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LGN

Full company profile

uuid000usit

Namestring
LGN
Legal namestring
Learning Games Network
Company typeenum
Private
Founded yearstring
-
Descriptiontext

Learning Games Network (LGN) is a private, Boston-area (Brookline, MA) software company that designs and develops educational games and interactive learning experiences, primarily serving K-12, higher education, and museum audiences. The company operates at the intersection of game design and learning sciences research, partnering with academic institutions such as the Games+Learning+Society center at UW-Madison, the New York Hall of Science, the Center for Investigating Healthy Minds, the Morgridge Institute for Research, and the Wisconsin School of Medicine and Public Health to develop research-validated content. Its portfolio spans biology (Virulent, Progenitor X), environmental science (Econauts), prosocial/emotional learning (Crystals of Kaydor), history (Soul of a Place), and math (Zoombinis, Quandary), deployed across Windows, Mac, mobile, and bespoke museum installations such as the Oztoc multitouch table.

LGN's underlying technology combines interactive entertainment design with a proprietary data infrastructure, ADAGE (Assessment Data Aggregator for Gaming Environments), which enables real-time telemetry collection and remote logging of player behavior across multiple titles for research and efficacy analysis. The company also maintains internal software tooling (Studio K, CALL) and uses rigorously validated animation systems (e.g., FACS-based facial animations in Crystals of Kaydor). Its revenue model is primarily project-based, drawing on licensing/royalties for educational games alongside grant funding (notably National Science Foundation support for the Oztoc project). Distribution spans direct-to-consumer software downloads, museum enterprise installations, and academic/research partnerships. Marketing is limited to organic social (Twitter, Facebook) and the company website, with no paid acquisition infrastructure evident.

The company is small (11-50 employees per firmographics, with no open positions listed as of 2024), privately held, and bootstrapped or grant-supported rather than venture-backed based on the absence of disclosed funding rounds. Its competitive positioning rests on research-backed content, a diversified cross-subject portfolio, and institutional partnerships rather than on AI/ML capabilities, consumer brand reach, or scalable distribution.

Short descriptiontext

Learning Games Network (LGN) is a private Brookline, MA-based software company that designs and develops research-validated educational games across STEM, environmental science, and social-emotional subjects for K-12, higher education, and museum audiences, distributed via consumer software, museum installations, and academic partnerships.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersBoston, United States
HQ citystring
Boston
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
educational game development, game-based learning, learning analytics software, museum learning installations, science education technology
Industry2 codes
1Interactive Learning Games & Gamified Courseware
CodeEDAGALALPrimaryYes
2Game-Based CS & Computational Thinking Platforms
CodeEDAFANADPrimaryNo
NAICS code1 code
  • Software Publishers5132
SIC code2 codes
  • Services-Computer Programming Services7371
  • Services-Miscellaneous Amusement & Recreation7990
Product category
Educational Game Software
Social media profiles2 records
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model1 record
1Game Development and Licensing
TypeLicensing Royalties
Description

LGN builds and licenses educational games across various platforms. The company creates award-winning games for different age groups and devices, from toddler math apps to interactive museum installations.

learninggamesnetwork.org
Marketing channels3 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, Operations, Marketing or Sales, Infrastructure
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 of 3 records shown
1ADAGE
Description

Assessment Data Aggregator for Gaming Environments - a software platform for collecting and analyzing gameplay data.

learninggamesnetwork.org
+2 more records
Core offering1 text field

Learning Games Network designs, develops, and licenses educational games and supporting research software for learners at every age. Its portfolio spans toddler math apps (e.g., Zoombinis), subject-specific science games (Virulent, Progenitor X, Econauts), prosocial and emotional-recognition games (Crystals of Kaydor), history games (Soul of a Place), and interactive museum installations (Oztoc). LGN also develops the ADAGE telemetry/analytics framework used to collect real-time gameplay data for researchers and educators.

Differentiator
Functional benefit
Problem solved
Product overview1 text field

Learning Games Network is an educational game development organization that builds award-winning games across ages, content areas, and devices. The portfolio includes math apps for toddlers, biology games (Virulent, Progenitor X), environmental science games (Econauts), history games (Soul of a Place), and prosocial behavior training games (Crystals of Kaydor). LGN also develops game-based learning infrastructure including the ADAGE (Assessment Data Aggregator for Gaming Environments) framework for telemetry and research data collection, as well as software tools like Studio K and CALL. The company creates products ranging from mobile apps to museum installations featuring interactive tables at venues like the New York Hall of Science.

Product and service9 records
1Econauts
CategoryEducational Game
Description

An environmental science game that immerses players in lake ecosystems, making difficult-to-observe ecological phenomena visible in a living landscape. Teaches relationships between human choices and their ecological consequences, using the ADAGE system for remote data logging.

2Oztoc
CategoryEducational Game
Description

A museum installation game about discovering bioluminescent creatures in an uncharted lagoon. Combines a multitouch tabletop display with tactile physical blocks, where children design virtual circuits to attract creatures.

3Crystals of Kaydor
CategoryEducational Game
Description

A prosocial behavior training game where players control a marooned robot explorer on an alien planet, engaging with local aliens to understand emotional cues and earn trust through positive social interactions.

4Progenitor X
CategoryEducational Game
Description

A narrative-driven, turn-based puzzle-solving game where players learn about relationships between cells, tissues, and organs while exploring concepts of regenerative medicine and induced pluripotent stem cell research.

5Quandary
CategoryEducational Game
Description

An award-winning educational game featured on the Learning Games Network homepage.

6Zoombinis
CategoryEducational Game
Description

A math-focused game for children featuring inspiring design and innovative pedagogy.

7Soul of a Place
CategoryEducational Game
Description

An educational journey game set in 1930s America where players role-play as field writers and editors working on America's first guidebooks, exploring multiple narratives through historical FWP Writers.

8Virulent
CategoryEducational Game
Description

A real-time strategy game that teaches systems biology, enabling players to control virus particles to infect, replicate inside, and escape from host cells while fighting off immune responses.

9Fair Play
CategoryEducational Game
Description

A game project listed on the projects page of Learning Games Network.

Scale indicator1 record

Each record includes

Type, Value, Description, Source

Partnership8 partners
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Core research and development partner for multiple projects including Oztoc and Crystals of Kaydor. GL+S provides learning sciences expertise and game design capabilities, combining academic rigor with interactive entertainment principles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Co-led the Oztoc museum installation project with principal investigators from NYSCI. Provides venue for hands-on museum-based learning experiences with state-of-the-art multitouch tabletop displays.

3Center for Investigating Healthy Minds
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Led development of Crystals of Kaydor with Dr. Richard Davidson to study whether mindfulness and kindness can be taught through game training, involving MRI scans and neurological assessments.

learninggamesnetwork.org
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Scientific content of Progenitor X based on research conducted at Morgridge Institute, exploring regenerative medicine and stem cell concepts for educational purposes.

5Wisconsin School of Medicine and Public Health
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Collaborated on scientific content for Progenitor X, providing medical and public health expertise for biology education game development.

learninggamesnetwork.org
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Developed Soul of a Place in conjunction with Spark Media, an immersive game-based learning experience about the Federal Writers Project of the Great Depression.

7Dr. John Yin (WIDs leader)
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Expert contributor on Vesicular Stomatitis Virus (Rhabdoviridae) who provided scientific guidance for the Virulent game, modeling the Raven virus after his area of expertise.

learninggamesnetwork.org
8Dr. Jenny Gumperz (UW-Madison)
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Faculty in UW-Madison Department of Medical Microbiology and Immunology who helped simplify and design cell and immune system responses for the Virulent game.

learninggamesnetwork.org
Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeBroad incumbent
Description

BrainPOP provides animated educational content and games for K-12 across STEM, social studies, and English - a broader incumbent with overlapping subject coverage and school-district distribution that dwarfs LGN's reach.

TypeOthers
Description

Games for Change is a nonprofit that supports and disseminates social impact games including educational titles - operates in an adjacent ecosystem role compared to LGN's game development work.

TypeDirect peer
Description

iCivics builds free educational games and curriculum to teach civics and government to middle and high school students - a peer in the grant-funded educational game development space targeting similar grade levels.

4TERC
TypeDirect peer
Description

TERC is a nonprofit education research and development organization that designs games and digital learning tools grounded in learning sciences research - structurally similar to LGN's industry-academic hybrid model.

TypeEmerging player
Description

Hopscotch is a coding-for-kids app that uses game-based learning to teach programming concepts - tangentially comparable to LGN's STEM-themed game portfolio aimed at younger learners.

TypeDirect peer
Description

Schell Games is a Pittsburgh-based educational and entertainment game studio known for award-winning learning games like "I Expect You To Die" and museum interactive experiences - directly comparable to LGN's portfolio of STEM learning games and museum installations.

TypeEmerging player
Description

GameSalad provides game-based learning environments for students to create their own games, teaching computational thinking - an emerging player with partial overlap in game-based CS education.

TypeDirect peer
Description

E-Line Media develops meaningful games such as "Endless Ocean" and "Never Alone" with educational and cultural impact goals - a peer in the purpose-driven educational game studio space.

TypeDirect peer
Description

Filament Games is an educational game development studio that designs and develops custom learning games for K-12, museums, and corporate training - closely matching LGN's game development + institutional partnership model.

10Center for Games & Impact
TypeOthers
Description

An academic research center studying learning sciences and game design - comparable as an ecosystem/research partner similar to LGN's GL+S relationship at UW-Madison.

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 risks5 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers2 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 profile3 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 maturity
App detail

Has app

Feature3 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
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 →

LGN

Educational Game Softwarelearninggamesnetwork.org

Learning Games Network (LGN) is a private Brookline, MA-based software company that designs and develops research-validated educational games across STEM, environmental science, and social-emotional subjects for K-12, higher education, and museum audiences, distributed via consumer software, museum installations, and academic partnerships.

What LGN does

Learning Games Network (LGN) is a private, Boston-area (Brookline, MA) software company that designs and develops educational games and interactive learning experiences, primarily serving K-12, higher education, and museum audiences. The company operates at the intersection of game design and learning sciences research, partnering with academic institutions such as the Games+Learning+Society center at UW-Madison, the New York Hall of Science, the Center for Investigating Healthy Minds, the Morgridge Institute for Research, and the Wisconsin School of Medicine and Public Health to develop research-validated content. Its portfolio spans biology (Virulent, Progenitor X), environmental science (Econauts), prosocial/emotional learning (Crystals of Kaydor), history (Soul of a Place), and math (Zoombinis, Quandary), deployed across Windows, Mac, mobile, and bespoke museum installations such as the Oztoc multitouch table.

LGN's underlying technology combines interactive entertainment design with a proprietary data infrastructure, ADAGE (Assessment Data Aggregator for Gaming Environments), which enables real-time telemetry collection and remote logging of player behavior across multiple titles for research and efficacy analysis. The company also maintains internal software tooling (Studio K, CALL) and uses rigorously validated animation systems (e.g., FACS-based facial animations in Crystals of Kaydor). Its revenue model is primarily project-based, drawing on licensing/royalties for educational games alongside grant funding (notably National Science Foundation support for the Oztoc project). Distribution spans direct-to-consumer software downloads, museum enterprise installations, and academic/research partnerships. Marketing is limited to organic social (Twitter, Facebook) and the company website, with no paid acquisition infrastructure evident.

The company is small (11-50 employees per firmographics, with no open positions listed as of 2024), privately held, and bootstrapped or grant-supported rather than venture-backed based on the absence of disclosed funding rounds. Its competitive positioning rests on research-backed content, a diversified cross-subject portfolio, and institutional partnerships rather than on AI/ML capabilities, consumer brand reach, or scalable distribution.

LGN firmographics

Firmographics
Name
LGN
Legal name
Learning Games Network
Website
https://learninggamesnetwork.org
Company type
Private
Operating status
Operating
Headcount range
11–50 employees
Short description
Learning Games Network (LGN) is a private Brookline, MA-based software company that designs and develops research-validated educational games across STEM, environmental science, and social-emotional subjects for K-12, higher education, and museum audiences, distributed via consumer software, museum installations, and academic partnerships.
Ownership category
akta.pro rank

LGN industry classification

Industry
Product category
Educational Game Software
NAICS
Software Publishers (5132)
SIC
Services-Computer Programming Services (7371), Services-Miscellaneous Amusement & Recreation (7990)
akta.pro primary industry
Interactive Learning Games & Gamified Courseware (EDAGALAL)
akta.pro secondary industry
Game-Based CS & Computational Thinking Platforms (EDAFANAD)

Keywords

  • Educational game development
  • Game-based learning
  • Learning analytics software
  • Museum learning installations
  • Science education technology

Where LGN is headquartered

Location

Headquarters

HQ city
Boston
HQ country
United States
HQ region
North America

Offices1 record

Markets served

LGN business model

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

Revenue model

  1. Game Development and Licensing: LGN builds and licenses educational games across various platforms. The company creates award-winning games for different age groups and devices, from toddler math apps to interactive museum installations.

Go-to-market motion2 records

Distribution channels3 records

Marketing channels3 records

LGN product offering

Product offering

Core offering

Learning Games Network designs, develops, and licenses educational games and supporting research software for learners at every age. Its portfolio spans toddler math apps (e.g., Zoombinis), subject-specific science games (Virulent, Progenitor X, Econauts), prosocial and emotional-recognition games (Crystals of Kaydor), history games (Soul of a Place), and interactive museum installations (Oztoc). LGN also develops the ADAGE telemetry/analytics framework used to collect real-time gameplay data for researchers and educators.

Product overview

Learning Games Network is an educational game development organization that builds award-winning games across ages, content areas, and devices. The portfolio includes math apps for toddlers, biology games (Virulent, Progenitor X), environmental science games (Econauts), history games (Soul of a Place), and prosocial behavior training games (Crystals of Kaydor). LGN also develops game-based learning infrastructure including the ADAGE (Assessment Data Aggregator for Gaming Environments) framework for telemetry and research data collection, as well as software tools like Studio K and CALL. The company creates products ranging from mobile apps to museum installations featuring interactive tables at venues like the New York Hall of Science.

Differentiator

Problem solved

Functional benefit

Brands

  • ADAGE: Assessment Data Aggregator for Gaming Environments - a software platform for collecting and analyzing gameplay data.
  • Studio K
  • CALL

Products and services

  • Econauts An environmental science game that immerses players in lake ecosystems, making difficult-to-observe ecological phenomena visible in a living landscape. Teaches relationships between human choices and their ecological consequences, using the ADAGE system for remote data logging.
  • Oztoc A museum installation game about discovering bioluminescent creatures in an uncharted lagoon. Combines a multitouch tabletop display with tactile physical blocks, where children design virtual circuits to attract creatures.
  • Crystals of Kaydor A prosocial behavior training game where players control a marooned robot explorer on an alien planet, engaging with local aliens to understand emotional cues and earn trust through positive social interactions.
  • Progenitor X A narrative-driven, turn-based puzzle-solving game where players learn about relationships between cells, tissues, and organs while exploring concepts of regenerative medicine and induced pluripotent stem cell research.
  • Quandary An award-winning educational game featured on the Learning Games Network homepage.
  • Zoombinis A math-focused game for children featuring inspiring design and innovative pedagogy.
  • Soul of a Place An educational journey game set in 1930s America where players role-play as field writers and editors working on America's first guidebooks, exploring multiple narratives through historical FWP Writers.
  • Virulent A real-time strategy game that teaches systems biology, enabling players to control virus particles to infect, replicate inside, and escape from host cells while fighting off immune responses.
  • Fair Play A game project listed on the projects page of Learning Games Network.

Companies that use LGN

Customer profile

Named customers2 records

Segments3 records

Ideal customer profiles3 records

LGN technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature3 records

LGN partnerships and signals

Strategic signal

Partnerships

Eight partnerships are on record, tiered core and minor.

  • Games+Learning+Society (GL+S) at University of Wisconsin-MadisoncoreStrategic or Co-development PartnerCore research and development partner for multiple projects including Oztoc and Crystals of Kaydor. GL+S provides learning sciences expertise and game design capabilities, combining academic rigor with interactive entertainment principles.
  • New York Hall of Science (NYSCI)coreStrategic or Co-development PartnerCo-led the Oztoc museum installation project with principal investigators from NYSCI. Provides venue for hands-on museum-based learning experiences with state-of-the-art multitouch tabletop displays.
  • Center for Investigating Healthy MindscoreStrategic or Co-development PartnerLed development of Crystals of Kaydor with Dr. Richard Davidson to study whether mindfulness and kindness can be taught through game training, involving MRI scans and neurological assessments.
  • Morgridge Institute for ResearchcoreStrategic or Co-development PartnerScientific content of Progenitor X based on research conducted at Morgridge Institute, exploring regenerative medicine and stem cell concepts for educational purposes.
  • Wisconsin School of Medicine and Public HealthcoreStrategic or Co-development PartnerCollaborated on scientific content for Progenitor X, providing medical and public health expertise for biology education game development.
  • Spark MediaminorStrategic or Co-development PartnerDeveloped Soul of a Place in conjunction with Spark Media, an immersive game-based learning experience about the Federal Writers Project of the Great Depression.
  • Dr. John Yin (WIDs leader)minorStrategic or Co-development PartnerExpert contributor on Vesicular Stomatitis Virus (Rhabdoviridae) who provided scientific guidance for the Virulent game, modeling the Raven virus after his area of expertise.
  • Dr. Jenny Gumperz (UW-Madison)minorStrategic or Co-development PartnerFaculty in UW-Madison Department of Medical Microbiology and Immunology who helped simplify and design cell and immune system responses for the Virulent game.

Scale indicators1 record

Recent moves6 records

Expansion highlights5 records

LGN competitors and assessment

Company assessment

Broad incumbents

  • BrainPOP: BrainPOP provides animated educational content and games for K-12 across STEM, social studies, and English - a broader incumbent with overlapping subject coverage and school-district distribution that dwarfs LGN's reach.

Others

  • Games for Change: Games for Change is a nonprofit that supports and disseminates social impact games including educational titles - operates in an adjacent ecosystem role compared to LGN's game development work.
  • Center for Games & Impact: An academic research center studying learning sciences and game design - comparable as an ecosystem/research partner similar to LGN's GL+S relationship at UW-Madison.

Direct peers

  • iCivics: iCivics builds free educational games and curriculum to teach civics and government to middle and high school students - a peer in the grant-funded educational game development space targeting similar grade levels.
  • TERC: TERC is a nonprofit education research and development organization that designs games and digital learning tools grounded in learning sciences research - structurally similar to LGN's industry-academic hybrid model.
  • Schell Games: Schell Games is a Pittsburgh-based educational and entertainment game studio known for award-winning learning games like "I Expect You To Die" and museum interactive experiences - directly comparable to LGN's portfolio of STEM learning games and museum installations.
  • E-Line Media: E-Line Media develops meaningful games such as "Endless Ocean" and "Never Alone" with educational and cultural impact goals - a peer in the purpose-driven educational game studio space.
  • Filament Games: Filament Games is an educational game development studio that designs and develops custom learning games for K-12, museums, and corporate training - closely matching LGN's game development + institutional partnership model.

Emerging players

  • Hopscotch: Hopscotch is a coding-for-kids app that uses game-based learning to teach programming concepts - tangentially comparable to LGN's STEM-themed game portfolio aimed at younger learners.
  • GameSalad: GameSalad provides game-based learning environments for students to create their own games, teaching computational thinking - an emerging player with partial overlap in game-based CS education.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat4 records

Key risks5 records

Key highlights7 records

Customer concentration

LGN social profiles

Digital presence

LGN financial estimates

Financial estimate

Revenue estimate

Valuation estimate

LGN leadership team

Management profile

Number of profiles

LGN funding detail

Funding detail

Funding overview

Funding rounds

Investors

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

LGN 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 LGN

What does LGN do?

Learning Games Network designs, develops, and licenses educational games and supporting research software for learners at every age. Its portfolio spans toddler math apps (e.g., Zoombinis), subject-specific science games (Virulent, Progenitor X, Econauts), prosocial and emotional-recognition games (Crystals of Kaydor), history games (Soul of a Place), and interactive museum installations (Oztoc). LGN also develops the ADAGE telemetry/analytics framework used to collect real-time gameplay data for researchers and educators.

Is LGN a public or private company?

LGN is a private company. It is classified as unknown and is currently operating.

When was LGN founded?

LGN was founded in -1. It employs 11 to 50 people.

Where is LGN based?

LGN is headquartered in Boston, United States, in the North America region.

How does LGN make money?

One revenue line is on record: game Development and Licensing.

Who are LGN's main competitors?

BrainPOP is listed as a broad incumbent. Others are Games for Change and Center for Games & Impact. Direct peers are iCivics, TERC, Schell Games, E-Line Media and Filament Games. Emerging players are Hopscotch and GameSalad.

Does LGN have an API?

No public API is recorded for LGN.

What industry is LGN in?

LGN's product category is Educational Game Software. Its primary akta.pro industry code is EDAGALAL, Interactive Learning Games & Gamified Courseware, with a secondary code of EDAFANAD, Game-Based CS & Computational Thinking Platforms. Its NAICS code is 5132 and its SIC code is 7371.

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