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Jaspal Sandhu named President & CEO of Hopelab, effective Jan 2026 Hopelab Ventures has invested $12M+ across ~20 youth mental health startups Re-Mission reached 200,000+ young patients in 81 countries Founded 2001 by Pam Omidyar in San Francisco Focus: adolescents ages 10-25, with special attention to BIPOC & LGBTQ+ youth Portfolio outcomes include a 60% reported reduction in suicide risk
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Hopelab.

A cancer video game grew into a two-decade experiment in how technology, research and money can serve young minds.

2001
Founded
10-25
Ages Served
$12M+
Ventures Deployed
~65
Team
Hopelab brand illustration of young people in motion, arranged to spell the Hopelab name
They are dancing, reaching, stretching, resting - a crowd of young people arranged until the shapes spell the name. Hopelab's house illustration. The whole idea is here in one frame: put the kids in the picture, then build around them.
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The Story

The lab that keeps changing shape


In 2001, a video game enthusiast who happened to have worked in an immunology lab had an idea that sounds, on paper, slightly ridiculous. What if a video game - the kind where you shoot things - could help a teenager with cancer stick to a brutal chemotherapy schedule? The enthusiast was Pam Omidyar, whose husband Pierre had founded eBay, and the idea became Re-Mission, a third-person shooter in which players pilot a nanobot named Roxxi through the body, blasting cancer cells and managing side effects along the way.

Here is the part that matters for anyone who thinks about how institutions behave. Re-Mission was not a stunt. Hopelab ran it through a randomized controlled trial - the same kind of study you would use to test a drug - and published the results in the journal Pediatrics in 2008. Young players who used the game stuck to their treatment better and knew more about their disease. The game eventually reached more than 200,000 people across 81 countries.

A tidy ending would have Hopelab making Re-Mission 2, cashing the goodwill, and calling it a career. Instead the organization did the un-tidy thing. It kept mutating. Game studio became research lab. Research lab added an impact-investing arm. The one thing that never moved was the audience: young people, and specifically the ones the health system tends to overlook - Black, Brown, Queer, and Medicaid-covered kids between the ages of 10 and 25.

Which is a useful way to understand what Hopelab actually is. It is a 501(c)(3) private operating foundation, part of the Omidyar Group, funded by Pam and Pierre Omidyar. That structure means it does not answer to the quarterly math that governs a startup. It can take a decade to be right. And it has spent that latitude on a single, stubborn question: how do you build things young people will actually use, for problems that don't fit neatly inside a clinic?

"Our mission is to advance the mental health and well-being of young people through uncovering knowledge and evidence, investing in innovators, and funding youth-centered solutions."
- Hopelab mission statement
#youthmentalhealth#impactinvesting #behavioralscience#healthequity #digitalhealth#youthcodesign
0
Re-Mission players reached
0
Countries distributed
0
Ventures portfolio companies
0
Years of work (est.)
What Makes It Different

Three habits that set it apart

Most health tech is designed for adults and handed down to teenagers. Hopelab reorders the chart in a few specific, unglamorous ways.

Co-Design

Teens in the room

At its companies, young people help create, design and develop the products - not as focus-group subjects at the end, but as partners at the start. If teens won't use it, it doesn't ship.

Lived Experience

Founders who've been there

Nearly every founder Hopelab backs has personal experience with the challenges their users face. It treats lived experience as product insight, not a diversity line item.

Evidence

Studies, not vibes

From the 2008 Pediatrics trial onward, Hopelab measures. Its investing thesis is that rigorous impact data can attract more capital to youth mental health.

Patient Capital

Foundation timelines

As an operating foundation, it can invest from Seed to Series A and wait. No quarterly earnings call decides whether a bet on a teen-focused startup gets to mature.

Equity

The overlooked, on purpose

Its focus is explicit: BIPOC and LGBTQ+ young people, and those on Medicaid - the users traditional models routinely leave out.

Range

Whatever the job needs

Game, chatbot, research grant, artist residency, venture check. The form changes to fit the problem instead of the other way around.

The Arc

From Roxxi the nanobot to a venture fund

A rough timeline of an organization that refused to stay one thing.

2001

Hopelab is founded

Pam Omidyar launches Hopelab in San Francisco to test whether technology could help young people fight illness.

2006

Re-Mission ships

The cancer-fighting video game launches and begins its spread to more than 200,000 players across 81 countries.

2008

Published proof

A randomized controlled trial in Pediatrics shows Re-Mission improved treatment adherence and cancer knowledge.

2013

Re-Mission 2

A collection of free online and mobile games extends the concept, with a mobile app distributed via a CIGNA partnership.

2015

Margaret Laws takes the helm

Laws becomes President & CEO, steering Hopelab toward behavioral-science products for teen and young-adult well-being.

2020s

Hopelab Ventures

The impact-investing arm scales up, deploying $12M+ across ~20 startups focused on youth mental health and equity.

2026

A quiet succession

Jaspal Sandhu, Ph.D. becomes President & CEO; Margaret Laws moves to an Executive-in-Residence role after a decade.

What You Can Do With It

Programs, products & capital

Hopelab is not a single app you download. It is a set of ways it puts research, design and money to work.

Investing

Hopelab Ventures

Backs early-stage (Seed to Series A) startups improving adolescent mental health, prioritizing BIPOC, LGBTQ+ and Medicaid-covered youth.

Research

Youth-engaged studies

Behavioral-science and health-equity research on digital well-being and newer topics like financial strain and youth debt.

Product

Re-Mission & Re-Mission 2

The video games that started it all, helping young cancer patients stick to treatment and feel a sense of control.

Product

Nod & Vivibot

Nod helps college students build connection and fight loneliness; Vivibot is a chatbot supporting young cancer survivors.

Talent

Fellowships & grants

Including the HBCU Translational Science Fellowship, Young Innovators in Behavioral Health, and Early Career Research Grants.

Culture

Artist-in-Residence

Narrative-change and arts programming, plus a Responsible Technology Youth Power Fund, round out the work.

The Portfolio

Where the checks go

A selection of the startups Hopelab Ventures has backed - built for the young people the system tends to skip.

Oui Therapeutics suicide prevention InStride anxiety & OCD Mightier gamified pediatric care Valera Health virtual care Brave teen behavioral health Hazel Health K-12 schools Violet culturally competent care MindRight text-based coaching Hurdle BIPOC communities Caraway overlooked patients ReflexAI crisis-response training Movement Genius somatic health Koko free digital support Lex LGBTQ+ connection DynamiCare substance use

Reported portfolio outcomes

Figures individual companies have reported across the portfolio. Directional, self-reported, and worth reading as encouraging rather than definitive.

Suicide risk reduction
60%
Eating disorder symptoms
66%
Zamzee activity (girls)
103%
Zamzee activity (overall)
59%
"At each of its companies, Hopelab puts young people in the driver's seat, helping create, design and develop products and services that teens actually want to use."
- On the Hopelab Ventures model
The People & The Money

Who runs it, who funds it

Pam Omidyar founded Hopelab in 2001 and remains a board member. She was, before all this, a researcher in an immunology lab and an avid gamer - the two facts that collided to make Re-Mission.

Margaret Laws led the organization as President & CEO for roughly a decade starting in 2015, having previously built the Health Innovation Fund at the California Health Care Foundation. In January 2026 she stepped into an Executive-in-Residence role.

Jaspal Sandhu, Ph.D. became President & CEO effective January 2026, after three years as Executive Vice President. He brings a background in design innovation, social entrepreneurship and health equity.

Research and product development have been led by Dr. Jana Haritatos. The organization is funded by Pam and Pierre Omidyar and sits within the Omidyar Group as a private operating foundation.

By the numbers
  • 65

    employees, roughly, across research, design and investing.

  • $12M

    + deployed through Hopelab Ventures across ~20 companies.

  • 10-25

    the age band it serves, adolescence through young adulthood.

  • 2001

    the year it began, in San Francisco.

Figures compiled from public sources; some are approximate.
Worth Knowing

Four things that stick

Watch & Explore

Interviews & product demos

Video searches to see Hopelab's work and leaders in their own words.

Go Deeper

Links, socials & sources

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