LGN
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.
- Company typePrivate
- Founded-
- HeadquartersBoston, United States
- Headcount11–50
- GTM typeB2B
- OfferingSoftware
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
Where LGN is headquartered
LocationHeadquarters
- 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
- 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 offeringCore 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 profileNamed customers2 records
Segments3 records
Ideal customer profiles3 records
LGN technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Feature3 records
LGN partnerships and signals
Strategic signalPartnerships
Eight partnerships are on record, tiered core and minor.
- Games+Learning+Society (GL+S) at University of Wisconsin-MadisoncoreCore 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)coreCo-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 MindscoreLed 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 ResearchcoreScientific 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 HealthcoreCollaborated on scientific content for Progenitor X, providing medical and public health expertise for biology education game development.
- Spark MediaminorDeveloped 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)minorExpert 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)minorFaculty 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 assessmentBroad 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 presenceLGN financial estimates
Financial estimateRevenue estimate
Valuation estimate
LGN leadership team
Management profileNumber of profiles
LGN funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
LGN 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 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.