that generally are thought to be calming such as Animal Crossing or Stardew Valley? What exactly is it about these games that fight depression? Like the games above have NOCs that are all generally giving positive vibes and reinforcement. But I’m not sure how puzzle games can help in this regard.
  - A: Hi Edward, thanks for your question! Our therapeutic game uses a specific cognitive training technique that is embedded into gameplay, called attention bias modification (ABM). It shifts attention away from negative toward positive using facial stimuli that we subconsciously process. Other games certainly can be naturally calming. Ours uniquely has a specific technique, that was isolated using a similar version of our game but with a very strict placebo to prove our effectiveness for anxiety symptoms as part of our FDA clearance process. More on that research can be found on our website under Clinical Research. Our depression trial is also underway with UT Austin which has optimized the stimuli and timing of our training specifically for depression, which will be offered as a prescription therapeutic when it becomes available.
- Q: Hello! I would like to try out your current app, do you have a guest login available?
  - A: Hi Meredith, today we don't generally offer guest access, due to our need to have support available. We do however offer access in batches for user experience testers on our website which includes a signup form. To get a good sense of the current anxiety app you can view the video on our website which shows a demo of the therapeutic game experience. You can also send an email to benjamin@arcadetherapeutics.com to let us know you've requested access through the website and we can try to prioritize your access. Thank you for your interest in our mission.