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Full scale game for studying foreign languages
Problem 
• The number of people studying English is over 1 billion 
• By 2020 the number of people studying English will exceed 2 billion 
British Council (2012) 
2 billion 
1 billion 
However, except the countries where English is the official 
language, the effectiveness of studying English is 
below 10%. 
Exploredia.com (2011)
Problem 
The number of users of the top 4 world leading online language learning services 
almost tripled from 27,5 million in 2011 to 72 million in 2013 
Services data (2013) 
2011 - 27,5 mln. 2013 – 72 mln. 
However, the average number of people who complete 
online courses is below 7% 
timeshighereducation.co.uk (2013)
What is the reason? 
Low motivation: 
• services almost completely rely on the internal 
motivation of their users 
Outdated learning techniques: 
• most of the techniques are inherited from 
textbooks and courses created in the past century
Solution 
Complete gamification: 
• full, high quality gamification of all 
stages of the learning process 
New learning techniques: 
• immersion into the language environment 
• no dry drills or exercises 
• stress on long-term memory
- the first completely gamified language service 
No drills or exercises 
No video and audio classes 
No dictionaries or forums 
It is just one big top quality game with immersion into 
the English language environment
- the first completely gamified language service 
The user creates a hero and goes to virtual New York 
to study English there
- the first completely gamified language service 
In the game on comes across real, practical situations, 
such as ordering food on the airplane.
- the first completely gamified language service 
User travels from point A to point B in the city
- the first completely gamified language service 
One has to enter the store and buy something, same 
as in real life
- the first completely gamified language service 
Users do not memorize other people’s dialogs; users 
use dialogs as a tool to solve their in-game problems
Business model 
1. Full scale gamification: 
• increases engagement and motivation of users 
• decreases users outflow 
• new learning techniques 
2. Free-to-play monetization (free content): 
• maximum size of the user base 
• low average cost to acquire a new user 
• advantage over competitors 
3. Scalability: 
• HTML5 provides cross-platforming 
• quick creation of new language units
Market: Demand and Trends 
Global language industry - $82.6 billion 
• English language learning market - $35.9 billion 
• Other languages - $22.3 billion 
• Online English learning - $1.31 billion (or 3.7% of total) 
• The online English learning sector is expected almost to double by 2016 to $2.5 
billion 
$1,31Bn Ambient Insight (2011) 
$34,6Bn 
$24,4Bn 
$22,3Bn 
$82,6Bn 
Global language industry
GAMIFICATION 
application 
class 
Subscription Freemium Free to play 
MONETIZATION 
textbook 
service 2011 2013 
0.5 7 
3 35 
9 15 
15 >15 
total: 27,5 >72 
!!! 
was downloaded over 
25 million times 
Competition 
# of users, in millions

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LinguaSaga

  • 1. Full scale game for studying foreign languages
  • 2. Problem • The number of people studying English is over 1 billion • By 2020 the number of people studying English will exceed 2 billion British Council (2012) 2 billion 1 billion However, except the countries where English is the official language, the effectiveness of studying English is below 10%. Exploredia.com (2011)
  • 3. Problem The number of users of the top 4 world leading online language learning services almost tripled from 27,5 million in 2011 to 72 million in 2013 Services data (2013) 2011 - 27,5 mln. 2013 – 72 mln. However, the average number of people who complete online courses is below 7% timeshighereducation.co.uk (2013)
  • 4. What is the reason? Low motivation: • services almost completely rely on the internal motivation of their users Outdated learning techniques: • most of the techniques are inherited from textbooks and courses created in the past century
  • 5. Solution Complete gamification: • full, high quality gamification of all stages of the learning process New learning techniques: • immersion into the language environment • no dry drills or exercises • stress on long-term memory
  • 6. - the first completely gamified language service No drills or exercises No video and audio classes No dictionaries or forums It is just one big top quality game with immersion into the English language environment
  • 7. - the first completely gamified language service The user creates a hero and goes to virtual New York to study English there
  • 8. - the first completely gamified language service In the game on comes across real, practical situations, such as ordering food on the airplane.
  • 9. - the first completely gamified language service User travels from point A to point B in the city
  • 10. - the first completely gamified language service One has to enter the store and buy something, same as in real life
  • 11. - the first completely gamified language service Users do not memorize other people’s dialogs; users use dialogs as a tool to solve their in-game problems
  • 12. Business model 1. Full scale gamification: • increases engagement and motivation of users • decreases users outflow • new learning techniques 2. Free-to-play monetization (free content): • maximum size of the user base • low average cost to acquire a new user • advantage over competitors 3. Scalability: • HTML5 provides cross-platforming • quick creation of new language units
  • 13. Market: Demand and Trends Global language industry - $82.6 billion • English language learning market - $35.9 billion • Other languages - $22.3 billion • Online English learning - $1.31 billion (or 3.7% of total) • The online English learning sector is expected almost to double by 2016 to $2.5 billion $1,31Bn Ambient Insight (2011) $34,6Bn $24,4Bn $22,3Bn $82,6Bn Global language industry
  • 14. GAMIFICATION application class Subscription Freemium Free to play MONETIZATION textbook service 2011 2013 0.5 7 3 35 9 15 15 >15 total: 27,5 >72 !!! was downloaded over 25 million times Competition # of users, in millions