Bright World Adventures
A series of ground-breaking apps that excite children’s imaginations and help prepare them for future success, one word at a time.
- Prepared to become the leader in ed-apps for children, a $2.3B market
- Achived over 55,000 downloads in a 2-day marketing test
- Poised for world-wide distribution in multiple languages
A child’s vocabulary at age 9 indicates their future economic success in life. BrightWorld is a fun-filled series of apps that blend exploring, reading and gaming in a vocabulary-rich environment.
Two out of every three fourth graders in the United States are not proficient readers. And, vocabulary is at the heart of reading comprehension. In fact, a child’s vocabulary at the age of 9 can affect his or her ability to pursue a professional career. And not just any vocabulary will do. Nonfiction reading is the most vocabulary-dense communication possible.
Unmet Market Demand:
Reading comprehension tests for K-3rd graders changed in 2015, creating new market demand for nonfiction content. For the first time, nationwide reading tests for 5-8 year olds require interpretation of NONFICTION texts, creating a business opportunity of unprecedented magnitude in both schools and homes. BrightWorld’s Solution: BrightWorld produces 3D immersive learning apps that combine 3 unique elements: nonfiction reading, 3D exploring and gaming targeted at the K-3rd grade levels. In combination, they are the foundation essential for success in children’s future educational and professional aspirations, especially in STEM fields.
The cream has yet to rise to the top of the App Store. BrightWorld competes for children’s attention against Fancy Nancy Dress Up, Mr. Potato Head, and Tap Tap Trillionaire; options that are mind numbing rather than brain building. Parents want what is best for their children. BrightWorld’s outstanding quality, inexpensive cost, and school relevance add up to guilt-free screen time -an easy purchase decision. BrightWorld is first to market with immersive nonfiction content for young children. Existing market leaders lack expertise in merging high-end animation with high-energy gaming and high-value educational content.