aMASE

1. Overview
aMASE develops educational and interactive apps for children. Its portfolio focuses on areas such as reading, mathematics, logic and introductory coding, with the aim of creating apps that children find easy to use and want to return to on their own.

 

 

2. What They Do
The company offers a portfolio of mobile learning apps for iPad and iPhone, including Start to Read, ABC – Learn to Read, I Read, My Fairy Tale, Practice Maths, Math Times, Number Bonds!, SpeedMaths!, Practice Logic and Code Cards. The products combine educational exercises with interactive design and child-oriented presentation.

 

 

3. How Game Technology Creates Value

aMASE uses interaction and game-like design to make educational practice more engaging and repeatable. Rather than selling a professional training service, it applies principles from interactive software and game design directly to consumer learning apps for children.

 

amase game

4. Customers and Business Context
Users: Children, particularly in early learning and school-age contexts. Some apps can also support children and young people who are learning or practising languages and basic academic skills.


Customers: Primarily B2C: parents, families and other individual consumers who choose and use educational apps for children.
Context: Everyday learning and educational practice, especially reading, mathematics, logic and introductory coding. The apps are designed for use on mobile devices and can be used independently or alongside broader learning activities.

 

5. Business Model and Strategy

The project database classifies aMASE as a B2C game developer within the serious-games category, focused on edutainment and mobile platforms. Its strategy is product-based: develop a portfolio of reusable educational apps aimed at children rather than primarily delivering bespoke client projects. The company website emphasises an ad-free, no-in-app-purchase approach and states that it does not collect user information.

 

6. Why This Company Can Inspire

Provides a useful contrast to B2B serious-games companies by showing a direct-to-consumer product strategy.

Demonstrates how a portfolio of relatively focused learning apps can address different educational needs while serving a similar target group.

Shows how trust and product positioning can matter in educational technology, including choices around advertising, in-app purchases and user data.

 

 

 

At a Glance
Country: Sweden
Location: Bålsta
Founded: n/a
Company Type: Serious Games / Educational game developer
Customer Focus: B2C
Website: https://www.amase.se

 

Key Characteristics

Company Category: Serious Games / Educational games
Application Areas: Education; Edutainment; Reading; Mathematics; Logic; Coding
Customer Type: B2C
Technology: Interactive mobile applications; Game-based learning methods
Platforms: Mobile (iPad and iPhone)
Game Engine / Technology: n/a
Business Capabilities: Product development; Educational app development; Self-publishing

 

Contact

Luisa Geitmann-Mügge

Project Coordinator, BusinessAalborg
luisa.geitmann-mugge@aalborg.dk

Game Tech Academy is realized by:

- BusinessAalborg, Aalborg Municipality - AAU Innovation, Aalborg University - Dania Academy - University of Skövde - Faculty of Technology & Society, Malmö University - Science Park Skövde AB

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