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 a significant investment 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 game 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 and consumer goods.
Strategic signal
In March 2021, Particula received a $5 million investment from Flashpoint Venture Capital. This funding round highlights continued investor confidence in the company's innovative approach to edutainment and its potential for market expansion, particularly with products like GoCube that blend physical play with digital interaction.
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.