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ricardo leon
co-founder & creative mind
           september 2012


  Copyright © 2012 KnackMaster. All Rights Reserved.
Ricardo Leon
co-founder &
creative mind of KnackMaster



                     KnackMaster
                     publisher of early education
                     apps located in the DC region



                                                 Mission
                                                 support children, families, and
                                                 educators in creating engaging
                                                 learning environments that can
                                                 enrich and complement regular
                                                 academic programs and
                                                 expertise at home




         Copyright © 2012 KnackMaster. All Rights Reserved.                   2
toda
                                                          y’s
                                                      topic




                                                     wallpaperswide.com


Copyright © 2012 KnackMaster. All Rights Reserved.                  3
wallpaperswide.com


Copyright © 2012 KnackMaster. All Rights Reserved.                  4
1 in 4 people
                   in the World are
                     Children



         1.6 Billion
            83 million children in the United States




* US Census - International Data Base: World Population Under 12 Years Old


                                                                             5
Children in the United States
Who Have Used a
Smart Device

         40%                    * Common Sense Media
                                * US Census

         8 Million
         of 2-4 year olds



         52%
        10 Million
        of 5-8 year olds
                                                  6
Tablets
are expected to grow

                           +6x                      Other
                                                      17%

* Gartner: Worldwide Media Tablets Sales,
* Apple iOS, Google Android,
  Microsoft Window Mobile, QNX, Other                         iOS
                                                              46%
                                                  Android
                                                      37%
                  Android iOS
                              29%           67%



                                2011                   2016
                     60 Million                   370 Million       7
Free Apps Account for
FREE   89%
       90% will Cost
       of Paid Apps
 $3
       Less than $3
       * Gartner: Market Trends: Mobile App Stores, Worldwide, 2012




                                                                      8
Smartphones
    average
Games              10+
 Downloaded
                    Tablets
     in 2011
                   20+
                     * PlayFirst and Frank N. Magid,
               Tablet & Smartphone Gaming Trends




                                                  9
Mobile
Entertainment
to Reach
$65B by 2016
           * Juniper Research




                        10
Digital Trends Impacting         Natural User Interfaces
 Children &
                                              Technologies like touchscreens, voice-
                                              activation are increasing accessibility

 Education
                                 Connected Learning
                                              Learning that is socially connected,
                                              interest-driven, and oriented towards
                                              educational opportunity


                                 Gamification
                                              Applying game elements and game
                                              design techniques elements in non-game
                                              context to drive user engagement and
                                              behavior adoption


            * Mind/Shift: How We Will Learn, 12 Education Tech Trends to Watch in 2012
                  * MacArthur Foundation: Connected Learning Research Network
               * From Game Design Elements to Gamefulness: Defining Gamificaiton
                                                                                         11
wallpaperswide.com
segmentation

    newborn                                                           age
        infant                                                    gender
            toddler
                                                            academic level
                                                                 play age
                 preschooler
                                                                 puberty
                            primary school

                                                                  tween

                                                                       secondary school

0   1   2    3   4      5       6      7      8       9     10       11     12

                      Copyright © 2012 KnackMaster. All Rights Reserved.                  13
profiles
                 * BBC Study
                                        creatively-driven children
younger      builders                   interested in creating new stuff

                                        confident and curious children
            explorers                   driven by quests & challenges

                                        interested in looking after their
             nurtures                   avatar and pet

                                        competitive children focused
          social climbers               on their social position

                                        interested to assist others by
           power users                  sharing their knowledge

                                        identity-driven show-offs
          self-stampers                 wanting to make their mark

                                        interested in death, violence
             fighters                   and destruction - older boys
older




                                        interested in acquiring and
           consumers                    accumulating goods


                Copyright © 2012 KnackMaster. All Rights Reserved.          14
behaviors
               gaming is an extremely popular past-time in
     play |    any virtual experience

               as children develop social skills, they tend to
 socialize |   interact with friends and make new ones

               children enjoy looking after animals or
 connect |     helping others, “relationship exploration”

               experiment with customizing their
customize |    environment or dressing up their characters

               digital media consumption from watching ads
 consume |     to receive points to purchase tangible items


           Copyright © 2012 KnackMaster. All Rights Reserved.          15
hard fun
                                                                 provides the opportunity to
   people fun                                                    challenge, mastery, and
                                                                 feelings of accomplishments

                                                        h
  provides the excuse to
hang around with friends

                           p
                               capture attention &
                                 motivate play


                                                               e easy fun
                                     s                                       inspires exploration
       serious fun                                                           and role play

     purposely play changes how
    players think, feel, behave, or
make a difference in the real world
                                                               * Nicole Lazzaro, XeoDesign: 4Keys 2Fun

                        Copyright © 2012 KnackMaster. All Rights Reserved.                           16
parents priorities
                                                       said mobile devices
stay connected 90%                                     help them stay connected
                                                       during a family emergency

                                                       said mobile devices
feel closer                       85%                  help families feel closer
                                                       when they are apart

                                                       said mobile devices keep
more informed                     80%                  families more informed on
                                                       each other’s activities


feel safer                        80%                  said mobile devices help
                                                       them feel safer



coordinate                        70%                  said devices help them
                                                       coordinate family schedules
                                                      * CTIA

              Copyright © 2012 KnackMaster. All Rights Reserved.                   17
pathway to mastery
                                     get to the point where player has
                                      conquer and achieve a real skill                        3

                        scaffolding
                       provide training wheels                         2
      onboarding
  get player into the game as
quickly and easily as possible          1



                                                          *Kevin Werbach, Univ. of Pennsylvania

                         Copyright © 2012 KnackMaster. All Rights Reserved.                       18
                           Copyright © 2012 KnackMaster. All Rights Reserved.                          18
storytelling
                                                                  ted / andrew stanton



make me care
make me a promise
make me wonder
all characters have a spine
change is fundamental
story telling has a roadmap
           Copyright © 2012 KnackMaster. All Rights Reserved.                       19
Copyright © 2012 KnackMaster. All Rights Reserved.   20
Are you ready to engage one fourth of the world?

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Are you ready to engage one fourth of the world?

  • 1. ricardo leon co-founder & creative mind september 2012 Copyright © 2012 KnackMaster. All Rights Reserved.
  • 2. Ricardo Leon co-founder & creative mind of KnackMaster KnackMaster publisher of early education apps located in the DC region Mission support children, families, and educators in creating engaging learning environments that can enrich and complement regular academic programs and expertise at home Copyright © 2012 KnackMaster. All Rights Reserved. 2
  • 3. toda y’s topic wallpaperswide.com Copyright © 2012 KnackMaster. All Rights Reserved. 3
  • 4. wallpaperswide.com Copyright © 2012 KnackMaster. All Rights Reserved. 4
  • 5. 1 in 4 people in the World are Children 1.6 Billion 83 million children in the United States * US Census - International Data Base: World Population Under 12 Years Old 5
  • 6. Children in the United States Who Have Used a Smart Device 40% * Common Sense Media * US Census 8 Million of 2-4 year olds 52% 10 Million of 5-8 year olds 6
  • 7. Tablets are expected to grow +6x Other 17% * Gartner: Worldwide Media Tablets Sales, * Apple iOS, Google Android, Microsoft Window Mobile, QNX, Other iOS 46% Android 37% Android iOS 29% 67% 2011 2016 60 Million 370 Million 7
  • 8. Free Apps Account for FREE 89% 90% will Cost of Paid Apps $3 Less than $3 * Gartner: Market Trends: Mobile App Stores, Worldwide, 2012 8
  • 9. Smartphones average Games 10+ Downloaded Tablets in 2011 20+ * PlayFirst and Frank N. Magid, Tablet & Smartphone Gaming Trends 9
  • 10. Mobile Entertainment to Reach $65B by 2016 * Juniper Research 10
  • 11. Digital Trends Impacting Natural User Interfaces Children & Technologies like touchscreens, voice- activation are increasing accessibility Education Connected Learning Learning that is socially connected, interest-driven, and oriented towards educational opportunity Gamification Applying game elements and game design techniques elements in non-game context to drive user engagement and behavior adoption * Mind/Shift: How We Will Learn, 12 Education Tech Trends to Watch in 2012 * MacArthur Foundation: Connected Learning Research Network * From Game Design Elements to Gamefulness: Defining Gamificaiton 11
  • 13. segmentation newborn age infant gender toddler academic level play age preschooler puberty primary school tween secondary school 0 1 2 3 4 5 6 7 8 9 10 11 12 Copyright © 2012 KnackMaster. All Rights Reserved. 13
  • 14. profiles * BBC Study creatively-driven children younger builders interested in creating new stuff confident and curious children explorers driven by quests & challenges interested in looking after their nurtures avatar and pet competitive children focused social climbers on their social position interested to assist others by power users sharing their knowledge identity-driven show-offs self-stampers wanting to make their mark interested in death, violence fighters and destruction - older boys older interested in acquiring and consumers accumulating goods Copyright © 2012 KnackMaster. All Rights Reserved. 14
  • 15. behaviors gaming is an extremely popular past-time in play | any virtual experience as children develop social skills, they tend to socialize | interact with friends and make new ones children enjoy looking after animals or connect | helping others, “relationship exploration” experiment with customizing their customize | environment or dressing up their characters digital media consumption from watching ads consume | to receive points to purchase tangible items Copyright © 2012 KnackMaster. All Rights Reserved. 15
  • 16. hard fun provides the opportunity to people fun challenge, mastery, and feelings of accomplishments h provides the excuse to hang around with friends p capture attention & motivate play e easy fun s inspires exploration serious fun and role play purposely play changes how players think, feel, behave, or make a difference in the real world * Nicole Lazzaro, XeoDesign: 4Keys 2Fun Copyright © 2012 KnackMaster. All Rights Reserved. 16
  • 17. parents priorities said mobile devices stay connected 90% help them stay connected during a family emergency said mobile devices feel closer 85% help families feel closer when they are apart said mobile devices keep more informed 80% families more informed on each other’s activities feel safer 80% said mobile devices help them feel safer coordinate 70% said devices help them coordinate family schedules * CTIA Copyright © 2012 KnackMaster. All Rights Reserved. 17
  • 18. pathway to mastery get to the point where player has conquer and achieve a real skill 3 scaffolding provide training wheels 2 onboarding get player into the game as quickly and easily as possible 1 *Kevin Werbach, Univ. of Pennsylvania Copyright © 2012 KnackMaster. All Rights Reserved. 18 Copyright © 2012 KnackMaster. All Rights Reserved. 18
  • 19. storytelling ted / andrew stanton make me care make me a promise make me wonder all characters have a spine change is fundamental story telling has a roadmap Copyright © 2012 KnackMaster. All Rights Reserved. 19
  • 20. Copyright © 2012 KnackMaster. All Rights Reserved. 20