Book of Beasties Ltd develops interactive card games and digital resources that utilize play and storytelling to enhance children's emotional literacy and mental wellness. Their primary offering, the Mental Wellness Card Game, is designed for children aged 7 to 12, providing structured activities that promote discussions about emotions, resilience, and healthy living in educational settings.
Funding
Funding not disclosed
Founders
Product
Problem
Children often struggle to understand and communicate their emotions, which can lead to difficulties in social interactions, academic performance, and overall mental well-being. Traditional methods for teaching emotional literacy may not always be engaging or accessible for all children.
Solution
Book of Beasties Ltd offers interactive card games and digital resources designed to enhance children's emotional literacy and mental wellness through play and storytelling. The Mental Wellness Card Game, targeted at children aged 7 to 12, provides structured activities that promote discussions about emotions, resilience, and healthy living. These resources are utilized in educational settings and at home to create a safe and supportive environment for children to explore and understand their feelings. The company's approach uses relatable characters called "Beasties" that represent different emotions, making it easier for children to discuss and process complex feelings.
Target Audience
The primary audience includes educators, schools, children's services, parents, and carers seeking engaging and effective tools to support children's emotional literacy and mental well-being.
Features
- Mental Wellness Card Game: A scientifically-backed resource for children aged 7-12, used in over 700 schools and children's services globally.
- Happy Heads Card Game: A mental wellbeing game designed for use at home, prompting discussions and actions related to emotions and feelings.
- Digital Social Emotional Learning (SEL) platform: Provides access to resources, games, and workshops to promote emotional wellbeing.
- Beasties Characters: Relatable characters representing different emotions to facilitate conversations about feelings.
- Curriculum Alignment: The Mental Wellness Card Game aligns with current curriculums for easy integration into weekly practices.