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Business
Modelling
research
Valérie-Anne Bleyen,
Heritiana Ranavoison,
Marlen Komorowski,
Olivier Braet
1
Business modelling research results

1. Best Business Practices
2. Business Model Case

23/12/2013

2
1. Best
Business
Practices
3
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

23/12/2013

4
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
23/12/2013

5
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

23/12/2013

6
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)
23/12/2013

7
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
23/12/2013

8
2. Business
model case

9
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

23/12/2013

10
Key steps in SIMBU

23/12/2013

11
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
23/12/2013

12
Optimistic scenario: 180k students

23/12/2013

13
Pessimistic: 45k students

23/12/2013

14
Realistic: 90k students

23/12/2013

15
Pessimistic B2C + Optimistic B2B

23/12/2013

16
Optimistic B2C + Pessimistic B2B

23/12/2013

17
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
23/12/2013

18

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G@S: Business Modelling Research

  • 2. Business modelling research results 1. Best Business Practices 2. Business Model Case 23/12/2013 2
  • 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 23/12/2013 4
  • 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 23/12/2013 5
  • 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 23/12/2013 6
  • 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) 23/12/2013 7
  • 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 23/12/2013 8
  • 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 23/12/2013 10
  • 11. Key steps in SIMBU 23/12/2013 11
  • 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 23/12/2013 12
  • 13. Optimistic scenario: 180k students 23/12/2013 13
  • 16. Pessimistic B2C + Optimistic B2B 23/12/2013 16
  • 17. Optimistic B2C + Pessimistic B2B 23/12/2013 17
  • 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 23/12/2013 18