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Moksa Ventures
iGame Conference:
Games in Education
Investing in Educational Technology
September 28 2013
Moksa Focus: Sectors of High Interest
Capital Efficient
Get somewhere on a
few million dollars, not
tens of millions
Games and
Game Layer
Games and tech
companies that use
game design
principles, mechanics,
technologies,
interfaces to meet
business needs
Early Stage
After seed, with
revenue in sight,
before the big
venture firms
enter
Games
Digital health and wellness
Educational technology
Crowd-sourcing,
distributed labor platforms
Employee motivation,
social task management
Sensors, wearables,
innovative human/
computer interfaces/AI
Blended/augmented reality
2
Key elements of games – goals, rules, feedback and assessment, voluntary participation –
are highly relevant beyond the entertainment sector. Entrepreneurs are building these
“gameful” applications, technologies and interfaces in many non-entertainment sectors,
drawing on game industry design and technology experience.
What is a game and why care?
Goal Rules
Feedback
and
assessment
Voluntary
participation
“A game is nothing but a
problem-solving opportunity
you engage in
because you feel like it.”
- game designer Jesse Schell
Four elements of a game from Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World
3
framework for
modern
technology
framework for
connections:
Facebook open
social graph
API
framework for
influencing
behavior: under
construction
mechanics and tools
to capture attention
and influence
behavior and
leverage collective
human/computer
intelligence
Digital
Social
Game layer
The digital game industry pioneers technologies, mechanics and
business models later adopted by non-game sectors. Useful lens for
predicting mass market adoption and use of these technologies.
Game mechanics and other conventions of the game layer are
powerful tools for building engagement and influencing
behavior in non-game sectors*
What is the game layer and why care?
*See Seth Priebatch’s 2010 TED talk. http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html
4
Digital
Platform limited
Solo/single player
Hardcore limited market
Keyboard/controller
interface
$50 box (US)
Pastime for kids
Digital + broadband +
mobile
Multi-platform
Massively multiple player/
social
Mass market/casual players
Motion interface with device
Digital download, virtual
goods, subscription, “free” to
play
Mass entertainment +
“serious” games
Digital + broadband +
mobile + cloud + SAAS
Omni-platform; transmedia
Open social graph
Mass market + beyond
games
Motion interface without
device/interface through
any device
Games + social layer +
markets in attention and
reputation + enterprise
market for game mechanics
Game layer of reality in
serious games, augmented
reality and other emerging
explorations
Digital
Social
Game layer
Evolution of the digital game industry
A lens for seeing the future: Games
5
William Gibson* on the Game Layer
“The future is already here.
It’s just not evenly
distributed.”
*American-Canadian speculative fiction novelist who has been called the "noir prophet" of the cyberpunk subgenre.
Gibson coined the term "cyberspace" in his short story "Burning Chrome" (1982) and later popularized the concept in his
debut novel, Neuromancer (1984).
6
Education Market Overview
Education
U.S. $1.45 trillion
K12
U.S. $688 billion
School
Parents
University/
Grad school
U.S. $535 billion
Credentialed/
Accredited
Lifelong Learner
Skills
Enhancement
U.S. $225B
Professional/
Employee
U.S. $131 billion
Consumer
$94B
Languages
U.S. $83B
Test prep
U.S. $11B
Guitar, arts,
programming??
7
Sources: Moksa Ventures analysis, NeXt Knowledge Factbook , Trainingindustry.com, U.S. Bureau of Economic Analysis, American Society of Training &
Development (ASTD) 2012 State of the Industry Report, GSV Advisors 2012 Education Sector Factbook
eLearning Share:
$5B -- $60B
+ apps
$17B --$24B
+ MOOCs/apps
$9.6B (pro/emp)
$30B (language)
+ MOOCs/apps
= “informal education”
EdTech Adoption Challenges
Institutions vs. Consumers
• Institutions (K12, University/Grad, Corporate)
 Budget constraints
 Long purchase cycle
 Lack of proof of effectiveness
 Cultural resistance
 High consolidation (K12) BUT
 Big dollars, big win if capture
• Consumers
 Fragmented, high spend to reach and acquire BUT
 Eager, fast adopters, high growth rates, test models
8
Educational Tech Hype Cycle -- Gartner
9
Sources: Gartner
Venture Investment In EdTech
10
Source: National Venture Capital Association, Crunchbase, Edsurge
$150m
$580 m
0
20
40
60
80
100
120
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012
Educational Technology Deals
Deals
Entrepreneurial Vigor In EdTech
11
Source: AngelList. 258 companies, 824 angel investors interested in educational technology, games in education
0
20
40
60
80
100
120
140
160
180
200
2010 2011 2012 2013
“Educational Games” Company Listings
Educational Games
Areas of Investment Focus – Trends
• Content
▫ Interactive texts, multimedia, online
• Learning
▫ Adaptive learning and GAMES!!!
• Learning infrastructure
▫ MOOCs and learning management systems
• Validation/Assessment
▫ Credentialing, assessment, peer feedback
platforms
12
Prominent Investors in EdTech
13
Non-Profit Return-Seeking/For-ProfitStrategic
(Pearson)
(MacMillan)
$500 Million
collectively pledged for
education starting
2010 forward
$2 Billion+ collectively
invested for education
in 2002 - 2012
Thank you
For more information:
Stephanie@moksaventures.com
310-210-2130
14

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I game conference investing in educational technology

  • 1. Moksa Ventures iGame Conference: Games in Education Investing in Educational Technology September 28 2013
  • 2. Moksa Focus: Sectors of High Interest Capital Efficient Get somewhere on a few million dollars, not tens of millions Games and Game Layer Games and tech companies that use game design principles, mechanics, technologies, interfaces to meet business needs Early Stage After seed, with revenue in sight, before the big venture firms enter Games Digital health and wellness Educational technology Crowd-sourcing, distributed labor platforms Employee motivation, social task management Sensors, wearables, innovative human/ computer interfaces/AI Blended/augmented reality 2
  • 3. Key elements of games – goals, rules, feedback and assessment, voluntary participation – are highly relevant beyond the entertainment sector. Entrepreneurs are building these “gameful” applications, technologies and interfaces in many non-entertainment sectors, drawing on game industry design and technology experience. What is a game and why care? Goal Rules Feedback and assessment Voluntary participation “A game is nothing but a problem-solving opportunity you engage in because you feel like it.” - game designer Jesse Schell Four elements of a game from Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World 3
  • 4. framework for modern technology framework for connections: Facebook open social graph API framework for influencing behavior: under construction mechanics and tools to capture attention and influence behavior and leverage collective human/computer intelligence Digital Social Game layer The digital game industry pioneers technologies, mechanics and business models later adopted by non-game sectors. Useful lens for predicting mass market adoption and use of these technologies. Game mechanics and other conventions of the game layer are powerful tools for building engagement and influencing behavior in non-game sectors* What is the game layer and why care? *See Seth Priebatch’s 2010 TED talk. http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html 4
  • 5. Digital Platform limited Solo/single player Hardcore limited market Keyboard/controller interface $50 box (US) Pastime for kids Digital + broadband + mobile Multi-platform Massively multiple player/ social Mass market/casual players Motion interface with device Digital download, virtual goods, subscription, “free” to play Mass entertainment + “serious” games Digital + broadband + mobile + cloud + SAAS Omni-platform; transmedia Open social graph Mass market + beyond games Motion interface without device/interface through any device Games + social layer + markets in attention and reputation + enterprise market for game mechanics Game layer of reality in serious games, augmented reality and other emerging explorations Digital Social Game layer Evolution of the digital game industry A lens for seeing the future: Games 5
  • 6. William Gibson* on the Game Layer “The future is already here. It’s just not evenly distributed.” *American-Canadian speculative fiction novelist who has been called the "noir prophet" of the cyberpunk subgenre. Gibson coined the term "cyberspace" in his short story "Burning Chrome" (1982) and later popularized the concept in his debut novel, Neuromancer (1984). 6
  • 7. Education Market Overview Education U.S. $1.45 trillion K12 U.S. $688 billion School Parents University/ Grad school U.S. $535 billion Credentialed/ Accredited Lifelong Learner Skills Enhancement U.S. $225B Professional/ Employee U.S. $131 billion Consumer $94B Languages U.S. $83B Test prep U.S. $11B Guitar, arts, programming?? 7 Sources: Moksa Ventures analysis, NeXt Knowledge Factbook , Trainingindustry.com, U.S. Bureau of Economic Analysis, American Society of Training & Development (ASTD) 2012 State of the Industry Report, GSV Advisors 2012 Education Sector Factbook eLearning Share: $5B -- $60B + apps $17B --$24B + MOOCs/apps $9.6B (pro/emp) $30B (language) + MOOCs/apps = “informal education”
  • 8. EdTech Adoption Challenges Institutions vs. Consumers • Institutions (K12, University/Grad, Corporate)  Budget constraints  Long purchase cycle  Lack of proof of effectiveness  Cultural resistance  High consolidation (K12) BUT  Big dollars, big win if capture • Consumers  Fragmented, high spend to reach and acquire BUT  Eager, fast adopters, high growth rates, test models 8
  • 9. Educational Tech Hype Cycle -- Gartner 9 Sources: Gartner
  • 10. Venture Investment In EdTech 10 Source: National Venture Capital Association, Crunchbase, Edsurge $150m $580 m 0 20 40 60 80 100 120 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 Educational Technology Deals Deals
  • 11. Entrepreneurial Vigor In EdTech 11 Source: AngelList. 258 companies, 824 angel investors interested in educational technology, games in education 0 20 40 60 80 100 120 140 160 180 200 2010 2011 2012 2013 “Educational Games” Company Listings Educational Games
  • 12. Areas of Investment Focus – Trends • Content ▫ Interactive texts, multimedia, online • Learning ▫ Adaptive learning and GAMES!!! • Learning infrastructure ▫ MOOCs and learning management systems • Validation/Assessment ▫ Credentialing, assessment, peer feedback platforms 12
  • 13. Prominent Investors in EdTech 13 Non-Profit Return-Seeking/For-ProfitStrategic (Pearson) (MacMillan) $500 Million collectively pledged for education starting 2010 forward $2 Billion+ collectively invested for education in 2002 - 2012
  • 14. Thank you For more information: Stephanie@moksaventures.com 310-210-2130 14