Over the last 10 years we have develop a team that specialise in harnessing the potential of games for engaging, learning and educating children and young people. We have developed for pretty much all platforms and formats but increasingly we find smart phones and tablets to be the primary platform to reach the target group best.
The company was founded by Simon Egenfeldt-Nielsen who was involved in the leading research on educational use of games for children and youngsters for many years at the IT-University of Copenhagen. He insisted on transforming this into tangible games for children instead of merely writing about it.
We started developing our own educational games like the award-winning Global Conflicts and Playing History series that involves quite difficult subjects. But over the years we moved into more playfull learning apps for children like the award-winning MiniMo Town.
We have worked with a lot of different companies, organisations and associations that want to harness the potential of games for children. This includes both large customers like Danida and Maersk but also start-ups like Coding Pirates and SpeakApp or NGOs like Sex & Samfund. We are equally proud of the results, and find that each customers provides a unique opportunity to harness the potential of games.
Over the years we have found that the most important thing is not what type of game or topic you have previously developed. But rather having a good process for involving children and young people
Research shows that especially motivation, transfer and retention increases when using games – whether you call the edutainment, serious games, educational games, learning games, games for change or something else the potential is waiting to be released.