At SuperAwesome, we build technology that makes the internet safer for kids. Every month, we handle requests from hundreds of millions of kids located all around the world. These kids use their devices moderately in the morning, a little bit during the day, and a lot in the evening. As a result, we had to build highly scalable systems that would respond automatically to that demand.
In Episode 5 of #KidTech LEGO’s Senior Global Director for Digital Consumer Engagement, Rob Lowe, discusses LEGO Life, their groundbreaking social network for kids with SuperAwesome’s Dylan Collins.
Last week I talked about our financials in an interview with Dean Takahashi at Venturebeat. In 2018 SuperAwesome hit a revenue run-rate of $64m. This year we’ll take that same measure to almost $100m. Every month our various kidtech products are powering safe, private digital engagements for over 500m kids as they play games, watch videos and engage with their communities online.
Are dolls going digital? PopJammers are going crazy about Gacha and Dollify.
PopJam, our safe-social platform for under 13s, has always been a place for kids to share their latest trends in a safe and creative community.
Through spikes of activity in November and December we saw several new trends appearing. In our Kids Trend Predictions for 2019 blog we mentioned that Gacha was a kid-predicted trend, particularly for YouTube content – and Gacha has truly arrived.
Raz-Fridman, now CEO of Sosu and Dylan discuss a range of topics including whether Silicon Valley really understands what’s going on with kidtech and smart toys, what a meaningful future with kids interacting with intelligent devices might look like, and, of course, whether he has had any issues with UK rapper Kano.
The WIT Wonder Women Awards is an annual celebration of the industry’s most remarkable leaders and change-makers. This year, SuperAwesome is extremely pleased to have one of our most remarkable women nominated under the Marketing/Public Relations category.
Did you know that in 2017 one in every three books sold in the UK was a children’s book? And did you know that only one percent of those books featured a person of colour as a protagonist?
How do we focus screen time on quality over quantity? What’s the best measurement of engagement in children’s gaming? And whatever happened to Barbie Guitar Star?