LionsHeart Studios

Immersive game-based learning in Business and STEM

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At a glance

  • Optimization graph line icon
    Development stage

    Active / generating revenue

  • Cash payment coin 1 icon
    Investment stage

    Pre-Seed

  • Astronomy solar system icon
    UNSW affiliation

    Spinout - staff led

  • Gauge dashboard icon
    Technology readiness level

    TRL-8

Why invest
Playconomics combines world-class academic founders, validated product-market fit, and a commercial-grade game experience. Perfectly positioned to lead and redefine the global edtech-gaming frontier.

LionsHeart transforms learning through immersive, game-based environments that boost academic engagement and performance.

Its flagship, award-winning product, Playconomics, delivers tailored digital education in Business and STEM. With 70,000+ users, LionsHeart is backed by extensive research and UNSW spinout pedigree. It holds a first-mover advantage in gamified learning at scale.

  • LionsHeart’s platform transforms university learning into a metaverse-based experience that blends academic content with immersive gameplay. Students engage in a persistent virtual world while earning real course credit.

    The solution addresses widespread student disengagement, short attention spans, and low retention by offering interactive, cross-disciplinary learning that feels like leisure, not work.

    Scalable, research-backed, and designed for both high school and university use, LionsHeart operates on a dual-revenue model: student subscriptions and institutional licences.

    • Universities face high student disengagement and increasing drop-out rates.
    • Traditional courses struggle to retain student attention amid rich digital entertainment.
    • Students view study as a chore, not a choice.
    • Digital-native learners expect interactive, personalised experiences.
    • Current educational games lack depth, scale, and lasting engagement.
    • Educational: (»750M) high school + Business, Engineering, and Medicine university students
    • Recreational: (»2.3B) gamers
    • Corporate: businesses, universities, institutions
    • 70,000+ users/ approximately 0.5 million downloads/ 3.5M game hours/ 10 waitlisted schools
    • Four universities/seven integrated courses/three disciplines
    • 58% fewer Fails, 100% more Distinctions + High Distinctions
    • 8 Randomized Control Trials showing boost in academic engagement/performance

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