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Keith Wakeman

CEO & Co-Founder at SuperBetter
Chicago, Illinois, United States
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Keith Wakeman

CEO & Co-Founder at SuperBetter
Chicago, Illinois, United States
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Keith Wakeman is a renowned innovator and brand builder with over $1 billion worth of new products launched in the health, wellness, food, and nutrition sectors. He is the CEO and Co-Founder of SuperBetter, a digital mental health, and wellbeing platform aimed at unlocking the heroic potential of 50 million young people in the next five years. With a unique methodology, SuperBetter brings the psychology and mindset of game-playing to real-life scenarios, helping users overcome challenges and attain greater success. Over one million individuals have used SuperBetter, which is acclaimed on media lists alongside industry unicorns Calm and Headspace. It boasts excellent App Store ratings, with an average of 4.7/5.0 stars, and has been recommended by educators, K-12 schools, colleges, and other mental health professionals.

Keith is a graduate of the University of Illinois Chicago, where he studied MBA, Marketing, and Finance, and Illinois State University, where he completed a BS degree in Marketing with a minor in Mathematics. He has previously worked as the Sr. Director of Innovation at Kellogg, Sr. Manager of Corporate New Ventures at Keebler, Brand Manager at Nabisco, and Sales Planning Manager at Leaf, Inc. Keith has also served as the founder and managing partner of Cherry Street Innovation and an advisor to the CEO at AloeSense and Skinny Souping.

SuperBetter is backed by science, and randomized controlled and clinical trials have proven that players experience improved resilience, social-emotional skills, and mental health. The SuperBetter methodology has been recognized as one of the most effective mobile apps validated in randomized controlled trials for reducing anxiety and depression.

Keith's next target is the K12 education market, where he aims to help middle and high school students develop social-emotional skills and enhance their resilience and mental health. With a new "group play" feature, teachers can create and share games to encourage social-emotional learning in the classroom.

This public profile is provided courtesy of Clay. All information found here is in the public domain.
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This public profile is provided courtesy of Clay. All information found here is in the public domain.