Particula
Smart and Connected Edutainment Products
Company Overview
Snapshot
Founded in March 2014 by Udi Dor and Amit Dor, Particula operates with over 700 employees. The company has raised $9 million across 5 funding rounds from 5 investors. In March 2021, Particula secured an A Round of funding from Flashpoint Venture Capital.
Business overview
Particula develops smart and connected edutainment products, integrating physical puzzles, games, and toys with sensors and wireless connectivity. The company also creates mobile applications and social-online playing platforms that enhance the gaming experience and bridge physical products with the digital realm. Its flagship product, GoCube, is an app-enabled puzzle cube designed to improve cognitive skills through mini-games, interactive tutorials, and social activities, serving markets in education, consumer goods, and toys & games.
Strategic signal
In March 2021, Particula secured an A Round of funding from Flashpoint Venture Capital. This investment highlights continued investor confidence in the edutainment sector and Particula's innovative approach to combining physical and digital play, signaling potential for further product development and market expansion.
Log in to access full profile ›Company Intelligence Q&A
- What is Particula's primary product?
- Particula's primary product is GoCube, an app-enabled smart puzzle cube that reinvents the classic puzzle with interactive tutorials, mini-games, and social features to enhance cognitive skills.
- When was Particula founded and by whom?
- Particula was founded in March 2014 by Udi Dor and Amit Dor.
- Which investors participated in Particula's A Round funding?
- In March 2021, Particula received A Round funding from Flashpoint Venture Capital.
- What is Particula's total disclosed funding?
- Particula has raised a total of $9 million across 5 funding rounds, including an A Round from Flashpoint Venture Capital in March 2021.
- What markets does Particula target with its products?
- Particula targets consumers, particularly children and teenagers, as well as educational institutions like schools, libraries, and clubs, with its smart edutainment products.