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Italian Ed-tech Startup Triples Revenue with STEM App
Marshmallow Games, a 10-year-old Italian ed-tech company, tripled its 2024 revenue to over €1 million thanks to its educational app Smart Tales, achieving a top 20 ranking in the US kids' app market and forming a partnership with Miko, an Indian educational robot company.
- What is the key factor behind Marshmallow Games' significant revenue increase in 2024, and what are the immediate global implications?
- Marshmallow Games, a Bari-based ed-tech company, tripled its 2024 revenue compared to 2023, exceeding €1 million in recurring revenue—a feat achieved by only 0.5% of global apps. This success is driven by Smart Tales, an educational app for children aged 3-11 focusing on STEM subjects.
- What are the long-term implications of Marshmallow Games' partnership with Miko for the future of the company and the broader ed-tech market?
- The partnership with Miko, an Indian leader in educational robots with over 700,000 units sold globally, signifies Marshmallow Games' expanding international reach and influence within the children's educational technology sector. This collaboration positions the company for further growth and market leadership.
- How did Marshmallow Games' internationalization strategy contribute to the success of Smart Tales, and what specific markets played a crucial role?
- Smart Tales' internationalization strategy, particularly its strong US performance (top 20 downloaded and most profitable kids' apps), fueled this growth. The app's success is attributed to continuous skill development and a globally focused approach, attracting attention from major international players.
Cognitive Concepts
Framing Bias
The overwhelmingly positive framing emphasizes the financial success of Smart Tales, using strong positive language ("success without precedent," "unbelievable results"). This prioritizes the commercial achievement over a balanced evaluation of the app's educational impact.
Language Bias
The language is highly positive and promotional, using terms like "unprecedented success" and "winning choice." Neutral alternatives would be more balanced, such as "significant growth" or "strategic internationalization.
Bias by Omission
The article focuses heavily on the success of Smart Tales and Marshmallow Games, omitting potential downsides or criticisms of educational apps. It doesn't address concerns some might have about screen time or the potential limitations of app-based learning compared to other methods. While brevity is understandable, the lack of counterpoints weakens the overall analysis.
False Dichotomy
The article presents a clear dichotomy: either apps help children's growth or they don't. It doesn't explore the nuanced reality that app effectiveness varies greatly depending on factors like design, content, and usage.
Gender Bias
The article highlights the CEO, Cristina Angelillo, and connects her motherhood to the app's creation. While not inherently biased, this could subtly imply that women are particularly suited to developing children's apps, a gender stereotype that should be avoided.
Sustainable Development Goals
The app Smart Tales focuses on STEM education for children aged 3-11, directly contributing to improved educational outcomes and the development of crucial skills. The app's success, with over one million in recurring revenue and international expansion, signifies a positive impact on access to quality education.