Dublin School Students Win Entrepreneurship Award for Comic Book Business Tackling Screen Time
A team of secondary school students from Dublin has claimed a national entrepreneurship award for their comic book business, a venture that combines sharp commercial thinking with a clear social mission: getting children to put down their phones and pick up a book instead — a deceptively simple idea that has impressed judges and educators alike.
Background
Ireland's student enterprise programmes have a long and distinguished history of producing genuinely innovative young business minds. Competitions run by organisations including Junior Achievement Ireland, the Student Enterprise Programme, and the Young Entrepreneur of the Year awards have, over the decades, launched careers and businesses that have gone on to make a real mark on the Irish economy.
The challenge of excessive screen time among children and young people has become one of the defining public health concerns of the 2020s. Research published by the HSE and international bodies consistently shows that children in Ireland are spending an average of four to six hours per day on screens, with associated impacts on sleep quality, attention spans, physical activity levels, and social development. Schools, parents, and policymakers have struggled to find effective, engaging alternatives that children will actually embrace.
It is against this backdrop that the Dublin students developed their concept — a comic book business that would create original, Irish-themed content specifically designed to appeal to the age group most at risk of excessive screen use. The project drew on research into child psychology, reading habits, and the enduring appeal of visual storytelling to develop a product with genuine market potential.
Key Developments
The students' project was recognised at a national entrepreneurship competition in June 2026, with judges praising both the commercial viability of the concept and the clarity of its social mission. The comic book series features original characters and storylines rooted in Irish mythology, history, and contemporary life — a deliberate choice to create content that resonates with Irish children and reflects their own cultural context.
The business model developed by the students includes both a direct-to-consumer sales channel and a schools partnership programme, through which the comics would be distributed to primary school libraries and reading programmes. The team had already secured expressions of interest from several Dublin primary schools before the competition, demonstrating that their concept had moved beyond the theoretical into genuine market validation.
Judges noted that the project stood out not only for its creativity but for the rigour of the students' market research and financial projections. The team had conducted surveys with parents and children, analysed the existing children's publishing market, and developed a realistic pricing and distribution strategy.
Why It Matters
The significance of this award extends beyond the achievement of the individual students. It reflects a broader shift in how Irish schools are approaching entrepreneurship education — moving away from abstract business theory towards projects that engage with real social challenges and require students to develop genuine problem-solving skills.
The screen time issue is one that resonates deeply with Irish parents and educators. Unlike many social challenges, it is one where a creative, well-executed intervention at the community level can make a tangible difference. A comic book that a child genuinely wants to read is not competing with a smartphone — it is offering something the smartphone cannot: a tactile, imaginative, screen-free experience that develops literacy and creativity simultaneously.
The project also speaks to the enduring strength of Irish storytelling traditions. From the illuminated manuscripts of the early medieval period to the literary giants of the twentieth century, Ireland has always been a culture that values the written and illustrated word. These students are, in their own way, continuing that tradition.
Local Impact
For the Dublin school community, the award is a source of considerable pride. The students involved will carry the experience of developing a real business concept — from initial idea through market research, product development, and competitive presentation — into whatever careers they pursue. Several of the team members have indicated an interest in pursuing further studies in business, design, or publishing.
The schools partnership element of the business model has particular potential for communities in Dublin where literacy challenges are most acute. Areas like Finglas, Ballymun, and Tallaght, where youth services are already under pressure, could benefit significantly from accessible, engaging reading material that children are motivated to pick up voluntarily.
What's Next
The students are exploring options for bringing their comic book series to market, including potential partnerships with Irish publishers and applications to enterprise support programmes run by Dublin City Council and Enterprise Ireland's youth entrepreneurship initiatives. The team plans to launch a pilot distribution programme in three Dublin primary schools in September 2026, with a view to a broader rollout in early 2027 if the pilot proves successful.



