Embodied Games LLC
- Company typePrivate
- Founded2013
- HeadquartersScottsdale, United States
- Headcount—
- GTM typeB2B
- OfferingSoftware
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
Where Embodied Games LLC is headquartered
LocationHeadquarters
- 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
- 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.
- Consulting Services: UX consulting services for educational interfaces and interactive gesture-based experiences, including work with NetDragon Websoft and other clients
- 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
| Model | Billing | Price |
|---|---|---|
| Freemium | Pay-as-you-go | Free tier - Core educational games available at no cost |
| Subscription | Multi-year contract | Enterprise/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 offeringCore 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 profileNamed customers5 records
Segments4 records
Ideal customer profiles2 records
Embodied Games LLC technology and API
TechnologyTechnology 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 signalPartnerships
Nine partnerships are on record, tiered minor and core.
- Baltu StudiosminorDr. 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)minorDr. 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 SummitminorDr. 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.minorDr. 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 WebsoftcoreEmbodied 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 LearningcoreSMALLab (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 UniversitycoreEmbodied 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 LabsminorDr. Johnson-Glenberg serves on the Board of Variable Labs
- Center for Gender Equity in Science and Technology (CGEST)minorDr. 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 assessmentMarket position
Strengths4 records
Competitive moat5 records
Key risks6 records
Key highlights6 records
Customer concentration
Embodied Games LLC financial estimates
Financial estimateRevenue estimate
Valuation estimate
Embodied Games LLC leadership team
Management profileNumber of profiles
Profiles9 records
Embodied Games LLC funding detail
Funding detailFunding 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 investmentM&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.