Dr. Mark Griffiths: Social Responsibility in Gambling, Marketing and AdvertisingHorizons RG
Dr. Mark Griffiths: Social Responsibility in Gambling, Marketing and Advertising
Session 5
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Short presentation with my LinkedIn posts dedicated to ideas and insights that I have found inspiring. Consumer Trends, Marketing, Digital, Branding, Technology etc...
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Games, Gamification and Playful Experiences in Marketing: AdverGames as a gro...Ray Poynter
According to a recent article, many Fortune 100 companies are “ripping up their advertising plans and rethinking how they communicate with consumers in a data driven, digital world.” Unilever, Adobe, Accenture, GSK, Uber and many others are emphasizing the need for more experiential and digital marketing, and their need for more data.
Game-based marketing ticks all these boxes.
As such, hundreds brands are already crossing the bridge from traditional marketing to game-based marketing en-masse.
Marketing teams globally are making fully-fledged games to cut through the noise and engage users, using gamification for entire marketing campaigns, and utilizing more playful experiences with quizzes to extend the brand experience.
The additional win for marketeers in using playful and game-based techniques is data. And lots of it.
This means that AdverGames, Promo Games, Brand Games, or whatever you might call them, are a triple threat; they’re sticky, they collect data, and allow two-way interaction between brand and consumer in a way no other advertising medium can.
Betty Adamou, expert in using games and gamification for research data collection, unpacks what’s going on in Game-based Marketing with several examples, and forecasts where this industry is growing next, and colliding with traditional market research.
This presentation was delivered by Betty Adamou, CEO & Founder at Research Through Gaming, as part of the 'Data Collection Update' NewMR webinar series. The recording can be found online via NewMR.org
Social A.I. that funds humanity. SMRC/Conscience Pitch Deck.Alex S. Berryhill
"SMRC/Conscience is generating philanthropy through architecting socially intelligent digital personifications; built from an individual's social media interaction, behavioral biometrics, and social causes. These personifications guide individuals through life, notify people of identity fraud, and monetize their interaction for both themselves and their social causes; becoming their trusted companion, guardian, and guide; while creating an economy of goodwill."
Dr. Mark Griffiths: Social Responsibility in Gambling, Marketing and AdvertisingHorizons RG
Dr. Mark Griffiths: Social Responsibility in Gambling, Marketing and Advertising
Session 5
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Short presentation with my LinkedIn posts dedicated to ideas and insights that I have found inspiring. Consumer Trends, Marketing, Digital, Branding, Technology etc...
This is a guide for game funding presented during ]the MICA conference in Buenos Aires on October 6, 2017. It includes info on the different types of funding, funding sources for games and game studios, as well as presentations that will help present game studios and their games for studio funding and project funding opportunities.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Games, Gamification and Playful Experiences in Marketing: AdverGames as a gro...Ray Poynter
According to a recent article, many Fortune 100 companies are “ripping up their advertising plans and rethinking how they communicate with consumers in a data driven, digital world.” Unilever, Adobe, Accenture, GSK, Uber and many others are emphasizing the need for more experiential and digital marketing, and their need for more data.
Game-based marketing ticks all these boxes.
As such, hundreds brands are already crossing the bridge from traditional marketing to game-based marketing en-masse.
Marketing teams globally are making fully-fledged games to cut through the noise and engage users, using gamification for entire marketing campaigns, and utilizing more playful experiences with quizzes to extend the brand experience.
The additional win for marketeers in using playful and game-based techniques is data. And lots of it.
This means that AdverGames, Promo Games, Brand Games, or whatever you might call them, are a triple threat; they’re sticky, they collect data, and allow two-way interaction between brand and consumer in a way no other advertising medium can.
Betty Adamou, expert in using games and gamification for research data collection, unpacks what’s going on in Game-based Marketing with several examples, and forecasts where this industry is growing next, and colliding with traditional market research.
This presentation was delivered by Betty Adamou, CEO & Founder at Research Through Gaming, as part of the 'Data Collection Update' NewMR webinar series. The recording can be found online via NewMR.org
Social A.I. that funds humanity. SMRC/Conscience Pitch Deck.Alex S. Berryhill
"SMRC/Conscience is generating philanthropy through architecting socially intelligent digital personifications; built from an individual's social media interaction, behavioral biometrics, and social causes. These personifications guide individuals through life, notify people of identity fraud, and monetize their interaction for both themselves and their social causes; becoming their trusted companion, guardian, and guide; while creating an economy of goodwill."
Webinar - Navigating the World of Donated and Discounted Technology - 2015-09-24TechSoup
Visit http://www.techsoup.org for donated technology for nonprofits and libraries!
Did you know that more than $1 billion in technology services, software, and hardware is donated each year to support social causes around the world? Hundreds of donated or discounted technology products are available for nonprofits, whether desktop software, computer equipment, accounting packages, network hardware, or cloud-based tools.
TechSoup's Gayle Samuelson Carpentier, Independent Sector's Matt Perdoni, and Good360's Lenore Freeman navigate this landscape so you can access the many resources available. By taking advantage of programs from industry leaders like Microsoft, Google, Adobe, Cisco, Salesforce, and Intuit, can help you stretch dollars while improving and streamlining operations.
In this webinar, you will:
-- Hear about the top five resources no nonprofit or library can or should do without.
-- Identify tools that can help you organize data about your donors and volunteers.
-- Be exposed to the array of software products available to help support or streamline operations and office processes.
Social Cause Gaming: Helping Millennials Develop Positive Saving HabitsSeriousGamesAssoc
How do you motivate someone to change their behavior to impact positive long-term change? One way is to encourage people to “game for good” by designing a game that changes people’s perceptions and behaviors around a social cause. In this presentation, the Ad Council’s digital team will share challenges and lessons learned when developing a narrative game about financial literacy. Given the changing financial landscape, saving is more important than ever. But for many young working adults, it feels overwhelming and impossible. The “Feed the Pig” campaign from the Ad Council and the American Institute of CPAs encourages young adults to adopt positive saving habits and provides simple tools to help them save for their goals, whatever they may be. In 2016, the Ad Council partnered with Games for Change to launch a Game Design Challenge inviting game designers and developers to propose a game idea that encourages young adults to make saving part of their daily lives. The winning concept Yesterday’s Tomorrow: Your Financial Adventure, is a narrative game experience that allows players to jump between life stages and ages to see how financial decisions have a tangible impact. Over the course of the project, we encountered many challenges, from navigating legal concerns to reducing implicit bias within the game’s storyline to be sensitive to the unique and distinct economic challenges that millennials face. Late in the game cycle, we made a big decision to cut stories and edit the copy to make sure the game embraced the humor and personality that are hallmarks of the “Feed the Pig” campaign, while remaining a useful learning tool. We will share best practices from our experience with Yesterday’s Tomorrow and the Game Design Challenge as well as other Ad Council gaming projects.
Expanding Peak Games across the pond – Growing in the USAdjust
In this presentation delivered during the adjust Mobile Spree Event by Erdem Inan (Peak Games) you will learn:
- Why Peak Games focused on the US
- Shaping a go-to-market strategy
- Identifying unique challenges in individual markets
- User Acquisition strategies in different regions
You can find the video to this talk here: https://www.adjust.com/overview/company/2016/08/31/erdem-inan-mobile-spree-talk/
You can find more adjust reports and case studies in our resources section: https://www.adjust.com/resources/
How to Access Web3 Funding for Your ProjectsTechSoup
Hosted by TechSoup on October 4, 2023.
https://events.techsoup.org/e/mzyrw6/
In this third session in our series, we’ll help Makers understand how to take their impact project from idea to reality. We’ll explore how Makers can use DWeb mechanisms to build their projects like hackathons and accelerators, then look at how to fund their impact projects including grants, venture capital, and initial coin offerings.
When it comes to impact funding, there’s nobody with more experience and expertise than Azeem Khan. As Head of Impact at Gitcoin, he’s raised millions of dollars for thousands of innovative public good projects. He’ll be guiding you through the various tried-and-tested means with which to build and fund your next impact project.
Afterward, you’ll receive a guide with hands-on activity and a takeaway explainer you can share with your organization. You’ll also have access to a live Q&A to clarify any questions you have.
This event is supported by an award from the Filecoin Foundation for the Decentralized Web.
Public Good App House is a project of Caravan Studios, a division of TechSoup.
Social Media Games. Stats, Potentials and PitfallsLars Bojen
With a departure in DK social media 2013-2014 stats, social games examples are presented. Potentials and pitfalls are presented too as well together with relevant strategic frameworks and motivation theory (SDT) are
Social Media and Games. Stats, Potentials and PitfallsLars Bojen
Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games
Lecture at EU summerschool 2014 in Croatia
Webinar - Navigating the World of Donated and Discounted Technology - 2015-09-24TechSoup
Visit http://www.techsoup.org for donated technology for nonprofits and libraries!
Did you know that more than $1 billion in technology services, software, and hardware is donated each year to support social causes around the world? Hundreds of donated or discounted technology products are available for nonprofits, whether desktop software, computer equipment, accounting packages, network hardware, or cloud-based tools.
TechSoup's Gayle Samuelson Carpentier, Independent Sector's Matt Perdoni, and Good360's Lenore Freeman navigate this landscape so you can access the many resources available. By taking advantage of programs from industry leaders like Microsoft, Google, Adobe, Cisco, Salesforce, and Intuit, can help you stretch dollars while improving and streamlining operations.
In this webinar, you will:
-- Hear about the top five resources no nonprofit or library can or should do without.
-- Identify tools that can help you organize data about your donors and volunteers.
-- Be exposed to the array of software products available to help support or streamline operations and office processes.
Social Cause Gaming: Helping Millennials Develop Positive Saving HabitsSeriousGamesAssoc
How do you motivate someone to change their behavior to impact positive long-term change? One way is to encourage people to “game for good” by designing a game that changes people’s perceptions and behaviors around a social cause. In this presentation, the Ad Council’s digital team will share challenges and lessons learned when developing a narrative game about financial literacy. Given the changing financial landscape, saving is more important than ever. But for many young working adults, it feels overwhelming and impossible. The “Feed the Pig” campaign from the Ad Council and the American Institute of CPAs encourages young adults to adopt positive saving habits and provides simple tools to help them save for their goals, whatever they may be. In 2016, the Ad Council partnered with Games for Change to launch a Game Design Challenge inviting game designers and developers to propose a game idea that encourages young adults to make saving part of their daily lives. The winning concept Yesterday’s Tomorrow: Your Financial Adventure, is a narrative game experience that allows players to jump between life stages and ages to see how financial decisions have a tangible impact. Over the course of the project, we encountered many challenges, from navigating legal concerns to reducing implicit bias within the game’s storyline to be sensitive to the unique and distinct economic challenges that millennials face. Late in the game cycle, we made a big decision to cut stories and edit the copy to make sure the game embraced the humor and personality that are hallmarks of the “Feed the Pig” campaign, while remaining a useful learning tool. We will share best practices from our experience with Yesterday’s Tomorrow and the Game Design Challenge as well as other Ad Council gaming projects.
Expanding Peak Games across the pond – Growing in the USAdjust
In this presentation delivered during the adjust Mobile Spree Event by Erdem Inan (Peak Games) you will learn:
- Why Peak Games focused on the US
- Shaping a go-to-market strategy
- Identifying unique challenges in individual markets
- User Acquisition strategies in different regions
You can find the video to this talk here: https://www.adjust.com/overview/company/2016/08/31/erdem-inan-mobile-spree-talk/
You can find more adjust reports and case studies in our resources section: https://www.adjust.com/resources/
How to Access Web3 Funding for Your ProjectsTechSoup
Hosted by TechSoup on October 4, 2023.
https://events.techsoup.org/e/mzyrw6/
In this third session in our series, we’ll help Makers understand how to take their impact project from idea to reality. We’ll explore how Makers can use DWeb mechanisms to build their projects like hackathons and accelerators, then look at how to fund their impact projects including grants, venture capital, and initial coin offerings.
When it comes to impact funding, there’s nobody with more experience and expertise than Azeem Khan. As Head of Impact at Gitcoin, he’s raised millions of dollars for thousands of innovative public good projects. He’ll be guiding you through the various tried-and-tested means with which to build and fund your next impact project.
Afterward, you’ll receive a guide with hands-on activity and a takeaway explainer you can share with your organization. You’ll also have access to a live Q&A to clarify any questions you have.
This event is supported by an award from the Filecoin Foundation for the Decentralized Web.
Public Good App House is a project of Caravan Studios, a division of TechSoup.
Social Media Games. Stats, Potentials and PitfallsLars Bojen
With a departure in DK social media 2013-2014 stats, social games examples are presented. Potentials and pitfalls are presented too as well together with relevant strategic frameworks and motivation theory (SDT) are
Social Media and Games. Stats, Potentials and PitfallsLars Bojen
Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games
Lecture at EU summerschool 2014 in Croatia
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
APNIC Foundation, presented by Ellisha Heppner at the PNG DNS Forum 2024APNIC
Ellisha Heppner, Grant Management Lead, presented an update on APNIC Foundation to the PNG DNS Forum held from 6 to 10 May, 2024 in Port Moresby, Papua New Guinea.
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
5. Srsly?
A Serious Game is a game designed for a primary purpose other than
pure entertainment.
The "serious" adjective is generally prepended to refer to video
games used by industries like defense, education, scientific exploration,
health care, emergency management, city planning, engineering, and
politics.
6. History of Funding
• Given for FREE or for internal use
• Growing budgets -> growing demand for funding
• The predominant model :"work-for-hire“ & “single-use efforts”
• Problem #1: Didn’t leverage on economies of scale.
• Problem #2: Early adopters had focused heavily on advances in
design, pedagogy, and technology and sparingly on business
development models.
7. Serious Games are a Fast Growing Market
According to Ambient Insight LLC recent report "2013-2018 North
America Mobile Edugame Market,", the revenues for Mobile
Educational Serious Games in North America shall spike to 410.27M
USD by 2018, which translates into a five-year compound annual
growth rate (CAGR) of 12.5%
8. Transition from B2B -> B2C
• Serious games were mainly B2B oriented
• Now: Majority of buyers - Consumers
• Purchases divide into two (main):
• math and language learning for young children (targeting parents through a
B2C model)
• brain trainers and brain fitness apps for elders.
• capture kids’ free time rather than build games for the classroom
9. • Donations
• Grants
• Kickstarter / Fig / Patreon
• Pay as you consume content, Pay by Skill
13. Venture Capital
• What's your Unique Edge?
• VC don’t understand the serious games market
• Do you have a patent? Probably not.
• VC wants an EXIT PLANNING
• Entrepreneurs and not a game focus
• Stars Team Wanted!
14. Angels
• Angels risk their own private money
• Strong business plan and good ROI
• On contrary to VCs, if they have a good connection with you or
your product they can decide to invest.
15. So?
Private investments are a minor way of funding due to game quality
fluctuation, lack of entertainment perspective and cultural differences
between the West and Asia.
16. Self Funded / Client Funding
• Work on other projects to fund the game
• Invest your own funds, loans
• Friends and Family
• Huge risk + divert you from concentrating in your game
18. EU FUNDING
For the first time, the Commission has introduced a specific topic,
Gaming and Gamification Technologies, dedicated only for games,
where 17M Euro is estimated to be made available for the developers
of Serious Games.
19. • Accelerating market introduction of ICT solutions for Health, Well-Being
and Ageing Well
50K EUR phase1, 0.5-2.5M EUR phase2
• How to tackle the childhood obesity epidemic?
Up to 10M EUR
• Personalized coaching for well-being and care of people as they age
3-4M EUR
EU FUNDING – Horizon2020
20. MacArthur Foundation
• Supports creative people, effective institutions, and influential
networks building a more just, verdant, and peaceful world.
• over-incarceration, global climate change, nuclear risk, and
significantly increasing financial capital for the social sector.
• The Foundation awards the majority of its grants to organizations
identified by its staff. Each year they also award grants to individuals
through the MacArthur Fellows program.
• https://www.macfound.org/info-grantseekers/
22. Bill & Melinda Gates Foundation
• https://www.gatesfoundation.org/How-We-Work/General-
Information/Grant-Opportunities
“For each issue we work on, we fund innovative ideas that could help
remove these barriers: new techniques to help farmers in developing
countries grow more food and earn more money; new tools to prevent
and treat deadly diseases; new methods to help students and teachers
in the classroom”
23. Supported Companies
• 2018 Special Olympics USA Games (250K USD)
• Design without Borders Uganda Ltd. (100K USD)
• GameDesk Inc (500K USD)
• Learning Games Network (1M+ USD)
• Filament Games inc (25K USD)
24. Governmental Funding
• Tekes (Finland)
• Chief Scientist / Innovation Authority (Israel)
• Nasscom & Netherlands Government – Promote in India
• Korean Government Invest 63M USD into Serious games (2009)
• UKTI helps Serious Games set up in Singapore
25. Grants 101 – TIP #1
Many developers are small, and under-equipped to handle the
paperwork, the requirements, and the workload of many grants.
Use local partners who you can meet with regularly and develop strong
working relationships. These can be university professors, community
non-profits, hospital-based researchers, and more.
Mixture of Funding solutions – don’t depend only on grant money
26. TIP #2
Go to Events!
• Games for Health Conference
• Games for Change
• Serious Play
• Games, Learning & Society @ University of Wisconsin
Meet program managers, recipients of grants, educational funders,
governmental grants like NEH, NSF, NIH
27. TIP #3
Most grant programs are not interested in games per-se. They are
interested in solving problems in their portfolio, which they may be
convinced can be done with a game.
To win at this game, read the grant opportunity, start with a blank
paper, your experience, and ingenuity, and how you aim to solve the
problem.
28. TIP #4
Many grants are research-based and don't fund development to large
levels of funding. Increasingly the shift is to mobile-based games, cross-
platform solutions, and social-network capable games
Another strategy here is to look ahead as to the real edgier parts of the
industry where government interest/research interest is likely to be.
29. TIP #5
• Most grant applications are huge pieces of work requiring strong
writing and planning to achieve. They are often supported on spec
and include preparing specially designed bios, letters of support, and
well cited workups of the idea and solution.
• Around a month of work 1-3 people
30. TIP #6
• The people who succeed at winning grants are well read across a
number of domains. They're engaged in civic discussion and their
communities, and they're not just expert about their specific field.
• Play! and be aware of many types of games. Most grant work is not
about applying the mainstream genres of games but often is about
matching more obscure game design and production patterns to the
very specific problem presented in the grant.
31.
32. Crowdfunding - Kickstarter
• All or Nothing funding model
• Failed to fund a game can effect future sales and interest
• Fee: 5% of the total funds raised, 3% for credit card processing.
• Campaign, rewards, videos, texts, recruiting celebs = $$$
33. Crowdfunding - IndieGogo
• You can access your pledged funding even if you haven't reached your
goal, though the associated fees are higher.
• Fee: 5% of the total funds raised
• Less Exposure - averages nearly 4 times less traffic per day.
• Campaign, rewards, videos, texts, recruiting celebs = $$$
34. Crowdfunding - Fig
The goal of Fig is to allow not only the traditional backing of a video game
as with normal crowdfunding, but to also enable those that can invest in a
game's development to receive a portion of the game's profits once it is
released, in addition to other typical rewards that crowdfunded projects
allow
35. Crowdfunding - Fundable
• Fundable offers the ability to choose between offering rewards or an
equity stake. The site offers excellent support in preparing and
launching a campaign, and it boasts a large network of accredited
investors.
• However, it's best used for serious efforts since there's a $179
monthly fee and a 3.5% processing fee for each transaction.
36. Summary
Crowdfunding doesn't eliminate financial risk. You may be less exposed
to up-front risk, but you'll still be responsible for repaying your backers,
paying the various taxes and fees incurred during the process and
covering the platform's fees as well.
If your product fails to bring in the revenue you expected, these fees
can very quickly put you in the red.
40. Humble Bundle
• Buy a game from a vast selection
• Many “bundles” included per theme, limited time
• Select your charity type
• You buy more -> you pay more -> you donate more
• Not a “Shady” charity donation
• After deductions for payment processor fees (typically around 5%)
the net revenue is split 3 ways: 75% to developers, 10% to charity and
15% to Humble Bundle
41. F2P Model
• The game is free
• Revenue from IAP, BUT – only 2% spend money
• Will people pay for serious games?
• Children : Be careful of ads and Rewarded Videos content (COPPA)
• Careful not to hurt your game “message” with aggressive IAP Strategy
42. Corporate Sponsorship (Brands)
• One of the trickiest of funding sources to use due to ethical concerns
about marketing to kids. Moreover, game developers need to obey
the Children’s Online Privacy Protection Act (COPPA)
• Product placement may be less intrusive but sharp-eyed parents may
still have complaints even if the educational content is unchanged.
• When approaching corporate sponsors, think about what would be
compatible with the game
43. Competitions and Awards
• Casual Connect Indie Prize http://indieprize.org/kyiv2017/
• IMGA mobile game awards http://www.imgawards.com/
• TIGA - https://tiga.org/awards
• https://thegdwc.com/ - The Game Developers World Championship
• Intel Level Up Competition
https://software.intel.com/sites/campaigns/levelup2017/
• Microsoft “Dream Build Play”
https://blogs.msdn.microsoft.com/uk_faculty_connection/2017/06/2
9/microsoft-dream-build-play-game-development-competition-
200000-in-prizes/
44. Universities & School Licensing
• The holy grail is the school-to-home connection.
• Its important to remember, that what a teacher needs is different
than what a parent wants.
58. “Distribution is often described as the problem, but it is not that, but
rather ‘discovery and differentiation’ that are the major problem plaguing
the app market.
Producers can easily sell games, but developing consumer loyalty and
finding ways to make their game different than others and worth
finding in a crowded marketplace is the real challenge.
We don’t want users. We don’t want customers. We want fans. People we
can interact with and people we can cater to.
Kids don’t go home and say, ‘I learned something, so I want to play again.’
It has to be the best game ever”
— Lauri Järvilehto, Lightneer CEO
59. ”….as the success of all
games, serious or not, is
clearly based on how
entertaining they are, we
hope that in the upcoming
calls artificial divisions
between ‘entertaining’ and
‘serious’ games will be
abandoned.”
The Chairman of The European Games
Developer Federation
(EGDF), Guillaume de Fondaumière
60. “…Quite often the
commercial exploitation of
research outcomes is a huge
challenge due to the high
barriers of entry to markets
and the lack of interest on
investing in new and
innovative solutions.”
Koopee Hiltunen, the
director of Neogames,
the hub Finnish
Games industry
Which one of you is a game developer? A designer? Art?
Great! Which one of you is working on a serious game?
A few brave ones! Lets give them a big applause, because this people are on the track to change the world.
Serious is such a strong game. There have been several variations, but the term Serious games stayed. They tried games for good, games for learning, Diversity games. But the truth is that Serious games is all of that, and more!
Free of charge or distributed within the client organization
Growing budgets have translated into a growing demand for funding, mostly because the predominant model in Serious Games had been "work-for-hire", which did not leverage on economies of scale. Early adopters had focused heavily on advances in design, pedagogy, and technology and sparingly on business development models.
Serious games are a niche – But an Important One!
Since its inception, the market has been essentially B2B oriented, with the majority of projects falling into the "work-for-hire" or “single-use efforts” categories like those seen in traditional business software industries.
That scenario is about to change, driven by the consumer market.
Consumers are by far the major buyers of mobile edugame digital content in Canada and US and they shall continue to dominate throughout the forecast period. The majority of consumer purchases fall into the two ends of the age spectrum: math and language learning(Matific, Duolingo, Dragonbox) for young children (targeting parents through a B2C model) and brain trainers and brain fitness apps for elders. (Lumosity)
But the main notion that changed for this market especially in edutainment is to develop for children free time and not for the classroom sessions.
So, how do we get our great Serious game or educational game funded? How do we survive this tough niche into a viable product?
Lets divide the funding stage into 3 : One, at the very start of development of the product, and the second, while we develop it and after we shipped it (Revenue mostly)
This shows an interesting picture of the serious games market, most of ther funding comes from Self funding! That’s a huge risk. The second place belongs to grants, and corporate contracts or sponsorships.
So, when we start to develop our game, this is a critical stage that let us have some air during the important phases of game design and architecture, building the foundations of our game.
VC is looking for a business model that will lead for an exit (VC are limited in time and are obligated normally to return the funds to investors after 7 years)
VC normally look on the game studio as entrepreneurs and not on the game itself
Must have an experienced and stars team, since this is the main focus for VC
reinvestment, loans, or bootstrapping. Any money derived from sales and then funneled back into game development would be considered self-funded.
PUT BILLIONS IMAGE HERE
Horizon 2020 is the biggest EU Research and Innovation programme ever with nearly €80 billion of funding available over 7 years (2014 to 2020) – in addition to the private investment that this money will attract. It promises more breakthroughs, discoveries and world-firsts by taking great ideas from the lab to the market.
Horizon 2020 is open to everyone, with a simple structure that reduces red tape and time so participants can focus on what is really important. This approach makes sure new projects get off the ground quickly – and achieve results faster.
https://www.macfound.org/grantees/419/
https://www.macfound.org/grantees/1669/
https://news.uchicago.edu/article/2015/03/24/game-changer-chicago-design-lab-awarded-1-million-macarthur-foundation-grant
https://venturebeat.com/2017/08/05/icivics-teaches-kids-about-politics-not-partisanship/
MacArthur is one of the nation's largest independent foundations. Organizations supported by the Foundation work in about 50 countries. In addition to Chicago, MacArthur has offices in India, Mexico, and Nigeria.
The Learning Games Network, an off-shoot of the Education Arcade at the Massachusetts Institute of Technology and the Games+Learning+Society Program at the University of Wisconsin-Madison, is an innovative, non-profit organization dedicated to closing the gap between research and practice in game-based learning
iCivics develops free lesson plans and games for students ranging from elementary school to high school, and it’s careful to be nonpartisan. The goal has always been to start the conversation and give students information, not to sway their political beliefs; ho
Design without borders Uganda : to encourage effective family planning for individuals and communities by co-creating an interactive game-based learning tool with a target population in Uganda to understand how and why decisions on family planning are made
GameDesk inc : to develop and launch a pilot school model focused on using games and digital authorship in education
Learning games network : to provide English language instructional model that will help potential beneficiaries qualify for the federal Deferred Action for Childhood Arrivals (DACA) program
Filament games : to design a web-based tool for teaching well-structured argumentation that will allow teachers to effectively and efficiently meet Common Core literacy standards across the curriculum and grade levels
The Korea IT Times reports that the Korean government is investing 80 billion won ($63.52 million U.S. dollars) into the nationwide development and implementation of serious game applications.The investment will fund the development of general educational games, military simulations, and medical training titles. The Korean government expressed hopes that its domestic serious games market would grow to 500 billion won by 2012.
Games for Health Conference
is often a place to meet program managers and previous recipients of grants for health-based games and games research. Likewise Games, Learning, and Society at University of Wisconsin sees it's share of NSF and educational funders/funded participants. Games for Change is another that sees attendees with government grants from agencies like NEH, NSF, and NIH. Serious Play is another good example for a conference.
The key point is that you must really understand and show that what you're addressing is an unmet need, not just a game for games sake. today program managers are more interested in how a social-network game running in a mobile environment supporting someone at the point-of-purchase might help.
Right now that might involve biometric games using sensors, learning communities/multiplayer learning, and procedural content , AR, VR…..
If you need a huge sum for technology, this may be a problem for a grant. BU
Most of the grant programs and entities outlined here exist to improve the world we live in. We can all share the sentiment that we need to do this, but the people who succeed at winning grants are well read across a number of domains. They're engaged in civic discussion and their communities, and they're not just expert about their specific field.
It also goes without saying you need to play, and be aware of many types of games. Most grant work is not about applying the mainstream genres of games but often is about matching more obscure game design and production patterns to the very specific problem presented in the grant.
.[4] During their initial growth period, Fig limited investors in such projects to those that have accredited assets of over $1 million, with plans that once off the ground, anyone will be able to contribute and invest in their offered projects.[4]
https://www.fundable.com/
Humble Bundle is launching a new "choose-your-own-charity" feature to let gamers select the causes their funds go to. More than 35,000 charities are eligible under the new scheme and should help Humble Bundle raise money for an even more diverse range of causes.
Critics say that sponsored games are just another form of advertising. Parents, already wary of in-app purchases, are jittery about exposing young kids to any form of advertising in games.
Product placement and promotion of consumer products may also violate state standards. Besides schools, museums may have a problem with corporate sponsorship, even if it’s just the addition of a company logo.
You’re selling into schools. You’re making money from schools. Teachers are using it and they are influencers and they are driving home consumption and you are making revenue from that. It’s a very virtuous cycle.
LAND OF VENN
Insight Sparks – Journey to the Fire Kingdom
Heart. Papers. Border is an optimistic game. Nothing can hurt you, and you will always live to the ripe age of 150, when you will take the ultimate trip. You will never experience any misfortunes, except, perhaps, being deported for overstaying with an expired visa. The question is, how will this life enfold on planet Heart? Will you play as a tourist or an activist? The choice is yours, forever.
Explore an alien, yet surprisingly familiar planet that MIGHT have been colonised by humans a long, long time ago
Visit impressive touristic monuments, natural or man made, get a glimpse of the surprising culture that built them and capture memories
Challenge your birth right and find ways to explore the entire world, regardless of your privileges (or lack of them)
Balance business with pleasure, keep an eye on your UNITS and make sure your VISAS don’t expire
Think about the world you want to live in! Your adventures matter more than you think
Take the ultimate trip at 150 years old knowing that you lived a meaningful life