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Video Games  & Education
Building A Sustainable 
Innovation Ecosystem




HWW Media, Telecom, Entertainment & Hospitality Summit
October 11, 2011
A Vision Highlighting the Convergence of Video Games, 
3D Visualization & Education




       “A Vision for 21st Century Learning”
The Digital Native Plays Games……and Lots of Them!

 500M worldwide play video games; 183M in U.S. alone!
 97% of boys under 18, 94% of girls under 18 report playing videogames regularly
 5M gamers spending 40 hours a week gaming – as much time as a full‐time job!




                  Source:  Jane McGonigal, “Reality is Broken”
Social Games Are Dominating Consumers’ Leisure Time




         Source:  Challenger, Gray & Christmas (Consulting Firm)
“Gamification” is a Successful Consumer Marketing Tool




     Table illustrates the interaction of basic human desires and game play. The green dots signify the primary desire a particular 
     game mechanic fulfills, and the blue dots show the other areas that it affects. 

     Source:  Bunchball Gamification 101 Whitepaper
“Gamification” in Digital Media




Source:  Bunchball Gamification Playbook 4‐2011
“Gamification” Tackling Child Obesity


Example:  Zamzee, A HopeLab Subsidiary
Research Has Shown That Games Lead To Successful 
Learning Outcomes


                       Experiential 
                        Learning
                                        Inquiry‐
          Feedback                       based 
                                        Learning
                       Learning 
                       Outcomes
         Cooperation                   Goal Setting


                       Self Efficacy
However, GBL Products Have Not Reached Critical Mass


             Distribution Model                             Illustrative Examples

      Direct‐To‐Teacher

      Direct‐To‐District

      Direct‐To‐Student

      Bundled with Teacher Training

      Via 3rd Party Large Textbook 
      Publishers
                                                                         “Games to Laptops” 
      Via Installed Hardware Base                                            Initiative


      Co‐Development with School


     Source: Mayo “Bringing Game‐Based Learning to Scale”
Some Innovative GBL Products Do Show Promise

           Subject Areas          Illustrative Examples


         Language Learning


          Civics/Social Studies


          Financial Literacy


         Observation: None Directly Target "STEM"
What is the Problem?


                       1. Schools must be redesigned
                          to become intrinsically
                          motivating environments.


         2. GBL products are not being
            deployed "disruptively."




                       3. A "Sustainable Innovation 
                          Ecosystem" must be
                          constructed.
We Must Deploy GBL Disruptively

     Primer:  The relative economics of sustaining versus disruptive
     innovations
     Christensen’s DIF significantly outpaced the Cambridge Associates
     10  Year Venture Capital Index!




          Source:  Clayton Christensen & Michael Horn, “Disrupting Class:  How Disruptive Innovation Will Change The Way The World Learns”
Maybe We’re Putting The Cart Before The Horse?

          From the mainstream Ed Tech establishment:

          "It must fit into my comfort zone"
          "Don’t call it Edugames, call it a lab"
          "Show me how to incorporate it"
          "Must align to standards and fit into a class period"




                THIS IS CALLED "CRAMMING"
The Golden Rule of Disruptive Innovation: Target Areas of 
Non‐Consumption

             Recorded            Sold to music listeners 
                                 who did not attend 
              Music              concerts


                                 Initially only worked for 
            Telephone            local calls

                                 Focus on individual songs 
           Downloadable          versus entire albums –
                                 music industry phased out 
           Digital Media         singles in 1990s

                                 Project‐based learning; 
           Game‐based            eLearning;  new charter 
                                 school designs; after school 
           Learning???           programs; new territories, 
                                 low achievers
Traditional Education Value Chain Under Market Pressure

 New Entrants



                           Online Textbooks




 New School Models, 
 Philanthropic Support

                         Blended Learning     Virtual Schools   Major Foundations



 New Political 
 Intervention
Textbook Publishers are Partnering with and/or Buying 
Their Innovation

                        Organizational 
     Investments                          Strategic Partnerships
                         Realignment




     Incumbents Do Not Create Disruptive Innovation
How Do You Implement GBL in K‐12?



                                Target Non‐
                               Consumption 
                               Areas For Pilot 
                                  Schools

           Approach 
          Mainstream         Suggested GBL        Perform 
         Schools When                              Efficacy 
         Conditions Are         Disruptive        Research
           Favorable       Implementation Plan 
                                 Sell To Non‐
                                Consumption 
                                Areas, Other 
                                 Distribution 
                                  Channels
We Must Create a Sustainable "Innovation Ecosystem"

   Definition: Innovation that lays a foundation for 
   true global competitiveness and leadership.
           Strategic Focus 
       +  Idea Generation
       +  Translational Pathways
       +  Financial/Infrastructural/Human Capital 
       =  Innovation Ecosystem




            Source: Shirley Ann Jackson, PHD “Expediting Serendipity: Building An Innovative Ecosystem” 10/09
Government Funding Alone Will Not Create A Sustainable
Innovation Ecosystem

              Old Model                                                              New Model
                                                                         Economic development is a 
           Government drives                                                collaborative process
                                                                          involving government at 
         economic development 
                                                                         multiple levels, companies, 
       through policy decisions and                                         teaching and research 
               incentives.                                             institutions, and private sector 
                                                                                organizations. 


       Examples of Best Practices
       • South Korea (Korea Industrial Complex Corporation – KICOX)
       • Singapore’s National Institute of Education




             Source: Michael Porter, “Regional Competitiveness in a Global Economy,” 5/18/09
What Are The Implications for HWW Clients?

  Encourage traditional educational publishers to take aggressive steps to create a 
“culture of innovation”
      Venture capital funds
      Autonomous “new ventures” units not held to same accountability as core businesses
      Create mechanisms to cultivate and nurture entrepreneurship
 Learn from Netflix, but communicate better!
 Turn market disruption into an opportunity, not a crisis
      Target new distribution channels, new customers, new territories
      Most progressive markets are, in fact, outside the United States
 Use real option theory to manage uncertainty
Any Questions??




HWW Media, Telecom, Entertainment & Hospitality Summit
October 11, 2011

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