Technology
Danish Kapoor
Danish Kapoor

Xsolla: Artificial intelligence-supported games developed for children stand out

In its evaluation on the occasion of April 23 National Sovereignty and Children’s Day, global video game trading company Xsolla emphasized that educational games for children are becoming increasingly prominent in the gaming world. It is stated that the new generation games developed by the studios in the company’s ecosystem not only offer content to children, but also combine learning with experience thanks to their interactive structures. This approach makes learning processes more participatory by allowing children to take an active role in the game.

For the new generation growing up in the digital environment, games are now positioned not only as entertainment tools but also as a natural part of the learning and discovery processes. Digital experiences acquired at an early age affect many areas, from children’s problem-solving methods to their way of thinking. In addition, educational games support skills such as analytical thinking, creativity and cooperation, while also contributing to social development. These environments, where children can progress at their own pace, attract attention with their structure that encourages learning by making mistakes.

Educational games bring together different disciplines

International studios in the Xsolla ecosystem develop projects covering different disciplines in the field of educational games. The Allan Gray Entrepreneurship Challenge, developed by South Africa-based Sea Monster, stands out as one of the examples that aims to provide young people with entrepreneurship and strategic thinking skills. Designed with a mobile focus, this game allows players to simulate real-world decisions and experience their consequences. Thus, theoretical knowledge is reinforced with practical experience.

On the other hand, the game called Chow Town, developed by the same studio, focuses on financial literacy and entrepreneurship. It teaches concepts such as construction, investment and resource management within the game flow, allowing players to establish and manage their own restaurants. The number of users exceeding 1.5 million shows that educational content can reach large audiences.

Chow Town

There is a similar movement on the Turkish side. The mobile-focused growth of the domestic game ecosystem accelerates the development of educational content for children. Olii, one of the notable examples in this field, is positioned as a gamified artificial intelligence learning platform developed by KidsAI and appealing to the 5-11 age group. The platform offers an experience where children guide the process and progress by correcting their mistakes. Thus, the relationship between data, decision and result can be grasped more concretely.

This trend in the industry causes studios to allocate more resources to educational games. Sea Monster CEO Glenn Gillis states that games transform the user from a passive spectator into an active participant, while KidsAI Co-Founder Irmak Atabek states that gamified learning models are more effective for the new generation with short attention spans. Both evaluations reveal that the role of games in learning processes is gradually expanding.

In addition, Xsolla facilitates developers’ access to global markets with the payment and game trading infrastructures it offers. The technical and operational support the company provides helps studios diversify their distribution and revenue models. In this way, developers have the opportunity to deliver their products to larger audiences while focusing on production processes.

The rise of educational games brings with it an understanding of experience that goes beyond the consumption of digital content. These structures, which enable children’s active participation in the learning process, both support individual development and show that the gaming industry is moving in a different direction. This table indicates that the area where games intersect with education may become more diversified in the coming period.

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Danish Kapoor