GunjanApps Studios: Android App Development

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For kids ages 1.5 to 12, GunjanApps Studios creates educational mobile apps that blend learning and fun. Over 200 million downloads have been made of their apps worldwide, including a well-known app for learning math. The company’s main source of income is advertising, with in-app sales and subscriptions providing supplementary income. GunjanApps offers entertaining and instructive digital content with the goal of giving kids meaningful screen time.

GunjanApps Studios At Shark Tank India Season 2 (Image: Sony LIV)

Company Name: GunjanApps Studios

Founder: Sourav Gupta and Gunjan Gupta

Product: Android App Development

Highlights

1.Product Focus: Kids between the ages of 1.5 and 12 can enjoy educational and amusing smartphone games.
2. App Portfolio: More than 40 apps have been downloaded more than 200 million times worldwide.
3. With 60 million downloads, the Flagship math study software is a popular app.
4. Revenue Model: 3% from memberships and 96% from ads
5. In-app purchases account for 1%.
6. Financial Success: (FY 2021-22) generated ₹24 crore in revenue and ₹15 crore in net profit.
7. Mission: Dedicated to giving kids fun and instructive screen time.

Founders Sourav Gupta and Gunjan Gupta (Image: Sony LIV)

Pitch Details

Ask: 2.5 crore for 1% equity, valuing the company at ₹250 crores.

Deal: Shark showed interest but deal couldn’t happen

Investors: NO DEAL

Conclusion

Driven by a robust portfolio of educational applications for kids, GunjanApps Studios demonstrated a financially successful business with remarkable income and global reach in their Shark Tank India pitch. Notwithstanding their successes, the pitch was turned down because of issues with uniqueness, dependence on commercials, and what was seen as a lack of creativity in their products. The founders’ emphasis on giving children constructive screen time was recognized by the sharks, but they believed the company lacked unique selling points in a crowded sector. The presentation emphasized the difficulties in striking a balance between innovation and profitability in the field of educational technology.

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