Humaginarium makes video game entertainment. Some things are sold direct to consumer on our website and in app stores (B2C). Others are sold to organizations for the benefit of their employees, students, patients, or customers (B2B).

All of our products are beautiful and fun to play. All develop heath literacy and insight, and nudge consumers to wellness.

Humaginarium is thus a game studio. A small team of employees designs and markets. A large cohort of contractors and business partners engineers systems and develops content.

If Humaginarium was an author, it would be JRR Tolkien. A film maker, Walt Disney. An architect, Frank Lloyd Wright. A scientist, Santiago Ramón y Cajal. It happens to be maker of video games precisely like none other.

Humaginarium thrives in interstices lining entertainment, education, health science, and self care. In a sense this position is a competitive advantage. It makes our brand innovative yet complementary and difficult to imitate. It’s also risky. Operating amid economic engines rather than in one could confuse or alienate customers.

Yet the drivers of customer value, from stupifying biomedicine to beggaring costs of care, generate vast unmet needs for wellness. Wellness is a consumer choice, not a doctor’s prescription. It is far more efficiently met by autonomous individuals exercising free choice (nudge) than by patients "adhering" to protocols.

Scientific entertainment is not a buzzword but a demonstrably better way to inform and improve people on their terms. Our commercialization plan derisks this claim.

Humaginarium value is a compound of investment (time, money), intellectual property (ideas, techniques), market (share, position), size (growth, scale), and volume (revenue, profit). To this slurry we add impact (mission) because Humaginarium is a social enterprise.

As a bootstrapped, pre-money LLC Humaginarium estimates its current value based on booked investment, research and development, and analysis of industries we complement or serve. We try to be realistic but it's a calculation that can’t be finished without wishful thinking. Vision and passion leaven the math.

That said, Humaginarium's economic value apparently rises to many millions of dollars over a ten year period. Its impact may generate billions in customer value as it helps people foresee, avoid, or self-manage their personal health risks.

Since mid 2016 Humaginarium hasn't made payroll or paid rent, but carefully tracked contributions of time and money using the Slicing Pie technique for startups. We bootstrapped.

In 2018 we're completing NSF Phase 0 I-Corps training, seeking angel investment in product and customer development, and writing an NSF Phase 1 SBIR grant.

We’re also designing our prototype of scientific entertainment: Diabetes Agonistes. After proving the design template, we’ll propagate it across a wide range of human health concerns.

While doing that work we’ll invest proceeds from B2B sales into our B2C platform. Our goal is health literacy for all: nudging the “reluctant majority” to wellness.

Scientific entertainment. Variation on Prometheus Creating Man in Clay, by Constantin Hansen