E.I. Games
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.
- Company typePrivate
- Founded2015
- HeadquartersMiami Beach, United States
- Headcount1–10
- GTM typeB2B
- OfferingSoftware
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
Where E.I. Games is headquartered
LocationHeadquarters
- 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
- 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.
- 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.
- 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
| Model | Billing | Price |
|---|---|---|
| Other | Multi-year contract | Enterprise / Institutional Licensing — custom quote |
Go-to-market motion3 records
Distribution channels3 records
Marketing channels6 records
E.I. Games product offering
Product offeringCore 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 profileNamed customers8 records
Segments3 records
Ideal customer profiles2 records
E.I. Games technology and API
TechnologyTechnology 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 signalScale indicators3 records
Recent moves3 records
Expansion highlights4 records
E.I. Games competitors and assessment
Company assessmentOthers
- 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 presenceE.I. Games financial estimates
Financial estimateRevenue estimate
Valuation estimate
E.I. Games leadership team
Management profileNumber of profiles
Profiles1 record
E.I. Games funding detail
Funding detailFunding 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 investmentM&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.