Market Analysis of Digital Educational Companions for Children and Young Adults

The purpose of this thesis was to conduct comprehensive market research to assess the current market potential of an educational simulation game app and to support the client in deciding whether to pursue its development.

Lea Gauch, 2025

Art der Arbeit Bachelor Thesis
Auftraggebende TOP CONSULT & CAPITAL AG
Betreuende Dozierende Zhong, Vivienne Jia
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The app is envisioned as an educational simulation game that enables children and young adults to use Artificial Intelligence to accompany a digital avatar from infancy to early adulthood. Players take care of their avatar’s well-being and teach it various skills playfully and interactively. A key feature of the game is the “learning through teaching” approach, whereby players enhance their understanding by transferring knowledge to the avatar.
To evaluate the market potential before development, the thesis included a competitor app analysis and stakeholder surveys conducted through online questionnaires. These surveys gathered insights from children, young adults, parents, and teachers regarding their needs, expectations, and concerns related to the app.
The results provided the client with a clear picture of the current market landscape and the perspectives of key stakeholders. Based on these findings, recommendations were developed to inform the subsequent phases of app development.
Studiengang: Business Information Technology (Bachelor)
Keywords Market Analysis, Competitor App Analysis, Artificial Intelligence, Serious Games, Simulation Games, “Learning through Teaching”
Vertraulichkeit: vertraulich
Art der Arbeit
Bachelor Thesis
Auftraggebende
TOP CONSULT & CAPITAL AG, Rheinfelden
Autorinnen und Autoren
Lea Gauch
Betreuende Dozierende
Zhong, Vivienne Jia
Publikationsjahr
2025
Sprache der Arbeit
Englisch
Vertraulichkeit
vertraulich
Studiengang
Business Information Technology (Bachelor)
Standort Studiengang
Brugg-Windisch
Keywords
Market Analysis, Competitor App Analysis, Artificial Intelligence, Serious Games, Simulation Games, “Learning through Teaching”