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Tyson Greer speaks about “Innovations in the Global Mobile Edugame Market” at the Serious Play Conference 2012 ABSTRACT: Innovative mobile edugame products and new Mobile Learning value added services (VAS) across the planet create new opportunities for suppliers. Who is the buyer, and what are they buying? This session will discuss key findings and examples of mobile edugame innovations worldwide from Ambient Insight's latest Game-based Learning, Location-based Learning, Digital English Language Learning, Healthcare, and Mobile Learning market research. Besides demand, the session will address catalysts and inhibitors, venture capital trends and business models, and revenue opportunities.
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Ambient Insight 2012
Innovations in the Global Mobile Edugame Market
Key Findings from Recent Ambient Insight Research
Tyson Greer, Chief Executive Officer
Ambient Insight LLC
Serious Play Conference 2012 August 22, 2012
Ambient Insight 2012
Introductions
Ambient Insight is an integrity-based market research firm that uses predictive analytics to identify revenue opportunities for suppliers.
Ambient Insight founded in 2004 by Microsoft Training and Certification veterans that built the Microsoft Online Institute (MOLI)
International “boutique” analysis firm specializing in quantitative analysis, learning technology forecasts, M&A analysis, and competitive intelligence
Ambient Insight tracks learning technology buying behavior across the planet. We have buying behavior profiles for 82 countries
Ambient Insight…
Does not evaluate, compare, or rank the effectiveness of learning technology products
Does not endorse or promote companies or products
Ambient Insight 2012
Agenda
• Introductions & Ambient Insight’s Research Taxonomy
• Key Findings from Ambient Insight Research
• Knowledge-based Learning & Skills-based Learning
• Language Learning
• Location-based Learning & Augmented Reality
• Everybody’s Getting into the Game
• Innovative Revenue & Distribution Models
Ambient Insight 2012
Ambient Insight’s Learning Technology Research Taxonomy
Have Eight Buyer Segments
From Six Types of Suppliers
That Buy Eight Types of Digital Learning Products
Packaged
Content
Consumer PreK-12 Corporations
- Businesses
Higher
Education Federal
Government
State - Local
Government Associations
& Non-Profits Healthcare
Custom
Content Software as a
Service (SaaS)
Value Added
Services
Installed Tools
& Technology
Learning
Devices
Digital Video,
Text, & Audio
Reference
Self-paced
eLearning
Courseware
Collaboration-
based
Learning
Simulation-
based
Learning
Cognitive
Learning Mobile
Learning
Social
Learning Game-based
Learning
These six supplier types map directly to the six subcategories of learning technology products
Seven International Regions
North
America
South
America Eastern
Europe
Western
Europe Asia Africa
The Middle
East
Ambient Insight 2012
Key Findings from Ambient Insight
Research
Ambient Insight 2012
Six Types of Mobile Edugame Learning Products
Knowledge-based games
Skills-based games
Brain trainers and cognitive fitness games
Language learning games
Location-based learning games emerged in 2009
Mobile augmented reality games emerged in 2010
Ambient Insight forecasts revenues for six types of Mobile Edugames:
SuperBetter
Ambient Insight 2012
Key Findings from Ambient Insight Research - The Market
The growth rate for the Worldwide Game-based Learning market is 15.4%
Revenues will more than double from 2011 to 2016, and are concentrated in China, South Korea, US, and Japan.
Telecoms & NGOs provide Mobile Learning value added services (VAS) to consumers with game-based learning content from third-party suppliers.
Emergence of mobile game-building tools supports growing interest in creating edugames.
Involvement of academic institutions in game-based learning initiatives and entrepreneurial accelerators are catalysts for the edugame market.
Ambient Insight 2012
Key Findings from Ambient Insight Research The Buyers
• Consumers are the top buyers worldwide of Mobile Learning packaged content.
– Consumer demand for Mo-So and Mo-Lo-So energizes the market for game-based learning content
– Suppliers capitalize on consumers’ interests: early childhood education, tourism, health, fitness and wellness, cognitive fitness, nature, and sustainability
– Consumers buy language learning products
• Museums have new job positions focused on engaging/educating their audiences, and they do it with Mo-Lo-So games
• Emergence of easy-to-use mobile game-building tools supports cultural shift towards using game-creation itself as an educational experience
Ambient Insight 2012
Knowledge-based & Skills-based Mobile
Games Knowledge is memorizing. A skill is
applying knowledge.
Ambient Insight 2012
Pharmas Buy Custom Content Services from Suppliers for Patient Education and Product Promotion
InViVo Communications
creates custom games for trade shows and
launch events
International awareness app from Sanofi-
Aventis
Pfizer has released several disease-awareness apps, including the iPhone Les
Meningo game
Ambient Insight 2012
For Medical Professionals: Reference Content, Exam Prep, and Skill Development
Suppliers create custom content and packaged content for nursing and medical students, and healthcare professionals
Legacy Interactive has partnered with Elsevier (Top Doc, visual diagnosis iPhone quiz) and Pearson (virtual
world games, quizzes, and tips)
Bennoit Essiambre
(Speed Anatomy)
Epocrates
Ambient Insight 2012
For “Expert Patients”: Who Want Answers and to Play an Active Role in Their Wellness
HealthTap received $11.5 million in 2012 “to gamify the process of doctors answering health questions.” Docs earn
reputation points.”
Men’s Health made nutrition advice palatable.
Ambient Insight 2012
Trends: Escalating Enthusiasm for Fitness
The Affordable Care Act includes $10 billion for disease prevention and health promotion over the next 5 years. Health games are a tool.
Suppliers tout cognitive fitness games “backed by science” Leading suppliers in the brain fitness industry are: Posit Science, Dakim, CogniFit, Scientific Learning, Lumos Labs, and Vivity Labs.
InViVo
Ambient Insight 2012
Gesture-based Learning Can Turn Ordinary Learning Experiences into Extra-ordinary Immersive Education
Topics cover alcohol consumption, allergies, anatomy, asthma, brain fitness, cardiovascular health, cognition,
dental health, diabetes, emergency response, environmental risk, exercise and fitness, eye health, food
and nutrition, pet care, obesity and weight loss, pain, smoking cessation, substance abuse, and safety
Humana “Dance Town”
Namco Bandai Games’ “Body and Brain Connection” for Kinect
Ambient Insight 2012
Edugame Market for PreK-12 Learning is Expanding Rapidly
Fingerprint’s Whole Wide World game
Nat Geo Wild TV for Kinect
PiMZ’s Letter School
Pokemon Typing Adventure
Ambient Insight 2012
Moving Edugames from Euphoria (Sensory Stimulation) to Eureka (Intellectual Discovery)
October 2011, Google Ventures and 500 Startups awarded Stickery $350K in seed funding. Stickery aims to change the model of learning-game-apps-as-babysitter to increasing parental involvement in the kids’ learning experience via personal metrics data.
Stickery’s Mermaid Waters math game
iPhone App Store stats: #1 in iPhone Education. Top in-app purchases.
Ambient Insight 2012
Language Learning Mobile Games
Parlez-vous Anglais?
Ambient Insight 2012 Mind Snacks teaches vocabulary
Top Selling Apps Across the Planet are Edugames for Young Children & Language Learning Apps
Little Pim, a Chinese language
learning game from PBS Kids
The top buying country in the world for Digital English Language Learning products is. . . The United States.
ASL Spelling Game
Ambient Insight 2012
Two Global Market Trends Converge and Boost Sales of Language Learning Edugames
• Soletrando (Brazil ): based on a game show, to improve Portuguese spelling from Vivo (telecom), Oglobo (newspaper), and La Mark
• BBC Janala (India): mobile subscription, TV drama, and game show for 2 cents/per 3 minutes from English in Action, BBC
• English Bean (Indonesia): web and mobile content includes Facebook games to learn English from SK Telecom
Telecoms, nonprofits, and third party suppliers are delivering Value Added
Services (VAS) directly to consumers.
Market is expanding rapidly for digital Language Learning products,
particularly English fluency and literacy.
Ambient Insight 2012
Location-based Mobile Learning Games
Mobile-Local-Social
“Mo-Lo-So”
Ambient Insight 2012
Location-based Learning is based on location-based
services (LBS) technology. It is a type of knowledge
transfer enabled by wirelessly-networked
interfaces and sensors responding to the actions
of a user at a specific location in space and time
to create a situated learning experience…
Definitions from Ambient Insight’s Research Taxonomy
Augmented Reality utilizes computer-generated images, schematics, audio,
multimedia, historical context, location data,
and other forms of content overlaid on real-world objects that are manipulated by users
holding a mobile phone or wearing head-
mounted display devices.
Ambient Insight's Research Taxonomy
Ambient Insight 2012
Mobile Location-based Learning: The Shift from Distance Learning to Proximity Learning
Location-based
Learning Triggers
Location-based
Learning Objects
Proximity Perimeter (Geofence)
Physical Presence:
Location in Space and
Time
LBL Markers
LBL Anchors
One of the interesting innovations in Location-based Learning is the inclusion of the dimension of time as well as space.
Ambient Insight 2012
Blended Product Types: Location-based Learning + Mobile Augmented Reality Learning Edugames
iTunes Review: “Had lots of fun playing this with my little one. Just spread the numbers out in a few rooms and watch them run like crazy.”
November 2011, PBS Kids releases multiplayer Fetch! Lunch Rush mobile edugame:
“Teaches basic math skills by challenging players to fill a film crew’s sushi orders.”
Player with the fastest time wins.
“Room to run” is in the list of requirements.
Ambient Insight 2012
Tourist Get to Know Cities They Visit With Augmented Reality, They Can Go Back in Time
La Mosca developed the 1ST urban mystery-adventure, hyper-local GPS learning games.
Augmented Reality games
let tourists view a city “Then”
and “Now.”
7th Floor Media “Vancouver” AR
Ambient Insight 2012
Augmented Reality Enables “Place-based Learning” and “Time-based Learning”
bigBigBang - Historic Market St. in San
Francisco uses archival film footage from
1906 (before the earthquake and fire that
same year.)
Full disclosure: not really a game. Museum of London - StreetMuseum
Ambient Insight 2012
The Gallery Tag Game at the Brooklyn Museum is a Mo-Lo-So Interactive Scavenger Hunt
All the tags go into the online collection, bridging virtual and physical worlds.
Ambient Insight 2012
Hyper-local Edugames Use Mobile Mystery or Adventure Stories to Engage Users with Their Surroundings
Clients for Urban Interactive’s reality
“Amazing Race”-style urban mission
augmented reality adventures include:
corporations, government, higher ed,
nonprofits, and consumers.
Mentira is a mobile location-
based, language learning,
mobile mystery game from
the University of New Mexico
Ambient Insight 2012
Game-based Learning on Location Challenges Users To Compete Virtually or Locally
The North American growth rate for mobile location-based edugames is a breathtaking 77.2% and revenues
will reach $25.1 million by 2016.
Parks Canada Humana’s Horsepower Challenge
Ambient Insight 2012
Fitness Buffs Take Their Exercise on the Road, Virtually
Bit Gym’s “Virtual Active” for iPads fits on cardio equipment for a solo fitness adventure
Collaborate with friends to summit the world’s highest peak or hike the Inca Trail… at your bus stop, at your desk, in your backyard. Bonnier R&D & Ammunition
Ambient Insight 2012
Everybody Is Getting into the Game
Easy-to-use tools enable the “Creator Economy” to flourish
Ambient Insight 2012
Trend: Becoming Creators Rather than Consumers User-generated Content and User-Generated Games
The US military agency DARPA invited anyone to play their mobile “disaster” game CLIQRQest and learned how people could use social media to organize and coordinate resources.
GPS Mission worldwide game platform by Orbster GmbH enables users to create their own mission game around their location.
GameSalad raised $6 million in 2011 and created their “drag and drop” game development tool “to make everyone a game developer.”
Ambient Insight 2012
Innovative Revenue and Distribution Models
New Opportunities
New Challenges
Ambient Insight 2012
The Rapid Rise of Mobile Learning Value Added Services (VAS) Creates New Opportunities for Edugames
In 2010, Ambient Insight identified a
new type of product: Mobile
Learning VAS, which are coming on
the market at a rapid pace across
the globe, particularly in developing
countries.
Nigeria – MNT Education Bundle: Consumers can purchase a netbook or laptop bundled with English, math, and science edugames; Encyclopedia Britannica; learning tools, & access to educational content.
Ambient Insight 2012
2008-2011 Explosion of Mobile Learning Value Added Services (VAS) Products
0
10
20
30
40
50
60
70
80
90
100
2008 2009 2010 2011
Mobile Learning VAS Products
On average, 5-6 new Mobile Learning VAS products are launched every month. Most of them are sprouting up in developing economies. This has
major implications for the Mobile Learning industry. Suppliers in developing countries are now driving the innovation in Mobile Learning.
Ambient Insight 2012
Innovative Revenue and Distribution Options
Revenue Models:
Sponsorships nonprofits & commercial
Advertising
Subscription services
Micropayments for virtual items
In-app purchases
Free, lite, and premium
Distribution Channels:
Trend to digitization is worldwide
Amazon Appstore adds in-app purchasing (2012)
Submit products to commercial digital libraries adding mobile content, e.g. OverDrive
Partner with home school suppliers, device suppliers, publishers, and carriers
Dozens of specialty app stores across the planet
The price of mobile apps is dropping.
The revenues are rising.
Ambient Insight 2012
Q & A
Ambient Insight’s Free Resource Library at:
http://www.ambientinsight.com/News/PublishedContent.aspx