About us

ISGAME is formed of a restless multidisciplinary work team that uses technology to improve mental health and life quality.

Roadmap

2014
ISGAME foundation

Game Development Classes for children and young people

2015
Senior teaching on how to play and develop games in on-site classes

Sebrae Startup World
Best pitch for education business

2016
2016 FAPESP PIPE Phase 1

FAPESP PIPE
High Tech Entrepreneurial Training
Program

2017
FAPESP PIPE Phase 1 Secretaria de Desenvolvimento Social research notice

for the State Council on Aging to serve more than 500 elderly people through a partnership with Paulo Kobayashi Institute.

In the media
Record, Record News

2018
Active Brain - Active Brain App Development

Business Model
B2C

FAPESP PIPE
Phase 2

Unibes  Cultural/Bradesco
Seguros Sponsorship, Game Development Course (20 elderly and 20 young people) (15 - 18 years old)

In the media
Jornal Nacional

2019
FAPESP PIPE Phase 2

Longevity Expo
ISGAME JAM Arena

In the media
Jornal da Cultura

2020
COVID 19 - Social isolation aggravates chronic disease conditions

Start of online training

Business Model
B2B2C

FAPESP PIPE Phase 2

Active Brain Program receives the Seal of Human Rights and Diversity from the municipality of São Paulo 2020

Facebook's worldwide support for Social Impact Startups

Research notice for Technology Development for Products, Services and Processes addressed to the Coronavirus Disease (COVID-19)

FAPESP/FINEP - Health monitoring with games, using AI and wearable technology

In the media
GloboNews

2021
WHO declares 2021-2030 as the Decade of Healthy Aging

UNIFESP

Active Brain App receives the Seal of Human Rights and Diversity from the municipality of São Paulo 2021/2022

2022
A Bill establishing the Public Policy for the Prevention and Treatment of Alzheimer's Disease is approved

Business Model
B2B - Active Brain App
B2G - Active Brain Program

JETRO - JAPAN INVEST
Japanese Government program to support non-Japanese companies to get established and to expand their business in Japan

HVC KYOTO 2022
HealthCare Venture Conference Kyoto (5/7/2022)

StartOut Chile
Coming Up on July 2022

Piloto Project by  Prefeitura de Santos
Active Brain at Nintendo Switch
(ABG) (July 2022)

PIPE INVEST - August/2022 to July 2024
Improve player engagement on
Active Brain with AI

In the media
GloboNews

Scientific Proven Methodology

Achievements

YearTitle
2015Sebrae Startup WorldBest pitch for education business
2019Facebook and Artemisia's Estação Hack Acceleration ProgramSelected among 1.200 Startups in Brazil
2020Startups Battle Program (Record News), Best Startup in the Health Tech BusinessRewarded in R$ 1.000.000 in Acceleration and Media
2020Aging 2.0 & LHCC Global Innovation Search finalistStartup Innovation Program with solutions focused on the elderly people.
2020Seal of Human Rights and Diversity from the municipality of São Paulo 2020Active Brain Social Impact Program for the Elderly
2020NeoAcelera Acceleration Program (Neoquímica / Yunus) Best startup in the programAcceleration of Social Impact Startups. Rewarded in R$ 150.000
2020Facebook's worldwide support for Social Impact StartupsSupported in R$ 7.000
2021Seal of Human Rights and Diversity from the municipality of São Paulo 2021Active Brain Social Impact App for the Elderly
2022Japan – JETRO Japan Invest
2022HVC Kyoto 2022 – HealthCare Venture Conference KYOTONotice For Pitch Presenters of HVC KYOTO 2022
2022StartOut ChileInternationalization Program
2022Global Impact BootcampUnited Kingdom Internationalization Program

Scientific Research

YearTitleAudience
2016/2017FAPESP PIPE Phase 1 (Innovative Research in Small Business) - (São Paulo State Research Foundation)

Title: Game Programming for Reasoning Development and Prevention of Cognitive Decline in the Elderly
Over 60 years old

Conclusion: It was concluded that cognitive improvement can be reached mainly when the education methodology stimulates the usage of logical reasoning and attention, which occurs in groups of players and developers.
2018/2020FAPESP PIPE Phase 2 (Innovative Research in Small Business) - (São Paulo State Research Foundation)

Title: Game Programming for Reasoning Development and Prevention of Cognitive Decline in the Elderly

Active Brain App Development
Over 60 years old
2019/2020Unifesp Research (Universidade Federal de São Paulo) with CNPq support (Conselho Nacional de Desenvolvimento Científico e Tecnológico)Over 60 years old
2022UFSCAR (Universidade Federal de São Carlos) Research - Cognitive Improvement and Engagement of People Between 50 and 60 Years Old50 - 60 years old
2021/2024Partnership with Unifesp to develop and monitor new health improvement features,engagement and behavior of the elderly with the usage of video gamesOver 60 years old/SUS

Our Team

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FABIO OTA

CEO

EDUCATION:

Specialization by University of Pennsylvania (Coursera) in Gamification.
MBA from FGV/SP in Strategic Management of Information Technology.
Undergraduate Course in Data Processing from FATEC/SP

EXPERIENCE:

Founder and CEO of ISGAME

Responsible Researcher for the Project “Game programming for the development of logical reasoning and prevention of cognitive decline in the elderly” – FAPESP / PIPE Phases 1 and 2

Worked directly and as a consultant for big companies: Unibanco, Banco Fibra, Odebrecht and Banco Votorantim.

Founder and CEO of Picnet Solutions do Brasil, company of games and system development (1993 to 2005).

In 2002 developed the Digital Inclusion Project for the elderly, with JCI Brazil Japan. Currently, this program has reached more than 10,000 people.

Founder and CEO of Nihonsite. The biggest Japanese culture portal in Brazil (2000 a 2004).

Guest professor in post-graduation / Specialization in Geriatrics from Hospital Sírio Libanês, about: Effects of video games in cognition, interaction and humor of elderly people.

Invited/Guest professor at FGV Management where lead the Workshop “Gamification in the corporate world” .

Coauthor of the book “Business Strategies for Small and Medium
Enterprises”.

Health Specialists

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CARLA ODA

Masters in Physiotherapy in Basic
Body Awareness Therapy – Mental
Health from Almeria University –
Spain

Masters in Social Psychology from
Instituto de Psicologia – USP

Degree in Physiotherapy from
Instituto de Medicina – USP

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DR. LUIZ ROBERTO RAMOS (consultant)

Preventive Medicine Professor at Escola Paulista de Medicina – Unifesp.

Habilitation Degree in Geriatrics Teaching (Livre docência) from Unifesp.
Post-doc in Psychogeriatrics from London School of Hygiene & Tropical Medicine (UK).

Masters of Science – Community Medicine from London School of Hygiene & Tropical Medicine (UK).

Specialist in Public Health from USP.

Graduated in Medicine from Escola
Paulista de Medicina.

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RICARDO A. CARVALHO

Masters of Science – Human Health Sciences [Rehabilitation Science] from Kyoto University, Japan

Degree in Physical Education from
Universidade Federal do Ceará

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PRISCILA Y. SAMPAIO

PhD in Health Science from Kyoto University, Japan (Gerontology PhD
Program).

Masters of Science – Occupational Therapy from Nagoya University,
Japan

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ANA BONILHA

PhD in Public Health from
Universidade Federal de São Paulo – Department of Preventive Medicine Unifesp/EPM

Master of Science – Collective Health Unifesp/EPM

Graduated in Gerontology –
USP/EACH

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LUCIANA MITSUE SAKANO NIWA

Degree in Nursing from FAMEMA.

Specialist in nursing gerontology-geriatrics residency model by Unifesp.

Masters in Health Care from
EEUSP.

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BRUNA MARTINS

Post-grad in Neuro-Psychopedagogy – Faculdade de Ciências, Educação,
Saúde, Pesquisa e Gestão
(Censupeg)

Degree in Psychology from Centro Universitário Estácio de Sá

Technical Specialists

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CAIO MIRANDA
Creative Director

Graduated in Graphic Design from Universidade Anhembi Morumbi 7 years of experience in em design and communication in the health tech area.
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ANA ZANONI
CMO

Graduated in Social Communication from Anhembi Morumbi. Post-grad in Business Intelligence from FAAP.

Certificated in: Project Management, Power Bi, Neuromarketing
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MARCELO RIGON
Game Designer

Bachelors of Physics from State University of Campinas (UNICAMP). Game Developer since 2003 He has nearly00 educational and entertainment games produced.
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SAITI HIRATA
UX / Game Developer

Bachelors of Computer Sciencefrom the Institute of Mathematics and Statistics, University of Sao Paulo.