Database

Startups

Main Industry
Gaming
Main Product/Service
• Gamified Tourism Guide & Marketing System
• Digital Games (AR Board Games, Learning Apps)
• Board Games
• Real-Life Puzzle-Solving Games
• Training Courses
• Corporate Training Courses (Public & Private Sessions)
• International Gamification Summit
The content above was translated by Ai
Founded Year
2018
Unified Business No.
50905608
Status
Active
Number of Employees
0
Total Paid-in Capital
2,000,000 (NT$)
Location of Company
Taiwan , Taipei City
Overseas Development
Italy、Japan
Company names, registration status, legal representatives, founding years, paid-in capital, registered addresses, and other details are sourced from business registration records maintained by Taiwan’s Administration of Commerce, Ministry of Economic Affairs. Exit status includes Emerging Stock Board listings, M&A, and IPOs. Information on overseas expansion is self-reported by startups. Note 1: FINDIT compiles company information from public and other sources for reference and does not serve as a point of contact for the companies listed. Note 2: Some company profiles and product/service descriptions are translated using AI and provided for reference only. In case of discrepancies or ambiguity, the original text prevails.
About the Company
CraCrate INC. is dedicated to effectively integrating games with information transmission, whether in cultural promotion, cultural heritage preservation, ESG initiatives, concept promotion, or educational training. Through different types of games (such as digital games, board games, real-world puzzle-solving, and immersive tours), we integrate knowledge from various fields into games to achieve promotional purposes.

The core team members of CraCrate INC. are all young professionals who graduated from the Graduate Institute of Applied Science and Technology, specializing in Science Education and Digital Learning, at National Taiwan University of Science and Technology.

During their graduate studies, the team members were mentored by Professor Huei-Tse Hou, who has deeply cultivated gamification and game-based learning, and they strongly identify with Professor Hou's teaching goal of the "Joyful Classroom." In order to more effectively leverage their research results and the "Joyful Classroom" philosophy, and with the hope of promoting more effective and interesting educational games to more places in need, they dedicated themselves to the field of educational games.

In addition to educational games, they also effectively integrate their years of gaming experience and solid theoretical gamification training into different professional fields. These encompass areas such as tourism, marketing, teaching, and cultural promotion.

CraCrate INC. designs products based on "gamification expertise" to provide products for "lifelong playing and lifelong learning." These designs are based on professional gamification research from long-term industry-academia collaboration with the Mini-Educational Game research group at National Taiwan University of Science and Technology, emphasizing that in addition to being fun, effectively conveying concepts and ideas is equally important. Furthermore, with "professional gamification application" as the core axis, CraCrate INC. integrates various activities, courses, professional gamified teaching aids, or game products with marketing, tourism, teaching, cultural promotion, corporate internal training, teacher empowerment activities, and parent-child co-learning.


The content above was translated by Ai
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