Reading is winning

See inside the literacy learning process

To complement the game, we offer a data service for schools that allows teachers to monitor students’ progress in real-time, not just based on test results but throughout the learning process. This real-time tracking enables educators to make timely interventions and offer targeted support

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The world’s most researched 
reading games

Fun to play, intuitive and ad free literacy app for kids over 3 years old. Researched by leading universities and reading scientists.

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Ending illiteracy

GraphoGame is a digital literacy app that combines advanced research, gamification, and predictive algorithms to support literacy in schools, institutions, and homes worldwide

With over 1.2 billion illiterate people and a shortage of 44 million teachers, GraphoGame provides a scalable solution that empowers children to develop literacy skills, even in areas with limited access to formal education.

By partnering with researchers, foundations, governments, and CSR programs, we create powerful literacy initiatives that make a global impact.

The world’s largest portfolio of researched literacy apps 

With over 1.2 billion illiterate people worldwide and a severe shortage of over 44 million teachers, GraphoGame provides an effective and scalable solution to combat illiteracy. The game is particularly impactful in underserved communities where children may not have consistent access to formal education. GraphoGame offers these children a valuable opportunity to develop literacy skills independently, filling a critical gap in education systems globally. We work with foundation.

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See inside the literacy learning process

GraphoGame has been designed to be played without teacher supervision, but that does not mean we do not want them involved! When children play, GraphoGame collects data from their learning process. We have been able to refine this data into insights that support teachers in their work. Our literacy analytics predict reading difficulties, suggest interventions and ensure no student is left behind.

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Dedicated to evidence in education

GraphoGame is based on the “GraphoGame Method”, researched by GraphoLearn, a global academic initiative dedicated to creating evidence-based literacy solutions. The methodology was initially gamified in 1992 to identify dyslexia. This research has evolved into a global project that now involves 30 universities, has 300 scientific publications and 20 PhD thesis papers

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Latest

News

Ilkka Autio joins GraphoGame as its Head of Data and AI

Helsinki, Finland, April 1st, 2025. GraphoGame is thrilled to welcome Ilkka Autio as our new Head of Data and AI. With a deep background in data science, machine learning, and evidence-based product development, Ilkka brings a sharp focus on turning research into real-world results.

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Blog

The impact of GraphoGame in Iceland: a model for evidence-based EdTech

Iceland has witnessed a remarkable example of how evidence-based solutions can significantly improve literacy rates. GraphoGame, a data-driven literacy solution, has made substantial strides in supporting children’s learning across the country. This success highlights the importance of rigorously testing educational products before being implemented in schools.

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News

GraphoGame joins the celebration of Unesco’s International Mother Language Day

Helsinki, Finland – 21 February 2025 – In recognition of Unesco’s International Mother Language Day on February 21, 2025, GraphoGame wants to pledge our support for linguistic diversity through multilingual literacy solutions in early literacy. This year, on the 25th anniversary of International Mother Language Day, we can celebrate a quarter-century of efforts to preserve linguistic diversity and promote mother tongues. This milestone emphasises the importance of language preservation in safeguarding cultural heritage, improving education, and fostering peaceful societies.

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