game companies & non-profits. creating new business models

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Presented by Lincoln Brown, CEO, Founder.Game Developers ConferenceMarch 6, 2012

TRANSCRIPT

Game Companies & Non-Profits Creating New Business Models

Lincoln BrownFounder/CEO

Game Developers ConferenceMarch 6, 2012

Background: Three Converging Developments

Social Games• New Industry

• $8.6 Billion Revenue – 2014

• 400 Million Monthly Game Players

• Core player: 43-year-old Mom

Social Good• Web 3.0

• Personal and tangible forms of giving

• Core donors and Cause Marketing advocates: Moms 35-55 years oldSocial Business

• Emergence of for-profit business models that provide sustainable solutions

• Corporate Social Responsibility

• TOMS Shoes 3

• For-profit business model as a means of creating a sustainable revenue stream for our 18 non-profit partners

•Not reinventing the wheel for how work is done in the field – we leave that to our partners

• Instead, we’re finding new ways to raise funds by providing a fun way for people to give as part of their everyday lives

A New Business Model

4

Lack of Transparency

Lack of Transparency VS.

Lack of True EngagementLack of True Engagement

Giving While Living

Giving While Living

VS.

VS.5

TelethonTelethon

Giving: Problems and Opportunities

?

• Players directly support projects through game play, while having fun with friends.

• Players choose which projects to support and are able to see the real world impact.

• Virtual goods have real world value. Instead of virtual goods, we offer social gifts.

6

Why play just any social game, when you can play a game that actually improves the real world?

Sojo creates fun and exciting games that provide tangible and sustainable benefits to local communities

Sojo: Social Gaming

7

WeTopia: Sojo’s First Game

8

• A community building game where players build a better world for children – both online and in the real world

• By nurturing and expanding their WeTopias, players earn Joy, which they later give to the non-profit projects of their choice

• Core appeal: “By playing WeTopia, the small

acts of many add up to big impact.”

9

The Media Feedback Loop: Making Giving Tangible

10

The User Experience

11

12

Players Earn and Give Joy to Projects

13

Players Receive Media Feedback

Reel World Theater

14

Real World Impact Tab

15

16

Players Purchase Social Gifts

Connecting the virtual world to the real world

One to one giving opportunity

17

Changing the Way We Give! 18

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