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StarStarter cuts anxiety symptoms 33% on average in published RCT Over 90% of trial participants showed reduced symptoms $3.8M NIMH grant funds depression game ABM-02 with UT Austin ABM-01 advancing toward FDA submission for social anxiety Seed round closes at $1.5M, roughly $2M raised to date Rebranded from Wise Therapeutics to a science-first game studio
Company Profile · Digital Therapeutics

Arcade Therapeutics

The New York startup that decided the fastest route to your brain runs through your thumbs - by turning a mobile game into prescription-grade anxiety treatment.

Arcade Therapeutics company logo

The mark. A wordmark that reads more like a game cartridge than a pharma label - which is exactly the point. The company that used to be called Wise Therapeutics now wants you to think of it as an arcade you can be prescribed.

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33%
Avg symptom drop
90%+
Participants improved
$3.8M
NIMH grant
~11
Employees

The Feature

Software That Wants To Be Medicine

Here is a fact that Raj Amin cannot stop thinking about, and once you hear it you will not stop thinking about it either: roughly two-thirds of Americans play video games, and almost none of them go to therapy. These are not the same people, exactly, but the overlap is enormous, and it contains a very large number of anxious people staring at their phones several hours a day, doing nothing that a clinician would recognize as treatment.

Amin's company, Arcade Therapeutics, is a bet that this is a distribution problem disguised as a health problem. The pitch is almost suspiciously simple. What if the game was the treatment? What if the thing that already has your attention could quietly do the thing you would otherwise have to pay a therapist for?

Two-thirds of Americans play games. What if you could embed a psychological technique into the game that is proven to reduce anxiety symptoms?— Raj Amin, Co-Founder & CEO

The technical answer to that question is a mouthful - attention bias modification, or ABM - and the marketing answer is a friendlier app called StarStarter. Both refer to the same underlying idea, which is that anxiety is, in part, a bad habit of attention. Anxious brains snap toward threat. They notice the frown in the crowd, the ambiguous email, the worst reading of every situation. ABM is a training regimen that gently, repeatedly nudges attention away from threat and toward neutral - and it turns out you can smuggle that regimen inside gameplay so thoroughly that the patient mostly experiences it as a game.

The rebrand as thesis statement

The company was originally named Wise Therapeutics. That is a fine name for a company that wants you to trust its science. It is a terrible name for a company whose entire strategy depends on you actually enjoying the product. So Wise became Arcade, and the repositioning tells you almost everything: this is a science-first game studio that happens to run randomized controlled trials, rather than a pharma outfit that happens to ship an app.

That distinction matters because the failure mode of digital health is not usually bad science. It is that nobody opens the app twice. Adherence - the unglamorous question of whether people actually do the thing - is the graveyard where most wellness apps quietly die. Arcade's wager is that games are the best engagement technology humans have ever built, and that if you make the medicine genuinely fun, the adherence problem stops being a problem you have to solve.

One of the biggest challenges to engaging people is really the format of that engagement.— Raj Amin, on why the game is the point

The part where the data shows up

It would be easy to file all of this under "plausible startup story" if not for a small, stubborn detail: in March 2025 the company published a randomized controlled trial in the Journal of Anxiety Disorders. The study enrolled 104 participants with social anxiety disorder. Over 90% saw reduced symptoms. The average reduction was about 33%. More than two-thirds reached what researchers call a clinically meaningful improvement, and more than a third dropped to sub-clinical levels within a month.

The trial was also, notably, honest about itself. The control group did not sit idle - they played the same game in a "placebo mode" that delivered roughly half the active training effect. That is a hard test to design and a harder one to pass, because it means the game had to beat a very convincing version of itself. It did, with a statistically significant edge over placebo.

Game-based digital therapeutics can be an effective, engaging, and accessible solution for anxiety treatment.— Raj Amin, on the published results

Two founders, one strange premise

The company is co-founded by Amin, a serial healthcare entrepreneur, and Tracy Dennis-Tiwary, a neuroscientist who wrote a book with the wonderfully contrarian title Future Tense: Why Anxiety Is Good for You (Even Though It Feels Bad). This is not a throwaway biographical fact. Dennis-Tiwary's whole scientific stance is that anxiety is not a bug to be deleted but a signal to be retrained - which is precisely what ABM tries to do. It does not promise to make you fearless. It tries to loosen the reflex that turns ordinary worry into a spiral.

Amin, for his part, has done a version of this before. He co-founded HealthiNation, an on-demand health video network that reached more than 100 million monthly viewers before being acquired by GoodRx, and Mana Health, later acquired by Comcast. His recurring trick is taking a serious health idea and wrapping it in a consumer format people will voluntarily touch. Arcade is that instinct pointed at the FDA.

Why now, and who pays

The unsexy tailwind here is reimbursement. Digital therapeutics only work as a business if someone other than the patient will pay, and starting in 2025 the Centers for Medicare & Medicaid Services began rolling out billing codes for digital mental health treatments. That single regulatory development is what lets Arcade credibly describe its products as prescription digital therapeutics - things a doctor can order and an insurer can cover - rather than another app in the wellness bin.

The pipeline reflects the ambition. Beyond StarStarter and its prescription counterpart ABM-01 for social anxiety, the company won a $3.8M National Institute of Mental Health grant, alongside the University of Texas at Austin, to test ABM-02 for major depressive disorder. Further out sit targets for generalized anxiety, alcohol use disorder, and mental-health conditions tied to pregnancy and multiple sclerosis. It is a long road, and clinical trials do not care about your burn rate.

Which is the honest place to end. Arcade Therapeutics has real trial data, real grant money, and a genuinely clever answer to the oldest question in mental health - how do you get people to actually do the work. What it does not yet have is FDA clearance or scale, and the history of digital therapeutics is littered with companies that had the science and ran out of road before the market caught up. The interesting thing about Arcade is that it is betting the market has finally arrived. If it is right, your next anxiety prescription might come with a high score.

What You Can Actually Play

Consumer · Live

StarStarter

A mobile wellness game that hides attention bias modification inside real gameplay. The lowest-barrier way in - no prescription, no waiting room, just a game that happens to retrain anxious attention.

Rx · In trials

ABM-01 / StarStarter Rx

The prescription version, in clinical development for social anxiety disorder and advancing toward FDA submission as one of the first game-based treatments for the condition.

Rx · In development

ABM-02

A game-based therapeutic for major depressive disorder, backed by a $3.8M NIMH grant and a large clinical trial run jointly with UT Austin.

The Evidence

Reading The Trial

StarStarter randomized controlled trial (n=104)

Published in the Journal of Anxiety Disorders, March 2025 · social anxiety disorder

Participants improved
90%+
Clinically meaningful drop
68%
Reached sub-clinical (30 days)
38%
Avg symptom reduction
33%

Control group played the same game in "placebo mode" at ~50% active effect. Effect size Cohen's d ≈ 0.47, statistically superior to placebo.

The Founders

Who Is Behind It

Raj Amin

Co-Founder & CEO

Serial healthcare and media entrepreneur. Previously co-founded HealthiNation (100M+ monthly viewers, acquired by GoodRx) and Mana Health (acquired by Comcast Connected Health). His throughline: wrapping serious health ideas in formats people will actually touch.

Tracy Dennis-Tiwary, PhD

Co-Founder & Chief Science Officer

Neuroscientist with 20+ years of clinical research and author of Future Tense: Why Anxiety Is Good for You. She argues anxiety is a signal to be retrained, not deleted - the scientific spine of the whole company.

By The Numbers

Vitals

  • HeadquartersNew York, New York, United States
  • CategoryDigital therapeutics · game-based mental health
  • Team size~11 employees
  • FormerlyWise Therapeutics
  • FocusAnxiety, depression, addiction & more

Money

  • Seed round$1.5M · closed Feb 2024
  • Total raised~$2M to date
  • Grant$3.8M NIMH, with UT Austin
  • Notable backersReshma Saujani, SeedLink, Teem Ventures
  • Also raised viaWeFunder Reg CF crowdfunding

The Story So Far

Recent Milestones

March 2025

Publishes StarStarter clinical study in the Journal of Anxiety Disorders - 90%+ of participants show reduced anxiety symptoms.

February 2024

Closes a $1.5M seed round, bringing total funding to roughly $2M.

2023

Announces a $3.8M NIMH grant with UT Austin to test ABM-02, a game-based therapeutic for major depressive disorder.

Earlier

Rebrands from Wise Therapeutics to Arcade Therapeutics, repositioning as a science-first game studio.

Off The Record

Things That Amuse Us

Go Deeper

Quick facts: Arcade Therapeutics

Arcade Therapeutics is a New York-based digital therapeutics company that builds clinically validated mobile games to treat mental illness. Founded by healthcare entrepreneur Raj Amin and neuroscientist Tracy Dennis-Tiwary, the company embeds a research-backed technique called attention bias modification into engaging games, starting with StarStarter for anxiety. Its lead prescription product, ABM-01, is pursuing FDA submission as one of the first game-based treatments for social anxiety disorder, with a pipeline extending to depression, addiction, and other conditions.

Founded
2015
Headquarters
New York, New York, United States
Founders
Raj Amin (Co-Founder & CEO), Tracy Dennis-Tiwary (Co-Founder & Chief Science Officer)
Team size
~11 employees
Products
StarStarter, ABM-01 (StarStarter Rx), ABM-02
Notable
Published a randomized controlled trial (n=104) in the Journal of Anxiety Disorders showing over 90% of participants reduced anxiety symptoms with a 33% average reduction., Won a $3.8M NIMH grant with UT Austin to test ABM-02 for major depressive disorder., Raised roughly $2M total in seed and grant funding, with backers including Reshma Saujani.

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