4. Market research analysis
Global market view
Small, scattered retail market for educational games
Few publicly available information on online platforms
US game-based learning market reached USD 231.6 million in 2010.
The growth rate is 12.3% and revenues are predicted to reach USD
413.2 million by 2015
Mobile might be the new frontier with education apps as the 4th
most represented category in Apple's App Store, with 24,727
programs (in 2010)
In Flanders, main competitors are online platforms providing free
access to simple (mainly flash) games
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5. Industry sample
20 games analysed & 5 “best” practices identified
English language; Language and maths most common
Analysed features
Main characteristics, incl. popularity
Organisation, Technical, Financial and Service design
characteristics
Focus on the revenue model
Pay-as-you-go
Freemium
Ad-based
(Cross-)subsidies
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6. Level of centralisation and revenue
model
Games that score high on
centralised control: direct
revenue model
Games that score low on
centralised control: indirect
revenue model
2 outliers: BBC Bitesize
Funbrain
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7. Mobile games sample
Sample of educational apps available
On iOS Phone: Top 10 Paid + Top 10 Free + Top 10 Grossing
(Nov 2012) => 15 apps
2 main revenue forms
Pay-per-download
Low pricing: $0.99 for Stack the States to $3.99 for Bubble Guppies
Freemium model
Free download, paying access to certain features (e.g. the seller
„Kids Games Club‟)
Subscriptions and advertising are more rare
Hybrid models interesting for mobile game
A few games belong to both the top 10 Grossing and the top 10
Free (e.g. Lumosity Brain Trainer, Paint Sparkles Draw)
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8. Insights from other cultural industries
Music industry
Download-to-own; Freemium streaming (e.g. Spotify);
Advertising-based free streaming services (e.g. YouTube)
Link between centralisation and revenue model
Lower centralisation <-> advertising (e.g. YouTube)
Higher centralisation <-> direct revenue models (e.g. iTunes,
Deezer)
Newspaper industry
Ad-funded free (Daily Mail); 100% pay wall (The Times);
Freemium (WSJ); Metered (FT & NYT); Pay-per-use
(Kenosha); National pay wall (Piano media)
Crowdfunding
Occupying a niche is important to stand out internationally
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10. Challenge
Taking into account the different market opportunities
that exist for the different industrial parties
Construct a number of business model cases from the
point of view of the different industries, with a stress on
for-profit business cases for the private partners, and
non-profit 'organisational cases' for the public partners
involved.
SIMBU (SIMulate your BUsiness)
Method that allows stakeholders/business partners to discuss,
simulate and agree upon a business model
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12. Business model simulations
Best scenario: Pay-for-Access model
Not „Pay-for-Game‟ or „Public-Funding‟ model
B2C customers‟ willingness to spend highest
A) subscription fee of EUR 5 / month / child
B) Average microtransaction of EUR 2 / m / child
= €84/Y/child in retail market
B2B willingness to spend: €2/Y/child
Payment service provider processing fee of 2%
360.000 Flemish lower grade schoolchildren =>
low (12,5%), middle (25%) and best case (50%)
scenario
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18. Conclusions
Pay-for-access model most financially attractive
„Pay-for-Game‟ or „Public-Funding‟ model each have
own drawbacks
Games that can be updated in a modular
fashion most technically logical (browser-based
& mini-games)
B2C customers‟ willingness to spend offers
much better scenario‟s than B2B scenario
Local market for educational games too small if
one wants high quality local content
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