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One Good Thing Leads To Another.

The story of BrainBeat actually goes all the way back to 1992 when James Cassily, a record producer and engineer, created a device to help musicians with timing and rhythm. Surprisingly, the device also proved to have positive effects on people’s focus and coordination skills. Cassily shared his results with Dr. Stanley Greenspan, a leading child psychiatrist, author and director at the National Institute of Mental Health, whose insights into childhood development complemented Cassily’s theories about sequentially timed learning. Together, they worked on refining the device’s capabilities and eventually named it Interactive Metronome® (IM).

After nearly a decade of research,
IM was launched in 1999 as a tool for health professionals to help people focus better. In 2001, IM expanded its reach to more mainstream applications for sports and academic performance—eventually being used by more than 20,000 health providers and educators.

Dr. Stanley Greenspan

Dr. Stanley Greenspan

The Beginning Of Brainbeat

The proven and often profound benefits of IM were apparent. But there was one limitation. IM was only available through healthcare professionals. Believing everyone can benefit from better focus, company leaders Matt Wukasch and Robert Ryan came together with a shared vision: to make IM available to consumers as a cognitive trainer for human performance called BrainBeat. They decided to focus their initial efforts on the developing minds of grade school kids.

Brainbeat Headphones

Collaborating with gaming engineers to make the IM therapy more engaging for kids Wukasch and Ryan worked tirelessly with their team of medical advisors to strike the right balance between science, motivation and fun. Today, the science behind BrainBeat is not only supported by more than 10 years of scientific research, it’s also kid-tested and parent-approved.