School of Gaming is a marketplace offering online gaming clubs for children, promoting play, friendship, and safe online communities.
Children spend increasing amounts of time online without guidance, structure, or positive social experiences. Parents feel worried, powerless, and disconnected from their child’s digital life.
Kids will have a safe, meaningful digital hobby that builds human skills, friendships, and confidence. Parents will finally feel that screen time is contributing to their child’s wellbeing instead of harming it.
Children lack safe, educational, and socially nourishing online spaces. Parents lack trust, tools, and support to turn their child’s screen time into something healthy and developmental.
Yes. As an educator and youth worker, I’ve seen firsthand how unstructured gaming leads to loneliness, conflict at home, and wasted potential.
Kids aged 7–15 need safe, guided digital play communities that support learning and friendships. Because no such structured, pedagogically driven option exists today at scale.
Parents (mostly moms) who are actively looking for positive digital hobbies and who already feel worried about screen time, social development, and online safety.
Offering guided Minecraft sessions with trained educators, clear communication to parents, and beginner-friendly onboarding that removes friction and builds trust.
High attendance in weekly clubs, enthusiastic parent feedback, children returning week after week, and measurable early conversions from free trials to subscriptions.
Parents of children aged 7–15 who want safe, structured and meaningful online activities.
A safety-conscious, digitally confused parent of a 7–12-year-old who already likes Minecraft and needs trusted guidance.
Their child looks forward to sessions, friendships form, conflicts about screen time decrease, and parents see real learning and improved emotional regulation.
Daily. Every time a child plays games, wants to be online, or has social challenges in digital spaces.
Parents of neurodivergent kids, socially shy kids or children who already love Minecraft but lack safe social structure.
Very high. Screen time anxiety is one of the biggest modern parenting stressors.
Yes. Our €59/month pricing has proven demand, and customers stay for 8+ months.
Through META ads, SEO, parenting groups, Sogger Mom ambassadors, demo lessons, and referrals. Increasingly easy
Parents expecting miracles in one week, "esports dads", parents uninterested in long-term development. Parents who think the hobbies their children have are a status of how good parents they are. Parents who don't understand that gaming can be as good hobby as any other hobby.
Yes. We provide a structured online community with professional educators, measurable learning outcomes, and a safe environment that parents trust.
Highly motivated parents already searching for screen-time solutions, neurodivergent families and Minecraft-loving children aged 7–12.
Early adopters inside gaming parenting communities, homeschool networks, and Sogger Mom circles — they appreciate innovation and give feedback.
Parents whose children struggle socially, feel isolated, or have had negative experiences in unmoderated gaming spaces.
After-school programs struggling to digitize, youth services trying to engage kids online, and schools lacking engaging digital literacy tools.
We start with sustainable pricing but offer free trials and limited discounts to drive early conversion.
Conversion rate from free trial -> paying Attendance rate Lifetime value (LTV) Churn rate Parent satisfaction (NPS) Average months active Child engagement score Cost per acquisition (CAC) Educator quality metrics
Trial -> paid conversion, attendance, retention.
Monthly Recurring Revenue (MRR).
MRR (with LTV as a secondary).
CAC Conversion rate Retention Churn Number of active educators Average session attendance Parent satisfaction
2–6 weeks depending on feature.
Product lead.
Growth engine Pedagogy & learning Community & safety Educator tools Marketplace features
Easy: copy updates, landing pages, onboarding sequences Medium: new parent dashboards, educator tools Hard: AI-driven pedagogy, automated world-building, multiplayer platform innovations
Break them into measurable sub-features that solve one problem at a time.
Overly ambitious metaverse layers, in-house game engines or features that don’t increase LTV.
Hard: AI-supported pedagogy & educator tools -> retention Medium: Improved onboarding -> conversion Easy: Pricing pages & landing pages -> CAC
IPO
IPO would be the best.
A strong marketplace + strong pedagogy IP increases valuation and offers a high multiple on ARR for founders and early investors.
Parents of 7–15-year-olds globally but starting with Finland, Nordics and English-speaking markets.
Safe online hobbies, meaningful screen time, social-emotional growth and digital parenting support.
META ads, SEO, content, Sogger Moms, demo lessons, PR, community referrals.
Outschool, Code Ninjas, Skool, coding camps, local after-school clubs, gaming tutors.
Strengths: branding, scale, funding Weaknesses: inconsistent pedagogy, minimal community building, lack of safety focus
Ads, partnerships, seasonal campaigns.
$20–$50 per session or $150–$300 courses.
Skill-focused and academic skills learning or general online extracurriculars to boost child's performance at regular school.
More courses, more markets, more marketplaces.
Finnish pedagogy and digital youth work + game-based learning (Our Playful Learning Method) + educator training academy + safe community + marketplace flywheel.
We turn screen time into quality time through guided Minecraft experiences that build human skills, friendships, and confidence in a safe online community.
Stronger pedagogy, stronger safety, educator training, measurable impact, real friendships, parent trust.
Happier kids, less screen-time conflict, better social skills, safer digital life.
Yes. Validated by years of operations, thousands of gamers and long retention.
Constantly. Via demos, surveys and our Sogger Mom community.
Families lack affordable, scalable, trusted digital hobbies. There are lots of educators out there who'd love to work in games & gaming, but lack the platform and opportunity to do so.
Parents 7–15, starting with Finland & English-speaking regions.
Monthly subscriptions + marketplace commissions + camps.
Edtech, esports training, tutoring.
Marketplace model, automated onboarding, Gedu Academy, strong PR.
Parents of 7–15-year-olds (mostly moms).
Safety, positive screen time, social development, digital parenting help.
Paid ads, newsletters, PR, demo lessons, ambassadors, SEO.
Parental worry and fear, concern over screen time and safety, Finnish pedagogy, safety-first design, game educators, human skills, community.
Demo lessons -> personal follow-up -> three-tier offers -> onboarding flow.
Localized funnels, marketplace expansion, more demo-gedus.
Flexible early-stage; 5k/month depending on country.
We blend game culture, pedagogy, youth work, and community building into a scalable global product.
Finnish digital youth work, game education expertise, marketplace building, community operations.
We understand both children and parents, and we build trust at scale, which is the core currency of online education.
MRR growing toward €100k/month in 24–36 months through international expansion and marketplace scaling.
€2–3M over the next 18–24 months.
Target 7–10% MoM growth.
Costs: educators, tech, ads, staff. Revenue: subscriptions, camps, marketplace commissions.
Strong LTV/CAC ratio, automation, marketplace commission margin, and international scale.