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Virtual Story

Digital Library of cognitive literature

USA, California
Market: Education, training, Entertainment, Artificial Intelligence, Mobile applications
Stage of the project: Prototype or product is ready

Date of last change: 12.11.2025
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Idea

Virtual Story creates interactive, gamified digital stories blending learning and play, designed for children aged 5–12.

Current Status

Virtual Story has launched on the Georgian market with a growing user base of parents, educators, and schools. The startup has secured partnerships with educational institutions, implemented a freemium model driving early revenue, and was selected for the Silkroad Innovation Hub’s Silicon Valley Residency Program 2025, validating its global growth potential.

Market

We are creating Edtech, therefore, our target market is Educational Institutes as well as online users. There’s more than 2000 public and around 250 private schools in Georgia, with more than 300,000 elementary class students, their parents are our main costumers.

Problem or Opportunity

Children spend hours on screens, but most of that time is wasted on passive entertainment. Parents and educators struggle to find tools that make learning engaging.

Technological development is inevitable, but it's important to make it more useful than harmful.

Solution (product or service)

Virtual Story solves this with an AI-powered interactive storytelling platform for kids aged 5–12, turning screen time into personalized, gamified education. Our method helps to develop creativity, critical thinking, literacy and also gives opportunity to young writers to publish their stories.

Competitors

There is no such application on the market in Georgia yet.
The main competitors are similar types of games ‘Visual Novel’, although they have no educational purpose and are intended only for users of specific tastes and ages.

Advantages or differentiators

The unicity of Virtual Story is going to be our advantage, since our app has popular stories and characters, has educational purpose along with entertaining and is highly interactive.
Since our app is 2D, cost of it’s creation is much lower than any 3D minigame. With diversity of audio-visual effects it will be quite catchy and memorable.

Finance

The app will have freemium and subscription options. The average cost of each game will be around 3 to 7 us dollars. After the launch we plan to cover 10% of the market during the first year, which is around 285,000 $

Business model

For B2C sector - price per unit and subscription. For B2B sector - educational and publishing companies, modern authors - licensing.

Money will be spent on

The funds will be used on building a platform, effective marketing and social media campaigns.

Offer for investor

We plan to collaborate with VR companies and create data base(library) of digital books.

Risks

Starting strong won't be easy, that's why high social media and marketing activity is required. Maintaining costumers and relevance.

Incubation/Acceleration programs accomplishment

Startup Factory
Spark accelerator
BOOST women innovators accelerator
Social impact award
Carec University ADB digital
BTU University accelerator
Founder's institute

Won the competition and other awards

Startup Factory
Carec University
Social impact Georgia(Finalist)
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Idea
Current Status
Market
Problem or Opportunity
Solution (product or service)
Competitors
Advantages or differentiators
Finance
Invested in previous rounds, $
Business model
Money will be spent on
Offer for investor
Team or Management
Mentors & Advisors
Lead investor
Risks
Incubation/Acceleration programs accomplishment
Won the competition and other awards
Invention/Patent
Photos
Product Video
Presentation