filament games: innovations in business and funding models
DESCRIPTION
TRANSCRIPT
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Innovations in Business and Funding Models
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Innovations in Business and Funding Models
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Innovations in Business and Funding Models
Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market
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Innovations in Business and Funding Models
Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market
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Birth
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Rise
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Fall
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Intermission
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Rebirth
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Rebirth
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The market didn’t get the memo
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Digital Opportunity
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Digital Opportunity
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Digital Opportunity
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Digital Opportunity
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Digital Opportunity
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Insert Shameless Plug Here
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Caveat
2004 2006 2008 2010
3AM ideas
Back-of-the-napkinbusiness plans
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Barriers
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Barriers
Making good educational games is hard
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Barriers
Education publishers don’t publish games and game publishers don’t publish educational content
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Barriers
Education publishers don’t publish games and game publishers don’t publish educational content
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Barriers
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Barriers
“Who’s the real hero?” Mitch Hedberg
“My belt holds up my pants…”
“But my pants have loops that hold up my belt…”
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Barriers
“Who’s the real hero?” Mitch Hedberg
GAMES
TRADITIONAL CURRICULA
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Barriers
A small number of large players control the key access points
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Barriers
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Barriers
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Product Dev
Sales
Barriers
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Barriers
Publishers want turnkey solutions that cover large swaths of content
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Barriers
The purchaser and the consumer are separate
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Barriers
KDMs Teachers Students
Game Literacy
PurchasingPower
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Barriers
Budgets are tight
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Barriers
The modern market is noisy and decentralized
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Barriers
Flash games are free…right?
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Barriers
Elementary math and reading dominate
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Demand
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Demand
Free games are used
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Demand
980,000
1,970,000 225,000
total plays
plays / month
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Demand
Game-Enhanced Science 1,300 STUDENTS
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Demand
Game-Enhanced Science 1,300 STUDENTS
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Demand
Pain Point: ENGAGEMENT
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Demand
Pain Point: PERFORMANCE
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Demand
Pain Point: ENROLLMENT & COURSE COMPLETION
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Demand
Pain Point: PRODUCTIVITY
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Demand
Pain Point: GIFTING
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Innovation
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Innovation
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Innovation
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Innovation
3 10 50 100#Seats
500 1000 5000
Sales
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Innovation
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Innovation
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Innovation
Partners, partners, partners, partners, partners, partners, partners, partners, partners.
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Electron Business Model
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Electron Business Model
Virtual schools Textbooks publishers Online curriculum vendors Online learning media aggregators Online educational resource providers Social networks for teachers & students
App marketplaces Casual game portals
Social networks for kids Family-oriented education portals
School
Home
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Electron Business Model
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Mission Statement
WHY
To make education more interactive and meaningful, and to inspire learners
HOW
By developing custom gameplay mechanics to teach specific learning objectives
WHAT
High quality educational games