Children's Language Games

Ligumi Play Teaches Children Languages with Augmented Reality Toys

Compared to adults, children's developmental stage makes it easier to learn things like languages, but the Ligumi Play system makes learning new languages not only easy, but fun as well. Developed by an Oxford graduate English teacher, the game combines a digital interface with physical toys to help kids become polyglots.

The Ligumi Play game matches a series of connected foam cubes with cute cartoon characters on a tablet screen. By interacting with the cubes, kids can play with the characters on screen and learn one of Ligumi Play's six offered languages. Because of this augmented reality system, kids never even need to touch a screen while using Ligumi Play.

Though the game offers six languages, its focus is primarily on teaching kids in non-English speaking companies to be able to converse in English.

Augmented Reality Language Learning
Ligumi Play combines physical toys and digital interface with augmented reality to make language learning fun and interactive for children.
Early Childhood Language Acquisition
With their developmental stage, children have a natural aptitude for language learning, and Ligumi Play capitalizes on this by offering language education in an engaging way.
Multilingual Education
Ligumi Play aims to make kids polyglots by offering a range of six languages they can learn through their system.

Industries Being Reshaped

Education Industry
Ligumi Play provides a new and effective approach to language learning for children, offering opportunities for disruption in the education industry.
Toy Industry
As Ligumi Play combines both physical toys and digital interface, the toy industry has an opportunity for disruption by integrating augmented reality technology into their products.
Global Business Industry
Ligumi Play's focus on teaching non-English speaking children to converse in English makes it a valuable tool for businesses seeking to operate and expand globally, providing an opportunity for disruption in the global business industry.
SCORE
3.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe, Asia
GENERATION
  • Gen Z
  • Millennial
  • Gen X
  • Gen Alpha (primary audience)
POPULARITY
Popularity 30%
Activity 54%
Freshness 8%

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