Our Target Audience:
Publishers of educational books, especially in the fields of foreign language teaching (mainly English, but also French, German, Italian, Spanish, Chinese, Russian).
These are often large organizations (e.g. Pearson, National Geographic Learning, Oxford University Press) but they can also be smaller educational entities (e.g. Richmond ELT).
The people we're trying to sell to are aged between 30 and 55. They can be ex-teachers who now work for the publisher, or authors, or publishing editors, or marketing directors, or directors of sales. Overall, they are fairly academic.
Our end users are different. They are children. It's them who will eventually play the games we make.
But we sell to the publishers.
So our logo needs to be fun enough to appear in intro screens of kid's video games, but not too much fun for the adult, academic entities who will commission and pay for their development.
They all want to do video games for learning, but none of them has seriously attempted it yet. The market is literally vacant of good-looking, exciting, engaging educational games. We need to convince them they have to do this quickly and differentiate themselves from their competitors in this way. So the logo must look pretty original. Think different, ladies and gentlemen. But not too "whacky" to scare them off.
Some of our audience are great believers in learning games; others are sceptical. We have plenty of research to support the initiative, as video games are well known to promote learning if designed properly. We aim to convince the skeptics with research and success stories.
Red, black, orange, gold, shiny blues and purples.