Netflix-Scale Learning: Cyprus Startup BRAYN Disrupts Education

Netflix-Scale Learning: Cyprus Startup BRAYN Disrupts Education

Former Wargaming Executive Launches Edutainment App for Teenagers

BRAYN, a groundbreaking tech startup and iOS app originally launched in Cyprus and the UK, is set to expand globally by 2025. Headquartered in Nicosia, the team is dedicated to building an ecosystem that prepares teenagers and young adults for their dream careers and entrepreneurial ventures. 

The BRAYN app empowers users to cultivate soft skills such as leadership, innovative thinking, and creativity through short series and gamified challenges. Completing modules earns them a BRAYN ID and their first portfolio, which holds as much value as a LinkedIn profile in the adult world. The team aims to develop a platform tailored to the content preferences of Gen Alpha and Gen Z, streamlining job searches and enabling HR professionals to recruit individuals equipped with strong interpersonal and soft skills.

When you scroll, you lose. When they scroll, they learn.

"We believe that short attention spans are not a problem but the new default state. That’s why we've designed an innovative product where users won’t feel compelled to learn. Short-form education achieves this. At BRAYN, we're reshaping learning to resonate with teenagers and young adults," says Mike Belton, former Wargaming executive and now Founder and CEO of BRAYN. 

BRAYN addresses parental concerns by providing a reliable, safe space. The app offers expertly crafted content to teach children soft skills in a Netflix-style format, ensuring engagement. For the corporate sector, BRAYN reduces reskilling costs. In traditional education, the app can enrich curricula with supplementary resources that enhance classroom motivation. The BRAYN leadership team is eager to connect with high schools and universities in Cyprus to explore potential collaborations. 

"We aim to support young people through profound transformations in the global economy and technology landscape," Mike emphasized. 

The Cyprus-based CEO and founder has a 16-year background in gaming, which was pivotal in Wargaming's global growth. His interest in EdTech was sparked during his leadership of international teams, where he witnessed the power of soft skills. This interest persisted through courses at Stanford University and later at INSEAD Business School. He decided to develop an app for teens to leverage their high neuroplasticity, recognizing the high cost of reskilling adults

and understanding how significantly soft skills can contribute to career growth and enhance the quality of life for those who possess them. 

BRAYN has assembled a team of strong educators and gaming experts to innovate in edutainment, setting a new industry standard. Currently, no major EdTech platforms focus on soft skills for young adults, and BRAYN is leading the charge. 

Knowledge + Test + Game + Quest

The BRAYN team has crafted a methodology encapsulated in its core formula "Knowledge + Test + Game + Quest". This approach effectively captures the short attention spans of Gen Z and Gen Alpha, reassuring parents that this type of edutainment is proven to work. 

Knowledge is delivered through short videos produced at Netflix scale in collaboration with external creative studios. Guided by real actors, users master emotions or create their first business ideas and craft prototypes. Storytelling lies at the heart of BRAYN’s approach. Currently, the app features four modules, including Design Thinking, which enables users to develop and prototype their first business ideas. 

Tests with personalized feedback are highly valued by the app’s core audience, and quests play a crucial role in fostering practical skills and creativity. All homework tasks are submitted as videos, the most popular content type among teenagers and young adults. The primary quest within the app is the journey to obtain a BRAYN ID, their career portfolio and profile, to pursue their dream job. 

“We integrate gamification in multiple forms, incorporating mid-core mechanics into the user experience. Interactive visuals, weekly goals, and rewards are just a few examples. This is how we satisfy the competitive nature and rewards-driven motivation of teenagers and young adults,” says Max Kaltaniuk, co-founder and Head of Product at BRAYN app. Based in Cyprus, he oversees all the creative studios BRAYN collaborates with, leading production from concept to execution, including methodology, gamification, UI/UX, analytics, and customer development. 

We are aiming for a global launch in 2025, as we believe BRAYN will dramatically change the way young people choose and pursue their dream careers. We want to help around 140 million English-speaking teenagers live happier lives, understanding themselves and others better. The next big step will be localizing the app into other languages," Max explained. 

Fact sheet 

Global edutainment market size: According to Maximize Market Research data, the global edutainment market is projected to reach US$ 19.60 billion by 2030, with a compound annual growth rate (CAGR) of 16.77% during the forecast period. 

App Availability: The app is currently available in Cyprus, Germany, Iceland, Ireland, Lithuania, Netherlands, Norway, Philippines, Poland, Spain, Sweden, Ukraine, and the UK.

BRAYN team: Comprising 15 professionals across the EU specializing in gaming, education, AI, marketing, art, design, content production, big data, and mobile development. The team is supported by external creative studios for development and content production. 

Soft skills: communication, teamwork, problem-solving, critical thinking, creativity, design thinking, adaptability, time management, leadership, emotional intelligence, stress management, and more.

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