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E.I. Games

Full company profile

uuid000hywo

Namestring
E.I. Games
Legal namestring
E.I. Games
Websiteurl
eigames.com
Company typeenum
Private
Founded yearint
2015
Descriptiontext

E.I. Games is a privately held Miami Beach-based company that develops story-based, choice-driven gamified simulations for higher-education institutions and corporate training departments. Its core platform is built around an 'Emotional Intelligent Design' methodology in which players navigate branching, text-based narratives and make decisions that cultivate empathy, leadership, ethics, communication, project-management, and decision-making skills — replacing traditional lecture-based and textbook content. The product portfolio consists of seven distinct games: EQ Leadership, Business Ethics, Project Management, Entrepreneurship, Communication Skills, Organizational Assessment, and Student Success, alongside personalized/ custom-developed simulations for individual institutions.

Underlying the simulations is a text-driven interactive narrative engine rather than generative AI; the differentiation rests on pedagogical design and narrative craft rather than machine-learning capability. The company's intellectual property is also extended through three published books by founder Dr. Kevin Allen — 'The Hidden Agenda' (Wall Street Journal bestseller), 'The Case of the Missing Cutlery,' and 'Emotify!' — which act as both a revenue stream and an upstream awareness channel.

Commercially, E.I. Games operates a consultative, demo-driven enterprise sales motion: all game licensing inquiries route through 'Request a demo' CTAs to [email protected], implying multi-year institutional or corporate contracts at undisclosed prices. The company reports 1–10 employees, is privately held with no disclosed funding, and is backed by Arizona State University alongside named customers including Google, Oracle, Expedia, Harvard, Duke, Ball State, and Ashford University. Books are sold via Amazon as one-off consumer purchases. The company appears founder-led and bootstrapped, with marketing centered on content (blog, organic social), speaker appearances, professor testimonials, and the founder's thought-leadership platform.

Short descriptiontext

E.I. Games builds story-based, choice-driven gamified simulations that teach emotional intelligence, leadership, ethics, and business skills, licensing them to universities and corporations via consultative enterprise sales, complemented by founder-authored books.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersMiami Beach, United States
HQ citystring
Miami Beach
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Keyword5 values
gamified learning simulations, story-based training, emotional intelligence games, higher education software, soft skills e-learning
Industry2 codes
1Serious Games & Simulation Studios (Training, Defense, Enterprise)
CodeMPAFAAAHPrimaryYes
2Simulation, Scenario & Serious Games Design
CodeEDAGAKAHPrimaryNo
NAICS code1 code
  • Amusement, Gambling, and Recreation Industries713
SIC code1 code
  • Services-Miscellaneous Amusement & Recreation7990
Product category
Gamified Learning Simulations (Education Technology)
GTM motion3 records

Each record includes

Type, Description, Source

Revenue model3 records
1Gamified Course/Game Licensing
TypeSubscription Recurring
Description

E.I. Games licenses its gamified simulation courses to higher education institutions (colleges, universities) and corporations for use in academic and corporate training programs. Sales are made via direct demo and consultative enterprise sales cycles, with multi-year institutional contracts implied by the B2B sales motion.

eigames.com
2Book Sales
TypeOne Time License
Description

The company generates revenue through the sale of books authored by Dr. Kevin Allen, including 'The Hidden Agenda', 'The Case of the Missing Cutlery', and 'Emotify!'. Books are sold via Amazon and serve as both a revenue stream and a marketing tool to establish thought leadership in game-based learning.

eigames.com
3Personalized Learning Plans / Custom Game Development
TypeProfessional Services
Description

E.I. Games offers personalized learning plans and tailored games to meet the unique needs of individual students and institutions, implying a services/consulting component alongside the core product licensing.

eigames.com
Marketing channels6 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels3 records

Each record includes

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

Cost components5 values
Personnel, Technology or R&D, Marketing or Sales, Operations, Others
Pricing details1 tier
1Enterprise / Institutional Licensing — custom quote
ModelOtherBilling cadenceMulti-year contract
Notes

Games are sold to universities and corporations via a consultative sales process. No public price list is available. Contact is initiated via 'Request a demo' email to [email protected].

eigames.com
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 of 7 records shown
1EQ Leadership Game
Description

Gamified experience designed for college students to master emotional intelligence and effective leadership skills.

eigames.com
+6 more records
Core offering1 text field

E.I. Games develops and licenses a portfolio of seven story-based, choice-driven simulation games (EQ Leadership, Business Ethics, Project Management, Entrepreneurship, Communication Skills, Organizational Assessment, and Student Success) that teach emotional intelligence, leadership, ethics, and soft skills through interactive narratives. The company sells multi-year institutional licenses to colleges, universities, and corporate training departments, with sales initiated via a 'Request a Demo' consultative process, and offers personalized learning plans and custom game development as adjacent services.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 value
  • Addressed student drop-out rates and served as a support and early warning system for first-year college students — described as 'an award-winning gamified course, created in collaboration with College Students, proven to address student drop-out rates'
Product overview1 text field

E.I. Games is a gamification platform for higher education offering a portfolio of story-based simulations powered by Emotional Intelligent Design. The core product line consists of seven interactive games: EQ Leadership Game, Business Ethics Game (award-winning), Project Management Game (five games in series), Entrepreneurship Game, Communication Skills Game, Organizational Assessment Game, and Student Success Game (award-winning). These gamified courses are complemented by personalized learning solutions and three published books (Emotify, The Hidden Agenda, and The Case of the Missing Cutlery) by Founder and CEO Dr. Kevin Allen. The platform replaces traditional corporate and academic training with immersive, choice-driven narratives that cultivate empathy, decision-making, and emotional intelligence in students.

Product and service11 records
1EQ Leadership Game
CategoryGamified Leadership Simulation
Description

Interactive, choice-driven simulation that helps college students master emotional intelligence and effective leadership skills through immersive narrative scenarios fostering critical thinking and collaboration.

2Business Ethics Game
CategoryGamified Ethics Simulation
Description

Award-winning gamified simulation that teaches the importance of ethics in business decision-making, designed for professionals, managers, and students.

3Project Management Game
CategoryGamified Project Management Simulation
Description

Collection of five interactive games that build skills needed to successfully plan and execute projects while fostering emotionally intelligent professional networks for students and professionals.

4Entrepreneurship Game
CategoryGamified Entrepreneurship Simulation
Description

Interactive simulation that helps professionals, managers, and students develop the emotional intelligence needed to inspire confidence and galvanise a team in an entrepreneurial context.

5Communication Skills Game
CategoryGamified Communication Simulation
Description

Interactive simulation focused on the role of emotional intelligence in effective communication, teaching skills for pitching and persuading ideas.

6Organizational Assessment Game
CategoryGamified Organizational Assessment Simulation
Description

Simulation that creates fair, equitable, and responsive measures of leadership, business culture, organisational health, and performance with emotional intelligence assessment capabilities.

7Student Success Game
CategoryGamified Student Success Course
Description

Award-winning gamified first-year course, created in collaboration with college students, designed to address student dropout rates and serve as a support and early warning system for at-risk first-year students.

8Personalized Games / Tailored Learning Plans
CategoryCustom Gamified Learning Services
Description

Custom-developed gamified learning solutions with personalised learning plans designed to meet the unique needs of individual students and institutions.

9The Hidden Agenda: A Proven Way to Win Business and Create a Following (Book)
CategoryPublished Book
Description

Wall Street Journal bestselling business book by Dr. Kevin Allen on creating connection-based persuasion and building a following.

10The Case of the Missing Cutlery: A Leadership Course for the Rising Star (Book)
CategoryPublished Book
Description

Leadership book by Dr. Kevin Allen featuring real-life stories and the Buoyancy Course on individual compassion.

11Emotify! The Power of the Human Element in Game-Based Learning (Book)
CategoryPublished Book
Description

Book by Dr. Kevin Allen on the human element in game-based learning, serious games, and experiential education.

Scale indicator3 records

Each record includes

Type, Value, Description, Source

Recent move3 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight4 records

Each record includes

Type, Description

Peers10 records
1Hypothetical (Sapience) — Classroom-Building Simulations
TypeOthers
Description

Adjacent comparator — niche serious-game studio publishing business simulations and ethics games for higher-ed business programs; serves a similar faculty buyer (business school deans and ethics centers) but with a narrower product footprint.

TypeBroad incumbent
Description

MindTickle is a broader sales-readiness and corporate training platform incorporating role-play simulations. Comparable on the soft-skills/sales training use case, though MindTickle is a larger incumbent offering a wider portfolio beyond pure simulation.

TypeEmerging player
Description

SimInsights creates VR-based immersive simulations for soft-skills training in sales, leadership, and employee development. Overlaps with E.I. Games on scenario-based experiential learning but with a stronger VR/3D delivery focus.

TypeDirect peer
Description

Forio builds browser-based business simulations used in business schools and corporate training, including ethics, leadership, and strategy games. Highly comparable on both product type (story-driven simulations) and target customer base (higher-ed business schools and corporate training departments).

TypeBroad incumbent
Description

Lessonly (now part of Seismic) is a corporate learning and training enablement platform with interactive role-play and simulation-like content. Comparable as an enterprise L&D solution competing for the same corporate training budget allocation.

TypeEmerging player
Description

Articulate provides widely adopted e-learning authoring tools, including Storyline 360 and Rise, used by training departments worldwide. Adjacent in serving the same L&D authoring and content delivery motion, with partial overlap via gamified scenario-based modules.

TypeDirect peer
Description

Mursion provides AI- and human-powered VR simulations for workplace soft-skills training (leadership, sales, difficult conversations). Directly comparable to E.I. Games' choice-driven narrative simulations targeting the same enterprise training buyers, with similar pedagogy around practice-based EQ development.

TypeDirect peer
Description

Talespin offers an immersive XR platform for workforce upskilling and soft-skills simulation. Comparable in combining narrative simulation with leadership and communication development, with a similar enterprise go-to-market and content library approach.

9Practice.coaching (Practice)
TypeDirect peer
Description

Practice provides conversational AI-driven coaching and simulation for managers and frontline leaders. Directly comparable as a simulation-first soft-skills training platform for enterprise L&D and individual contributors.

TypeEmerging player
Description

Kognito builds immersive, conversation-driven simulations for healthcare, education, and workforce training on topics like mental health and difficult conversations. Comparable choice-driven narrative approach and similar use cases in higher-ed and professional skill-building.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat4 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers8 records

Each record includes

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

Segment3 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

AI capability2 records

Each record includes

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
Profiles1 record

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 →

E.I. Games

Gamified Learning Simulations (Education Technology)eigames.com

E.I. Games builds story-based, choice-driven gamified simulations that teach emotional intelligence, leadership, ethics, and business skills, licensing them to universities and corporations via consultative enterprise sales, complemented by founder-authored books.

What E.I. Games does

E.I. Games is a privately held Miami Beach-based company that develops story-based, choice-driven gamified simulations for higher-education institutions and corporate training departments. Its core platform is built around an 'Emotional Intelligent Design' methodology in which players navigate branching, text-based narratives and make decisions that cultivate empathy, leadership, ethics, communication, project-management, and decision-making skills — replacing traditional lecture-based and textbook content. The product portfolio consists of seven distinct games: EQ Leadership, Business Ethics, Project Management, Entrepreneurship, Communication Skills, Organizational Assessment, and Student Success, alongside personalized/ custom-developed simulations for individual institutions.

Underlying the simulations is a text-driven interactive narrative engine rather than generative AI; the differentiation rests on pedagogical design and narrative craft rather than machine-learning capability. The company's intellectual property is also extended through three published books by founder Dr. Kevin Allen — 'The Hidden Agenda' (Wall Street Journal bestseller), 'The Case of the Missing Cutlery,' and 'Emotify!' — which act as both a revenue stream and an upstream awareness channel.

Commercially, E.I. Games operates a consultative, demo-driven enterprise sales motion: all game licensing inquiries route through 'Request a demo' CTAs to [email protected], implying multi-year institutional or corporate contracts at undisclosed prices. The company reports 1–10 employees, is privately held with no disclosed funding, and is backed by Arizona State University alongside named customers including Google, Oracle, Expedia, Harvard, Duke, Ball State, and Ashford University. Books are sold via Amazon as one-off consumer purchases. The company appears founder-led and bootstrapped, with marketing centered on content (blog, organic social), speaker appearances, professor testimonials, and the founder's thought-leadership platform.

E.I. Games firmographics

Firmographics
Name
E.I. Games
Legal name
E.I. Games
Website
https://eigames.com
Company type
Private
Founded year
2015
Operating status
Operating
Headcount range
1–10 employees
Short description
E.I. Games builds story-based, choice-driven gamified simulations that teach emotional intelligence, leadership, ethics, and business skills, licensing them to universities and corporations via consultative enterprise sales, complemented by founder-authored books.
Ownership category
akta.pro rank

E.I. Games industry classification

Industry
Product category
Gamified Learning Simulations (Education Technology)
NAICS
Amusement, Gambling, and Recreation Industries (713)
SIC
Services-Miscellaneous Amusement & Recreation (7990)
akta.pro primary industry
Serious Games & Simulation Studios (Training, Defense, Enterprise) (MPAFAAAH)
akta.pro secondary industry
Simulation, Scenario & Serious Games Design (EDAGAKAH)

Keywords

  • Gamified learning simulations
  • Story-based training
  • Emotional intelligence games
  • Higher education software
  • Soft skills e-learning

Where E.I. Games is headquartered

Location

Headquarters

HQ city
Miami Beach
HQ country
United States
HQ region
North America

Markets served

E.I. Games business model

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

Revenue model

  1. Gamified Course/Game Licensing: E.I. Games licenses its gamified simulation courses to higher education institutions (colleges, universities) and corporations for use in academic and corporate training programs. Sales are made via direct demo and consultative enterprise sales cycles, with multi-year institutional contracts implied by the B2B sales motion.
  2. Book Sales: The company generates revenue through the sale of books authored by Dr. Kevin Allen, including 'The Hidden Agenda', 'The Case of the Missing Cutlery', and 'Emotify!'. Books are sold via Amazon and serve as both a revenue stream and a marketing tool to establish thought leadership in game-based learning.
  3. Personalized Learning Plans / Custom Game Development: E.I. Games offers personalized learning plans and tailored games to meet the unique needs of individual students and institutions, implying a services/consulting component alongside the core product licensing.

Pricing tiers

ModelBillingPrice
OtherMulti-year contractEnterprise / Institutional Licensing — custom quote

Go-to-market motion3 records

Distribution channels3 records

Marketing channels6 records

E.I. Games product offering

Product offering

Core offering

E.I. Games develops and licenses a portfolio of seven story-based, choice-driven simulation games (EQ Leadership, Business Ethics, Project Management, Entrepreneurship, Communication Skills, Organizational Assessment, and Student Success) that teach emotional intelligence, leadership, ethics, and soft skills through interactive narratives. The company sells multi-year institutional licenses to colleges, universities, and corporate training departments, with sales initiated via a 'Request a Demo' consultative process, and offers personalized learning plans and custom game development as adjacent services.

Product overview

E.I. Games is a gamification platform for higher education offering a portfolio of story-based simulations powered by Emotional Intelligent Design. The core product line consists of seven interactive games: EQ Leadership Game, Business Ethics Game (award-winning), Project Management Game (five games in series), Entrepreneurship Game, Communication Skills Game, Organizational Assessment Game, and Student Success Game (award-winning). These gamified courses are complemented by personalized learning solutions and three published books (Emotify, The Hidden Agenda, and The Case of the Missing Cutlery) by Founder and CEO Dr. Kevin Allen. The platform replaces traditional corporate and academic training with immersive, choice-driven narratives that cultivate empathy, decision-making, and emotional intelligence in students.

Differentiator

Problem solved

Functional benefit

Brands

  • EQ Leadership Game: Gamified experience designed for college students to master emotional intelligence and effective leadership skills.
  • Business Ethics Game
  • Project Management Game
  • Entrepreneurship Game
  • Communication Skills Game
  • Organizational Assessment Game
  • Student Success Game

Products and services

  • EQ Leadership Game Interactive, choice-driven simulation that helps college students master emotional intelligence and effective leadership skills through immersive narrative scenarios fostering critical thinking and collaboration.
  • Business Ethics Game Award-winning gamified simulation that teaches the importance of ethics in business decision-making, designed for professionals, managers, and students.
  • Project Management Game Collection of five interactive games that build skills needed to successfully plan and execute projects while fostering emotionally intelligent professional networks for students and professionals.
  • Entrepreneurship Game Interactive simulation that helps professionals, managers, and students develop the emotional intelligence needed to inspire confidence and galvanise a team in an entrepreneurial context.
  • Communication Skills Game Interactive simulation focused on the role of emotional intelligence in effective communication, teaching skills for pitching and persuading ideas.
  • Organizational Assessment Game Simulation that creates fair, equitable, and responsive measures of leadership, business culture, organisational health, and performance with emotional intelligence assessment capabilities.
  • Student Success Game Award-winning gamified first-year course, created in collaboration with college students, designed to address student dropout rates and serve as a support and early warning system for at-risk first-year students.
  • Personalized Games / Tailored Learning Plans Custom-developed gamified learning solutions with personalised learning plans designed to meet the unique needs of individual students and institutions.
  • The Hidden Agenda: A Proven Way to Win Business and Create a Following (Book) Wall Street Journal bestselling business book by Dr. Kevin Allen on creating connection-based persuasion and building a following.
  • The Case of the Missing Cutlery: A Leadership Course for the Rising Star (Book) Leadership book by Dr. Kevin Allen featuring real-life stories and the Buoyancy Course on individual compassion.
  • Emotify! The Power of the Human Element in Game-Based Learning (Book) Book by Dr. Kevin Allen on the human element in game-based learning, serious games, and experiential education.

Quantifiable outcome

  • Addressed student drop-out rates and served as a support and early warning system for first-year college students — described as 'an award-winning gamified course, created in collaboration with College Students, proven to address student drop-out rates'

Companies that use E.I. Games

Customer profile

Named customers8 records

Segments3 records

Ideal customer profiles2 records

E.I. Games technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

AI capability2 records

Feature3 records

E.I. Games partnerships and signals

Strategic signal

Scale indicators3 records

Recent moves3 records

Expansion highlights4 records

E.I. Games competitors and assessment

Company assessment

Others

  • Hypothetical (Sapience) — Classroom-Building Simulations: Adjacent comparator — niche serious-game studio publishing business simulations and ethics games for higher-ed business programs; serves a similar faculty buyer (business school deans and ethics centers) but with a narrower product footprint.

Broad incumbents

  • MindTickle: MindTickle is a broader sales-readiness and corporate training platform incorporating role-play simulations. Comparable on the soft-skills/sales training use case, though MindTickle is a larger incumbent offering a wider portfolio beyond pure simulation.
  • Lessonly (Seismic): Lessonly (now part of Seismic) is a corporate learning and training enablement platform with interactive role-play and simulation-like content. Comparable as an enterprise L&D solution competing for the same corporate training budget allocation.

Emerging players

  • SimInsights: SimInsights creates VR-based immersive simulations for soft-skills training in sales, leadership, and employee development. Overlaps with E.I. Games on scenario-based experiential learning but with a stronger VR/3D delivery focus.
  • Articulate (Storyline/Rise): Articulate provides widely adopted e-learning authoring tools, including Storyline 360 and Rise, used by training departments worldwide. Adjacent in serving the same L&D authoring and content delivery motion, with partial overlap via gamified scenario-based modules.
  • Inkblot Therapy / Kognito: Kognito builds immersive, conversation-driven simulations for healthcare, education, and workforce training on topics like mental health and difficult conversations. Comparable choice-driven narrative approach and similar use cases in higher-ed and professional skill-building.

Direct peers

  • Forio (Simulations): Forio builds browser-based business simulations used in business schools and corporate training, including ethics, leadership, and strategy games. Highly comparable on both product type (story-driven simulations) and target customer base (higher-ed business schools and corporate training departments).
  • Mursion: Mursion provides AI- and human-powered VR simulations for workplace soft-skills training (leadership, sales, difficult conversations). Directly comparable to E.I. Games' choice-driven narrative simulations targeting the same enterprise training buyers, with similar pedagogy around practice-based EQ development.
  • Talespin: Talespin offers an immersive XR platform for workforce upskilling and soft-skills simulation. Comparable in combining narrative simulation with leadership and communication development, with a similar enterprise go-to-market and content library approach.
  • Practice.coaching (Practice): Practice provides conversational AI-driven coaching and simulation for managers and frontline leaders. Directly comparable as a simulation-first soft-skills training platform for enterprise L&D and individual contributors.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat4 records

Key risks6 records

Key highlights7 records

Customer concentration

E.I. Games social profiles

Digital presence

E.I. Games financial estimates

Financial estimate

Revenue estimate

Valuation estimate

E.I. Games leadership team

Management profile

Number of profiles

Profiles1 record

E.I. Games funding detail

Funding detail

Funding overview

Funding rounds

Investors

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

E.I. Games 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 E.I. Games

What does E.I. Games do?

E.I. Games develops and licenses a portfolio of seven story-based, choice-driven simulation games (EQ Leadership, Business Ethics, Project Management, Entrepreneurship, Communication Skills, Organizational Assessment, and Student Success) that teach emotional intelligence, leadership, ethics, and soft skills through interactive narratives. The company sells multi-year institutional licenses to colleges, universities, and corporate training departments, with sales initiated via a 'Request a Demo' consultative process, and offers personalized learning plans and custom game development as adjacent services.

Is E.I. Games a public or private company?

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

When was E.I. Games founded?

E.I. Games was founded in 2015. It employs 1 to 10 people.

Where is E.I. Games based?

E.I. Games is headquartered in Miami Beach, United States, in the North America region.

How does E.I. Games make money?

Three revenue lines are on record. Gamified Course/Game Licensing is the primary driver. The others are book Sales and personalized Learning Plans / Custom Game Development.

Who are E.I. Games's main competitors?

Hypothetical (Sapience) — Classroom-Building Simulations is listed as an others. Broad incumbents are MindTickle and Lessonly (Seismic). Emerging players are SimInsights, Articulate (Storyline/Rise) and Inkblot Therapy / Kognito. Direct peers are Forio (Simulations), Mursion, Talespin and Practice.coaching (Practice).

Does E.I. Games have an API?

No public API is recorded for E.I. Games.

What industry is E.I. Games in?

E.I. Games's product category is Gamified Learning Simulations (Education Technology). Its primary akta.pro industry code is MPAFAAAH, Serious Games & Simulation Studios (Training, Defense, Enterprise), with a secondary code of EDAGAKAH, Simulation, Scenario & Serious Games Design. Its NAICS code is 713 and its SIC code is 7990.

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