Mystic Book is an innovative EdTech franchise that combines educational and entertainment elements. The project offers children aged 9–14 learning through an engaging fantasy storyline, integrated with an adaptive educational system, gaming elements, and a multilingual approach (English, Spanish, German, and French). The main goal is to enhance interest in learning and foster essential 21st-century skills through gamification and interactive experiences.
Current Status
The book has been translated into three languages — Russian, English, and Spanish — expanding opportunities to reach an international market. A team of professionals has been assembled, including experienced experts in IT, education, and marketing. The development of the platform in Russian has been completed, and it is now in the alpha testing stage to identify bugs and errors.
Market
The global EdTech market is valued at $250B with annual growth of 16.3% and projected size of $605B by 2030. Mystic Book targets two key segments: Primary audience - children 9-14 years old (Generation Alpha and younger Generation Z), digital natives who prefer interactive content and seek engaging learning experiences. Secondary audience - their parents aged 30-45, educated, tech-savvy, interested in quality education for their children and willing to invest in their development. The market shows growing demand for personalized educational solutions with gamification, which fully aligns with Mystic Book's concept.
Problem or Opportunity
Modern children aged 9-14 face several educational barriers:
Traditional learning methods are perceived as boring and uninteresting
High competition for attention from entertainment content (games, social media, YouTube)
Lack of a holistic system that combines education and entertainment
Low motivation for long-term learning
Fragmentation of educational materials across different platforms and sources
Solution (product or service)
Mystic Book creates a unified educational ecosystem where learning occurs through an engaging fantasy book plot using gamification and a multi-format approach (online platform, books, audiobooks, games). The system of real rewards and adaptive learning maintains long-term motivation, while the integration of various formats helps maintain children's attention and makes learning effective.
Competitors
The EdTech market for children and teenagers is saturated with various solutions, but most of them focus on a single direction: either language learning only (Duolingo), mathematics (Prodigy Math Game), or basic skills (Khan Academy Kids). Existing solutions rarely combine educational and entertainment components, and if they do (like Osmo), it's without deep integration and a well-developed storyline. Most platforms offer either digital or physical learning formats exclusively, without creating a unified educational ecosystem. Additionally, current solutions are often limited in personalization and learning adaptivity, which reduces their effectiveness for different user groups.
Advantages or differentiators
The project is unique in its comprehensive ecosystem that combines books, online platform, audiobooks, and games into a unified educational space with seamless transition between digital and physical experiences. The system uses AI for adaptive learning and creating personalized development paths, covering multiple subject areas. An engaging fantasy plot serves as the foundation for learning, complemented by a system of real rewards, social interaction through team assignments, and deep gamification of the educational process. The project has strong scaling potential due to initial multilingual support (4 languages), franchise and media adaptation possibilities (movie/series), and a flexible monetization model.
Finance
The project is built on a diversified revenue model including multiple streams: multi-tier digital platform subscription (Basic, Premium, and VIP), basic content sales (books and individual chapters), in-app purchases, and integrated collection album. This structure provides stable income and flexibility for users. Major costs include platform development and maintenance, marketing and user acquisition, operational expenses for servers and technical support, content production, reward system, and administrative expenses. The model is built on an effective balance between investments in product development and marketing, ensuring sustainable growth and break-even achievement.
Money will be spent on
The investments will be directed to project launch during the first 6 months. The major part will go to platform development, including creation of a basic version with gamification, interactive platform, and UX/UI design. Significant funds are allocated to marketing and user acquisition through SEO optimization, targeted advertising, and content strategy creation. Operational expenses will cover technical infrastructure: servers, support, and data security. Also included is a reserve fund for contingencies and rapid product improvements based on feedback, and a user reward system to increase engagement.