Developer docs
API playgroundTry for free, no card

Search company profiles

Embodied Games LLC

Full company profile

uuid0008w9s

Namestring
Embodied Games LLC
Legal namestring
Embodied Games LLC
Company typeenum
Private
Founded yearint
2013
Operating statusenum
Operating
Ownership categoryenum
akta.pro rankint
HeadquartersScottsdale, United States
HQ citystring
Scottsdale
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices2 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
embodied learning games, STEM education software, VR educational experiences, gesture-based learning, informal science learning
Industry3 codes
1Educational Games & Kids/Families Game Studios
CodeMPAFAAAIPrimaryYes
2Simulation, Scenario & Serious Games Design
CodeEDAGAKAHPrimaryNo
3Serious Games & Simulation Studios (Training, Defense, Enterprise)
CodeMPAFAAAHPrimaryNo
NAICS code1 code
  • Software Publishers5132
SIC code1 code
  • Services-Amusement & Recreation Services7900
Product category
Educational Games Software
No data
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model3 records
1Grant Funding
TypeProfessional Services
Description

Primary revenue from Small Business Innovative Research (SBIR) grants from Department of Education, NIH, NSF, and private foundations including Gates Foundation and MacArthur Foundation. Total of approximately $10 million in technology development funding received.

embodied-games.com
2Consulting Services
TypeProfessional Services
Description

UX consulting services for educational interfaces and interactive gesture-based experiences, including work with NetDragon Websoft and other clients

embodied-games.com
3Game Licensing and Distribution
TypeFreemium
Description

Free games with Creative Commons non-commercial license for distribution; enterprise licensing available through contact; open source code available for some experimental versions

embodied-games.com
Marketing channels5 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels4 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Technology or R&D, Operations, Marketing or Sales, Others
Pricing details2 tiers
1Free tier - Core educational games available at no cost
ModelFreemiumBilling cadencePay-as-you-go
Notes

Games including Natural Selection: Catch A Mimic, Blindman's Bluff, Alien Health, and Electric Field Series are freely available for download and play. Creative Commons non-commercial license allows sharing and adaptation.

embodied-games.com
2Enterprise/Institutional Licensing - Custom arrangements for schools and organizations
ModelSubscriptionBilling cadenceMulti-year contract
Notes

Contact-based pricing for enterprise features, data saving capabilities, and institutional licenses. Standard policy allows exchange within 48 hours if game not activated.

embodied-games.com
GTM typeB2B
B2B
Offering typeSoftware
Software
Core offering1 text field

Embodied Games LLC designs, develops, and publishes research-backed, gesture-driven educational games and VR/AR experiences for STEM learning. The studio converts embodied-cognition research (anchored in its Cube of Embodiment framework) into interactive titles covering natural selection, electric fields, nutrition, fractions, simple machines, and other science topics. It delivers these as free, Creative Commons-licensed consumer games and as custom-built, enterprise-licensed installations for museums, schools, and universities, supplemented by UX consulting, evaluation services, and the QUIVRR assessment rubric.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 3 values shown
  • Participants in High Embodied conditions retained information longer with statistically significant interaction between embodiment and time on generative test items (F(1, 62) = 4.83, p = .03)
+2 more records
Product overview1 text field

Embodied Games LLC is an award-winning educational game studio offering a portfolio of embodied learning games and VR experiences focused on STEM education. The core product portfolio includes Natural Selection: Catch A Mimic (teaching natural selection and Batesian mimicry), Blindman's Bluff (experimental psychology simulation), Alien Health (nutrition education exergame), and the Electric Field Series (a suite of mini-games including Electron Counter, Mitey's Electric Field, Scuff n' Spark, Vector van Gogh, Dragon Shockra, and Meter Made teaching atomic charge and Coulomb's Law). Additional products include COVIDclass (COVID transmission simulation), Save the Building (earthquake engineering), Centripetal Force (physics simulation), Simple Machines: Tour de Force, and The Winching Game. Services include Video Games/VR Experiences development, UX Services, Informal Learning Installations, and Evaluation Services. The company also offers educational tools including QUIVRR (VR quality assessment rubric) and The Necessary Nine for VR Design principles. Games support multiple platforms including PC, VR (Oculus), motion sensors (Kinect, RealSense), and WebGL browsers. Some games are released under Creative Commons licenses.

Product and service15 records
1Natural Selection: Catch A Mimic
CategoryEmbodied STEM Learning Games
Description

Kinect-based, gesture-driven game that teaches natural selection by letting players physically mimic adaptive traits to survive environmental challenges; designed for middle-school classrooms and informal science learning environments.

2Alien Health
CategoryEmbodied STEM Learning Games
Description

Nutrition education game in which players arrange balanced meals on a plate from healthy food categories using gesture controls; targets students learning healthy eating habits in classroom and informal science settings.

3Blindman's Bluff
CategoryEmbodied STEM Learning Games
Description

Game that teaches about environmental adaptation through gesture-based bluffing play, intended for single-player or paired learning in classroom and museum environments.

4Electric Field Series
CategoryEmbodied STEM Learning Games
Description

Suite of mini-games teaching electric field concepts through gesture-based play, including its constituent titles Electron Counter, Mitey's Electric Field, Scuff n' Spark, Vector van Gogh, Dragon Shockra, and Meter Made; designed for physics learners at the secondary level.

5COVIDclass
CategoryHealth and Safety Learning Games
Description

Health-education game produced in response to the COVID-19 pandemic to teach mitigation behaviors such as masking and distancing through interactive scenarios; targets schools and informal learning installations.

6Save the Building
CategoryEmbodied STEM Learning Games
Description

Simple-machines game where players use lever and fulcrum principles to disassemble a building; targets junior high-level science learners working with basic physics concepts.

7Centripetal Force
CategoryEmbodied STEM Learning Games
Description

Kinect-based physics learning game that lets students physically experience centripetal force through arm motions; intended for physics classrooms and informal learning settings.

8Simple Machines: Tour de Force
CategoryEmbodied STEM Learning Games
Description

Simple-machines learning game focused on the wheel-and-axle, leveraging gesture-based gameplay for physics teaching; aimed at elementary and middle-school physics learners.

9The Winching Game
CategoryEmbodied STEM Learning Games
Description

Simple-machines learning game introducing the winch/pulley system through gesture-based interaction; intended for middle-school physics students.

10QUIVRR
CategoryEducational Assessment Tools
Description

Standalone rubric/methodology tool for assessing the quality of embodied Virtual Reality Research (VR) experiences; a published research instrument available to educators, researchers, and institutions designing or evaluating VR learning.

11UX Services
CategoryConsulting Services
Description

User-experience consulting service covering UX design, evaluation, and research under the studio's expertise; offered to external clients needing UX support on educational or interactive projects.

12Video Games / VR Experiences
CategoryCustom Game Development Services
Description

Custom game development and design service for external clients, ranging from conceptualization through production and launch; provides gesture-driven and VR experience design on a project basis.

13Informal Learning Installations
CategoryCustom Installation Services
Description

Custom installation service where the studio builds and deploys embodied learning experiences for museums and science centers, including on-site setup at partner institutions such as the Arizona Science Center.

14Evaluation Services
CategoryResearch and Evaluation Services
Description

Research-driven evaluation service assessing the effectiveness of interactive and STEM learning experiences for partner institutions and funders; supports grant reporting and peer-review validation.

15The Necessary Nine for VR Design
CategoryEducational Methodology IP
Description

Published book chapter presenting the studio's nine-step framework for designing and reviewing VR learning experiences; a standalone IP/methodology available to external designers and researchers.

Scale indicator5 records

Each record includes

Type, Value, Description, Source

Partnership9 partners
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2019-05-28
Description

Dr. Johnson-Glenberg serves as a member of the Advisory Board at Baltu Studios, an immersive software development studio. Dennis Bonilla from Baltu built AR content for Magic Leap astronomy demonstration.

Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2018-11-29
Description

Dr. Johnson-Glenberg serves as Chair of a special track at iLRN conference (Designing with Gesture and Interactivity for XR). Co-chairs include Andri Ioannou from Cyprus University of Technology and Sharon Hsiao from ASU.

3VR for Good Summit
Strategic tierMinorTypeGTM or Marketing PartnerAnnounced on2018-09-01
Description

Dr. Johnson-Glenberg presented at VR for Good Summit 2018 at University of Advancing Technologies in Phoenix on design principles for education in XR.

embodied-games.com
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2017-04-12
Description

Dr. Mina Johnson-Glenberg was hired as Chief Pedagogical Officer at TimefireVR Inc. (OTCQB: TFVR) to oversee all education and learning applications within the Company's virtual reality platform Hypatia.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Embodied Games LLC partners with NetDragon Websoft to create a series of STEM games for middle schoolers in both America and China. Dr. Johnson-Glenberg consults with NetDragon to create VR content in multiple languages.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

SMALLab (Situated Multimedia Arts Learning Lab) is an affiliate of Embodied Games, LLC. It is one of the first full body motion-capture learning platforms for K-12. Many games were developed in conjunction with SMALLab Learning including Centripetal Force and Simple Machines: Tour de Force.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Embodied Games is an ASU spinout company. Dr. Johnson-Glenberg splits time between learning science research at ASU and running Embodied Games. The company collaborates with ASU's Learning Futures Collaboratory on projects like COVID Campus simulation.

Strategic tierMinorTypeStrategic or Co-development Partner
Description

Dr. Johnson-Glenberg serves on the Board of Variable Labs

9Center for Gender Equity in Science and Technology (CGEST)
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Dr. Johnson-Glenberg serves on the Board of CGEST at Arizona State University. CGEST co-sponsored events with Embodied Games including Convening of Leaders for Advancement of Under-Represented Girls in STEM.

embodied-games.com
Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight6 records

Each record includes

Type, Description

Market position
Strengths4 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers5 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile2 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

Integration7 records

Each record includes

Title, Type, Description, Source

AI maturity
App detail

Has app

Feature3 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles9 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Embodied Games LLC

Educational Games Softwareembodied-games.com

Embodied Games LLC firmographics

Firmographics
Name
Embodied Games LLC
Legal name
Embodied Games LLC
Website
https://embodied-games.com
Company type
Private
Founded year
2013
Operating status
Operating
Ownership category
akta.pro rank

Embodied Games LLC industry classification

Industry
Product category
Educational Games Software
NAICS
Software Publishers (5132)
SIC
Services-Amusement & Recreation Services (7900)
akta.pro primary industry
Educational Games & Kids/Families Game Studios (MPAFAAAI)
akta.pro secondary industries
Simulation, Scenario & Serious Games Design (EDAGAKAH), Serious Games & Simulation Studios (Training, Defense, Enterprise) (MPAFAAAH)

Keywords

  • Embodied learning games
  • STEM education software
  • VR educational experiences
  • Gesture-based learning
  • Informal science learning

Where Embodied Games LLC is headquartered

Location

Headquarters

HQ city
Scottsdale
HQ country
United States
HQ region
North America

Offices2 records

Markets served

Embodied Games LLC business model

Business model
GTM type
B2B
Offering type
Software
Cost components
Personnel, Technology or R&D, Operations, Marketing or Sales, Others

Revenue model

  1. Grant Funding: Primary revenue from Small Business Innovative Research (SBIR) grants from Department of Education, NIH, NSF, and private foundations including Gates Foundation and MacArthur Foundation. Total of approximately $10 million in technology development funding received.
  2. Consulting Services: UX consulting services for educational interfaces and interactive gesture-based experiences, including work with NetDragon Websoft and other clients
  3. Game Licensing and Distribution: Free games with Creative Commons non-commercial license for distribution; enterprise licensing available through contact; open source code available for some experimental versions

Pricing tiers

ModelBillingPrice
FreemiumPay-as-you-goFree tier - Core educational games available at no cost
SubscriptionMulti-year contractEnterprise/Institutional Licensing - Custom arrangements for schools and organizations

Go-to-market motion2 records

Distribution channels4 records

Marketing channels5 records

Embodied Games LLC product offering

Product offering

Core offering

Embodied Games LLC designs, develops, and publishes research-backed, gesture-driven educational games and VR/AR experiences for STEM learning. The studio converts embodied-cognition research (anchored in its Cube of Embodiment framework) into interactive titles covering natural selection, electric fields, nutrition, fractions, simple machines, and other science topics. It delivers these as free, Creative Commons-licensed consumer games and as custom-built, enterprise-licensed installations for museums, schools, and universities, supplemented by UX consulting, evaluation services, and the QUIVRR assessment rubric.

Product overview

Embodied Games LLC is an award-winning educational game studio offering a portfolio of embodied learning games and VR experiences focused on STEM education. The core product portfolio includes Natural Selection: Catch A Mimic (teaching natural selection and Batesian mimicry), Blindman's Bluff (experimental psychology simulation), Alien Health (nutrition education exergame), and the Electric Field Series (a suite of mini-games including Electron Counter, Mitey's Electric Field, Scuff n' Spark, Vector van Gogh, Dragon Shockra, and Meter Made teaching atomic charge and Coulomb's Law). Additional products include COVIDclass (COVID transmission simulation), Save the Building (earthquake engineering), Centripetal Force (physics simulation), Simple Machines: Tour de Force, and The Winching Game. Services include Video Games/VR Experiences development, UX Services, Informal Learning Installations, and Evaluation Services. The company also offers educational tools including QUIVRR (VR quality assessment rubric) and The Necessary Nine for VR Design principles. Games support multiple platforms including PC, VR (Oculus), motion sensors (Kinect, RealSense), and WebGL browsers. Some games are released under Creative Commons licenses.

Differentiator

Problem solved

Functional benefit

Products and services

  • Natural Selection: Catch A Mimic Kinect-based, gesture-driven game that teaches natural selection by letting players physically mimic adaptive traits to survive environmental challenges; designed for middle-school classrooms and informal science learning environments.
  • Alien Health Nutrition education game in which players arrange balanced meals on a plate from healthy food categories using gesture controls; targets students learning healthy eating habits in classroom and informal science settings.
  • Blindman's Bluff Game that teaches about environmental adaptation through gesture-based bluffing play, intended for single-player or paired learning in classroom and museum environments.
  • Electric Field Series Suite of mini-games teaching electric field concepts through gesture-based play, including its constituent titles Electron Counter, Mitey's Electric Field, Scuff n' Spark, Vector van Gogh, Dragon Shockra, and Meter Made; designed for physics learners at the secondary level.
  • COVIDclass Health-education game produced in response to the COVID-19 pandemic to teach mitigation behaviors such as masking and distancing through interactive scenarios; targets schools and informal learning installations.
  • Save the Building Simple-machines game where players use lever and fulcrum principles to disassemble a building; targets junior high-level science learners working with basic physics concepts.
  • Centripetal Force Kinect-based physics learning game that lets students physically experience centripetal force through arm motions; intended for physics classrooms and informal learning settings.
  • Simple Machines: Tour de Force Simple-machines learning game focused on the wheel-and-axle, leveraging gesture-based gameplay for physics teaching; aimed at elementary and middle-school physics learners.
  • The Winching Game Simple-machines learning game introducing the winch/pulley system through gesture-based interaction; intended for middle-school physics students.
  • QUIVRR Standalone rubric/methodology tool for assessing the quality of embodied Virtual Reality Research (VR) experiences; a published research instrument available to educators, researchers, and institutions designing or evaluating VR learning.
  • UX Services User-experience consulting service covering UX design, evaluation, and research under the studio's expertise; offered to external clients needing UX support on educational or interactive projects.
  • Video Games / VR Experiences Custom game development and design service for external clients, ranging from conceptualization through production and launch; provides gesture-driven and VR experience design on a project basis.
  • Informal Learning Installations Custom installation service where the studio builds and deploys embodied learning experiences for museums and science centers, including on-site setup at partner institutions such as the Arizona Science Center.
  • Evaluation Services Research-driven evaluation service assessing the effectiveness of interactive and STEM learning experiences for partner institutions and funders; supports grant reporting and peer-review validation.
  • The Necessary Nine for VR Design Published book chapter presenting the studio's nine-step framework for designing and reviewing VR learning experiences; a standalone IP/methodology available to external designers and researchers.

Quantifiable outcome

  • Participants in High Embodied conditions retained information longer with statistically significant interaction between embodiment and time on generative test items (F(1, 62) = 4.83, p = .03)
  • +2 more outcomes

Companies that use Embodied Games LLC

Customer profile

Named customers5 records

Segments4 records

Ideal customer profiles2 records

Embodied Games LLC technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration7 records

Feature3 records

Embodied Games LLC partnerships and signals

Strategic signal

Partnerships

Nine partnerships are on record, tiered minor and core.

  • Baltu StudiosminorStrategic or Co-development Partner · 28 May 2019Dr. Johnson-Glenberg serves as a member of the Advisory Board at Baltu Studios, an immersive software development studio. Dennis Bonilla from Baltu built AR content for Magic Leap astronomy demonstration.
  • Immersive Learning Research Network (iLRN)minorStrategic or Co-development Partner · 29 November 2018Dr. Johnson-Glenberg serves as Chair of a special track at iLRN conference (Designing with Gesture and Interactivity for XR). Co-chairs include Andri Ioannou from Cyprus University of Technology and Sharon Hsiao from ASU.
  • VR for Good SummitminorGTM or Marketing Partner · 1 September 2018Dr. Johnson-Glenberg presented at VR for Good Summit 2018 at University of Advancing Technologies in Phoenix on design principles for education in XR.
  • TimefireVR Inc.minorStrategic or Co-development Partner · 12 April 2017Dr. Mina Johnson-Glenberg was hired as Chief Pedagogical Officer at TimefireVR Inc. (OTCQB: TFVR) to oversee all education and learning applications within the Company's virtual reality platform Hypatia.
  • NetDragon WebsoftcoreStrategic or Co-development PartnerEmbodied Games LLC partners with NetDragon Websoft to create a series of STEM games for middle schoolers in both America and China. Dr. Johnson-Glenberg consults with NetDragon to create VR content in multiple languages.
  • SMALLab LearningcoreStrategic or Co-development PartnerSMALLab (Situated Multimedia Arts Learning Lab) is an affiliate of Embodied Games, LLC. It is one of the first full body motion-capture learning platforms for K-12. Many games were developed in conjunction with SMALLab Learning including Centripetal Force and Simple Machines: Tour de Force.
  • Arizona State UniversitycoreStrategic or Co-development PartnerEmbodied Games is an ASU spinout company. Dr. Johnson-Glenberg splits time between learning science research at ASU and running Embodied Games. The company collaborates with ASU's Learning Futures Collaboratory on projects like COVID Campus simulation.
  • Variable LabsminorStrategic or Co-development PartnerDr. Johnson-Glenberg serves on the Board of Variable Labs
  • Center for Gender Equity in Science and Technology (CGEST)minorStrategic or Co-development PartnerDr. Johnson-Glenberg serves on the Board of CGEST at Arizona State University. CGEST co-sponsored events with Embodied Games including Convening of Leaders for Advancement of Under-Represented Girls in STEM.

Scale indicators5 records

Recent moves6 records

Expansion highlights6 records

Embodied Games LLC competitors and assessment

Company assessment

Market position

Strengths4 records

Competitive moat5 records

Key risks6 records

Key highlights6 records

Customer concentration

Embodied Games LLC financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Embodied Games LLC leadership team

Management profile

Number of profiles

Profiles9 records

Embodied Games LLC funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Embodied Games LLC M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Embodied Games LLC

What does Embodied Games LLC do?

Embodied Games LLC designs, develops, and publishes research-backed, gesture-driven educational games and VR/AR experiences for STEM learning. The studio converts embodied-cognition research (anchored in its Cube of Embodiment framework) into interactive titles covering natural selection, electric fields, nutrition, fractions, simple machines, and other science topics. It delivers these as free, Creative Commons-licensed consumer games and as custom-built, enterprise-licensed installations for museums, schools, and universities, supplemented by UX consulting, evaluation services, and the QUIVRR assessment rubric.

Is Embodied Games LLC a public or private company?

Embodied Games LLC is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was Embodied Games LLC founded?

Embodied Games LLC was founded in 2013.

Where is Embodied Games LLC based?

Embodied Games LLC is headquartered in Scottsdale, United States, in the North America region.

How does Embodied Games LLC make money?

Three revenue lines are on record. Grant Funding is the primary driver. The others are consulting Services and game Licensing and Distribution.

Does Embodied Games LLC have an API?

No public API is recorded for Embodied Games LLC.

What industry is Embodied Games LLC in?

Embodied Games LLC's product category is Educational Games Software. Its primary akta.pro industry code is MPAFAAAI, Educational Games & Kids/Families Game Studios, with a secondary code of EDAGAKAH, Simulation, Scenario & Serious Games Design. Its NAICS code is 5132 and its SIC code is 7900.

Unlock the full company data

50 free credits on sign-up, no credit card required.

Contact sales