<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-03T15:52:43Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/ECB34D08-F1BC-4433-808F-9F81DAD67658" ns1:id="ECB34D08-F1BC-4433-808F-9F81DAD67658"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/6E993CE1-5104-44A1-B7E6-519B74FBE303" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/2B8C53E7-589E-4E5B-8D41-F61B2C3AF186" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/2B8C53E7-589E-4E5B-8D41-F61B2C3AF186" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2023-09-29T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/88D8DA83-D737-4499-90AF-2194C9490B7F" ns1:rel="FUND" ns1:start="2023-03-31T23:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">10054612</ns2:identifier></ns2:identifiers><ns2:title>NeuroWellbeing Immersive Tech: AI-enabled, Augmented-Reality, 3D open world, immersive educational mobile games</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Collaborative R&amp;D</ns2:grantCategory><ns2:leadFunder>ISCF</ns2:leadFunder><ns2:abstractText>Brainspark Games (previously Xplorealms) was established in Nov 2019, by founder, mother of three and Innovate UK's 'Women In Innovation' Award winner (2022/23) Reedah El-Saie.

Brainspark games is a multi-award winning Edtech startup, building an eduverse of culturally nuanced, 3D open world immersive educational mobile games, aligned with the UK national curriculum. Using Artificial Intelligence, Adaptive learning and Augmented Reality, Brainspark games condenses 12 weeks term-time learning into a few hours of fun, fast gameplay for 7ys+.

**Mission**

* Foster a love of learning through immersive play
* Enhance the way children learn &amp;amp; retain knowledge
* Offer culturally nuanced and inclusive curriculum
* Build self-confidence and self esteem
* Reach/engage every child, BAME/vulnerable/neurodiverse, ensuring no child gets left behind

**Accolades**

* 2022/23 Innovate UK 'Women In Innovation' Winner
* 2021/22 Innovate UK 'Audience of the Future' grant for Climate Game
* Sept 2022 Barclays 'Entrepreneur of the Year - Games Award' Finalist
* Feb 2022 UKIE Barclays Games Frenzy finalist
* April 2022 ASU+GSV Cup Elite 200 semi-finalist
* April 2022 Unity for Humanity 'Best Social Impact Game' Finalist
* Nov 2021 4 x DevelopHer Awards
* Nov 2021 Top 30 Global Winners 'EdTech Creator Challenge'
* Sept 2021 Creative Industries '100 Ones To Watch 2021'
* July 2021 UK Tech News 'One of London's Most Diverse Tech Startups'

This feasibility project will explore how neurodiverse/wellbeing digital therapeutic content can provide positive mental health applications &amp;amp; outcomes, improve the mental-health &amp;amp; wellbeing of Children&amp;amp;Young people (CYPs) aged 13+ through immersive(XR) educational mobile games.</ns2:abstractText></ns2:project>