Filament Games: Innovations in Business and Funding Models

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Innovations in Business and Funding Models

Innovations in Business and Funding Models

Innovations in Business and Funding Models

Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market

Innovations in Business and Funding Models

Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market

Birth

Rise

Fall

Intermission

Rebirth

Rebirth

The market didn’t get the memo

Digital Opportunity

Digital Opportunity

Digital Opportunity

Digital Opportunity

Digital Opportunity

Insert Shameless Plug Here

Caveat

2004 2006 2008 2010

3AM ideas

Back-of-the-napkinbusiness plans

Barriers

Barriers

Making good educational games is hard

Barriers

Education publishers don’t publish games and game publishers don’t publish educational content

Barriers

Education publishers don’t publish games and game publishers don’t publish educational content

Barriers

Barriers

“Who’s the real hero?” Mitch Hedberg

“My belt holds up my pants…”

“But my pants have loops that hold up my belt…”

Barriers

“Who’s the real hero?” Mitch Hedberg

GAMES

TRADITIONAL CURRICULA

Barriers

A small number of large players control the key access points

Barriers

Barriers

Product Dev

Sales

Barriers

Barriers

Publishers want turnkey solutions that cover large swaths of content

Barriers

The purchaser and the consumer are separate

Barriers

KDMs Teachers Students

Game Literacy

PurchasingPower

Barriers

Budgets are tight

Barriers

The modern market is noisy and decentralized

Barriers

Flash games are free…right?

Barriers

Elementary math and reading dominate

Demand

Demand

Free games are used

Demand

980,000

1,970,000 225,000

total plays

plays / month

Demand

Game-Enhanced Science 1,300 STUDENTS

Demand

Game-Enhanced Science 1,300 STUDENTS

Demand

Pain Point: ENGAGEMENT

Demand

Pain Point: PERFORMANCE

Demand

Pain Point: ENROLLMENT & COURSE COMPLETION

Demand

Pain Point: PRODUCTIVITY

Demand

Pain Point: GIFTING

Innovation

Innovation

Innovation

Innovation

3 10 50 100#Seats

500 1000 5000

Sales

Innovation

Innovation

Innovation

Partners, partners, partners, partners, partners, partners, partners, partners, partners.

Electron Business Model

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

Electron Business Model

white@filamentgames.com

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

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