Filament Games: Innovations in Business and Funding Models

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Filament Games: Innovations in Business and Funding Models

  1. 1. Innovations in Business and Funding Models
  2. 2. Innovations in Business and Funding Models
  3. 3. Innovations in Business and Funding Models Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market
  4. 4. Innovations in Business and Funding Models Entirely unproven ideas about navigating the as yet ill-defined and esoteric educational games market
  5. 5. Birth
  6. 6. Rise
  7. 7. Fall
  8. 8. Intermission
  9. 9. Rebirth
  10. 10. Rebirth
  11. 11. The market didn’t get the memo
  12. 12. Digital Opportunity
  13. 13. Digital Opportunity
  14. 14. Digital Opportunity
  15. 15. Digital Opportunity
  16. 16. Digital Opportunity
  17. 17. Insert Shameless Plug Here
  18. 18. Caveat 3AM ideas Back-of-the-napkin business plans2004 2006 2008 2010
  19. 19. Barriers
  20. 20. BarriersMaking good educational games is hard
  21. 21. BarriersEducation publishers don’t publish games and game publishers don’t publish educational content
  22. 22. BarriersEducation publishers don’t publish games and game publishers don’t publish educational content
  23. 23. Barriers
  24. 24. Barriers “My belt holds up my pants…” “But my pants have loops that hold up my belt…”“Who’s the real hero?” Mitch Hedberg
  25. 25. Barriers GAMES TRADITIONAL CURRICULA“Who’s the real hero?” Mitch Hedberg
  26. 26. BarriersA small number of large players control the key access points
  27. 27. Barriers
  28. 28. Barriers
  29. 29. BarriersProduct DevSales
  30. 30. Barriers Publishers want turnkey solutionsthat cover large swaths of content
  31. 31. BarriersThe purchaser and the consumer are separate
  32. 32. Barriers Game Literacy Purchasing PowerKDMs Teachers Students
  33. 33. BarriersBudgets are tight
  34. 34. BarriersThe modern market is noisy and decentralized
  35. 35. BarriersFlash games are free…right?
  36. 36. BarriersElementary math and reading dominate
  37. 37. Demand
  38. 38. DemandFree games are used
  39. 39. Demandtotal plays 980,000 1,970,000 225,000 plays / month
  40. 40. DemandGame-Enhanced Science1,300 STUDENTS
  41. 41. DemandGame-Enhanced Science1,300 STUDENTS
  42. 42. DemandPain Point:ENGAGEMENT
  43. 43. DemandPain Point:PERFORMANCE
  44. 44. DemandPain Point:ENROLLMENT & COURSE COMPLETION
  45. 45. DemandPain Point:PRODUCTIVITY
  46. 46. DemandPain Point:GIFTING
  47. 47. Innovation
  48. 48. Innovation
  49. 49. Innovation
  50. 50. Innovation Sales3 10 50 100 500 1000 5000 #Seats
  51. 51. Innovation
  52. 52. Innovation
  53. 53. InnovationPartners, partners, partners,partners, partners, partners,partners, partners, partners.
  54. 54. Electron Business Model
  55. 55. Electron Business ModelSchoolVirtual schoolsTextbooks publishers HomeOnline curriculum vendors App marketplacesOnline learning media aggregators Casual game portalsOnline educational resource providers Social networks for kidsSocial networks for teachers & students Family-oriented education portals
  56. 56. Electron Business Model
  57. 57. white@filamentgames.com
  58. 58. Mission Statement WHY To make education more interactive and meaningful, and to inspire learners HOWBy developing custom gameplay mechanics to teach specific learning objectives WHAT High quality educational games

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