Bally Chohan IT Solutions UK

201 views
112 views

Published on

Bally Chohan IT Solution is an UK based IT Service Company. Bally Chohan is an IT Professional.

0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
201
On SlideShare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
1
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide

Bally Chohan IT Solutions UK

  1. 1. Marketing & Educational Gaming Industry 8 Minutes pitch from Group A5: By Bally Chohan www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  2. 2. By Bally Chohan Introduction  Online Gaming Industry  Since 1998 used in the Netherlands  Gamercials; playful commercials, brand experience, product placement.  Edugaming; e-learning, interactive infotainment. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  3. 3. By Bally Chohan 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 www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  4. 4. By Bally Chohan Edugaming example  Living Books  Client: Het Woeste Woud (Animation Studio)  Partners: KRO (Dutch public broadcasting company), University of Leiden, Reading foundation. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  5. 5. By Bally Chohan Industry Framework www.ballychohan.com Industry A5 – Marketing & Educational Gaming
  6. 6. By Bally Chohan Business Models  Main actor: MAD Multimedia (Groningen) developing, producing and distributing interactive online products like educational games, gamercials, virals, animations and interactive videos. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  7. 7. By Bally Chohan 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 www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  8. 8. By Bally Chohan 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. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  9. 9. By Bally Chohan Business Model  Actor; Freelancers (Designers, photographers, musicians)  Produce input for the gamercials & Edugames like graphics, sound effects, background music. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  10. 10. By Bally Chohan Busines Models  Actor: Internet users  Participation by entertainment/infotainment  Potential clients (Gamercials) www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  11. 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. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  12. 12. By Bally Chohan 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. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  13. 13. By Bally Chohan 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 www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  14. 14. By Bally Chohan Conclusions (Conceptual)  The creation of an edu-game requires diverse skills (Motley Crew)  Differentiated Products (Infinite variety)  Durable products and durable rents (Ars longa) www.ballychohan.com A5 – Marketing & Educational Gaming Industry

×