Our Mission
ASAP Arcade is redefining digital gaming by creating a safe, trusted, and fun edutainment experience for kids. In a digital landscape dominated by attention-driven content, we provide an alternative that prioritizes learning, creativity, and responsible digital engagement. By integrating gamified learning, real-world rewards, and parental-trusted content, we empower children to explore and grow in a secure, value-driven environment.
ASAP Arcade is redefining digital play by creating a safe, engaging, and educational gaming platform for kids. In a digital landscape dominated by attention-driven content, we provide an alternative that prioritizes learning, creativity, and responsible digital engagement. By integrating gamified learning, real-world rewards, and parental-trusted content, we empower children to explore and grow in a secure, value-driven environment.
FOUNDER
Bringing 12+ years of professional and experience
Brandon M. Smith – Founder | Game Designer | Business Strategist & Analytics
Experienced Business & Analytics Expert– 12+ years in operations, strategy, data analytics, and AI. Trained across fortune 500 companies and venture-backed startups.
Founder of ASAP Gaming – Independently developed and funded the initiative for four years, leveraging a data-driven approach from his Master’s in Quantitative Science (Duke).
High-Growth Company Expertise – Scaled companies like Therabody, blending creativity, analytics, and passion for gaming, travel, and anime.
What Makes Us Different
Built For Libraries & Backed By Research
Gamified Learning with Real Outcomes
Delivers On Core Library Goals
Free-to-play mobile platform that aligns with state curriculum standards (Common Core, NGSS, ISTE)
Targeted mini-game that teaches numeracy, spelling, problem-solving, and logic
Equity - Target underserved communities via a free, accessible arcade
Designed for library deployment: no messaging, no ads, no internet distractions
Collectible STEM cards embed real-world science & coding concepts
Engagement - Designed to compete with commercial apps while educating
Offers equitable gamified learning for families who lack quality educational content at home
Supports parent/child co-learning, ideal for community programming and library-hosted workshops
Community - Drives co-learning, library visits, and family technology engagement