Marketing & Education Gaming Industry

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    Marketing & Education Gaming Industry - Presentation Transcript

    1. Marketing & Educational Gaming Industry 8 Minutes pitch from Group A5: Yme Sake Boonstra, Caroline Boerema, Sander van der Kolk
    2. Introduction
      • Online Gaming Industry
      • Since 1998 used in the Netherlands
      • Gamercials; playful commercials, brand experience, product placement.
      • Edugaming; e-learning, interactive infotainment.
    3. Gamercial example
      • Phunky Frites
      • Client: Aviko (Dutch producer of potatoes products)
      • Goal of the game: Jump from product to product and don’t fall in the boiling oil of the deep-fry!
      • Goal of Aviko: Get people informed of the different products
    4. Edugaming example
      • Living Books
      • Client: Het Woeste Woud (Animation Studio)
      • Partners: KRO (Dutch public broadcasting company), University of Leiden, Reading foundation.
    5. Industry Framework
    6. Business Models
      • Main actor: MAD Multimedia (Groningen) developing, producing and distributing interactive online products like educational games, gamercials, virals, animations and interactive videos.
    7. Business Models
      • Actor: Client/Companies
      • Example: Noordhoff Uitgevers (Biggest educational publisher in the Netherlands)
      • Vision: Giving schools the freedom to educate in print, digital or a combination ; Multi Media Methods.
      • In collaboration with MAD Multimedia developing gaming engines
    8. Business Models
      • Actor: Advertising companies
      • Example: Campina (Dutch dairy company)
      • Goal: Stimulate sales of the product Valess
      • Developed in collaboration with MAD Multimedia a viral gamercial to promote Valess at a target audience.
    9. Business Model
      • Actor; Freelancers (Designers, photographers, musicians)
      • Produce input for the gamercials & Edugames like graphics, sound effects, background music.
    10. Busines Models
      • Actor: Internet users
      • Participation by entertainment/infotainment
      • Potential clients (Gamercials)
    11. Product Innovations
      • Edugaming learning theories, play a game with nurturing elements , a extrinsic motivation experience ( Egenfeldt-Nielsen, 2005), drill-and-practice learning principles , simple game play and the missing physical presence of a teacher .
    12. Product Innovations
      • Gamercials brands can position their products and/or services in new interactive way , commercial message embedded in the gameplay , top of mind brand awareness and visibility .
    13. Process Innovations
      • Dynamic programming languages;
      • Microsoft Silverlight, Java, Shockwave and Flash; are very rich in a visual and sound-oriented way.
      • Russel Kay defines rich as in "Those applications offer functionality that goes far beyond mere reading and browsing, and they can be served over the Web"
      • Development; iterativeand, short development cycle, not depended on operating system
    14. Conclusions (Conceptual)
      • The creation of an edu-game requires diverse skills (Motley Crew)
      • Differentiated Products (Infinite variety)
      • Durable products and durable rents (Ars longa)

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