How we can leverage games to help people learn
summary
Animoca Brands experiments turn specific ideas into working products: an endless runner that replaces IAP with math so students solve problems to keep playing and teachers drive September spikes in downloads, a robot-battler that uses a simple if‑then coding language and records a 20 minute average session showing sustained engagement, a guitar/ukulele game that uses live chord recognition, plus a co‑founded primary school for testing. Business models vary: subscription for education apps, IAP for entertainment hybrids, and iterative teacher feedback shapes product changes.
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