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A Gamified Tournament App

for Teens in the EdTech Industry

A Gamified Tournament App
gamified-glance

Project At A Glance

The client, a gaming company, faced a challenge in attracting students aged 13 to 18 to participate in their gaming tournaments. As a solution we built a gamified tournament platform that allows users to earn virtual cards by playing games and earning points, which then grant entry into various gaming tournaments. Additionally, the platform features interactive game learning modules, striking a balance between learing content and gaming.

Core Technologies

Transforming the way children engage with stories using innovative technologies

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AWS

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Unity 3D

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Augmented Reality SDKs

Services & Expertise

The specialized services and capabilities we bring to the table to address the needs of our clients with precision

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Mobile App Development

Mobile App Development

Augmented Reality (AR)

Augmented Reality (AR)

Cloud Computing

Cloud Computing

PRODUCT DEVELOPMENT

Research & Development

UX UI DESIGN

UX/UI Design

Support and Maintenance

Support and Maintenance

Challenges Ahead

Our approach addresses key challenges in education to enhance learning experiences.

  • check icon Insufficient engagement from students aged 13 to 18
  • check icon Misalignment between the company’s offerings and the students’ interests
  • check icon Lack of awareness among the target audience about the company’s gaming events.
  • check icon Difficulty in creating a fun app that resonates with the target demographic.
Challenges gaming
Solution gaming

Solving the Puzzle

Our solution, a gamified tournament app specifically designed for the EdTech industry and targeted towards teens, creatively addresses the challenge of engaging students in educational content through gaming.

The app allows students aged 13 to 18 to enter a world where their gaming skills help them learn and succeed academically. Utilizing mobile technology, cloud-based backends, and interactive learning modules, the platform transforms traditional educational content into exciting gaming tournaments. Students earn points by participating in quizzes that are styled as mini-games, covering a range of subjects aligned with their school curriculum. These points can be used to unlock advanced levels in the game or enter more prestigious tournaments, offering both knowledge and entertainment

This innovative approach ensures that students are not just passive recipients of information but active participants in their learning journey.

Key Impact

A glance at the effects our solution has had on learners’ engagement and comprehension.

52%

Increase in Learning Engagement

73%

Rise in Active Participation

92%

Improvement in Retention and Imagination