Scott Brewster, Co-Founder, ThinkZone Games
Mitch Weisburgh, Co-Founder, ThinkZone Games
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Who is the buyer for games that are to be used in schools? How do education buyers make decisions? How do they want to use games? How big is the market? What are the obstacles to reaching more students and teachers? What’s the potential market? You’ll find out in our session.
2. Game-Based Learning (GBL) Market 2
Instructional Purchases: 10%
Student Support Services: 8%
Operations: 20%
Uses of Ed Funds
Instructional Staff: 64%
(750B)
(7.5B)
Current K12 GBL
< $100M
Potential GBL
$2B
3. US K-12 Content Sales Breakdown
Other: 3%
District
Administration: 60%
School
Administration: 25%
Teachers: 7%
State: 5%
4. US K-12 Decision Makers
Target
Decision Maker
Super-
intendent
District
Admin
School
Principal Teacher Librarian
Size of
Problem
Semester,
Multiple Grades,
Multiple Schools
Month+,
Multiple Grades,
Special Populations
At Least
1 Grade,
A Few Weeks
At Least
1 Full Lesson
At Least
1 Full Lesson
Expected Spend $100,000+
$5,000 –
$50,000
$2,000 -
$10,000
Free to
$200
Free to
$500
Approval Cycle 18 Months 6-12 Months 3-6 Months 0-60 Days 0-6 Months
Buying Power 60% 25% 7% <3%
U.S. Total
Number
15,000 60,000 100,000 3,900,000 50,000
9. US K-12 Education Game Market
Education Game Market Projected 1 Year - US preK-12
Total
Market
K-3 3-5 6-8 9-12
General/Other 17.5 4.3 4.3 4.5 4.5
Math 43.9 10.7 10.7 11.2 11.2
ELA 61.4 15.0 15.0 15.7 15.7
Science 22.8 5.6 5.6 5.8 5.8
Social Studies 17.5 4.3 4.3 4.5 4.5
Arts 7.0 1.7 1.7 1.8 1.8
Social/Emotional 5.3 1.3 1.3 1.3 1.3
Total 175.4 42.9 42.9 44.8 44.8
10. The Big Addressable Problem
Education System: Industrial age & suboptimal
Games: 21st Century learning with student
Timing: The Tech Tsunami is now
engagement, learning in context,
and assessment
12. Timing & School Cycles
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Selling
Season
Decision Budget P.O. Releases Lead Acquisition
13. Trajectory of Adoption
Year 1 Year 2 Year 3 Year 4
Beta Testing
Early
Adopters
Product
Champions
Ramp Up &
Market Penetration
14. How Do We Increase the Use of
Games in Schools?
Support Teachers
Increase Market Awareness
Target Policy Makers and Decision Makers
Collaborate
Make Games Easy to Deploy
15. 15
$500M Potential GBL Market By 2020
Market Obstacles
Game Developers
District
Administrators
Educators
ü No sustainable business model
ü High Customer Acquisition Cost
ü Against lots of small purchases
ü Don’t necessarily think games are
what students need
ü Individual games can create chaos
ü Password Hell
ü No Group and Individual
Assignment
ü No student progress tracking
16. US K-12 Spending
2008
School Budgets Peak
2014
School Budgets Start Rebound
Decrease in Headcount
& Purchases
2020:
Steady Increases
• Rebound in Tech Purchases vs Headcount
• Digital Native Educators & Admins
• Digital Distribution/Purchasing
Spending
17. US K-12 GBL Projections
DECREASE
$50M
GBL Spending
REBOUND
$500M
2008
School Budgets Peak
2014
School Budgets Start Rebound
2020:
Steady Increases