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Innovations in the Global Mobile
                  Edugame Market
           Key Findings from Recent Ambient Insight Research




                       Serious Play Conference 2012
                               August 22, 2012



                  Tyson Greer, Chief Executive Officer
                           Ambient Insight LLC
Ambient Insight 2012
Introductions

    Ambient Insight is an integrity-based market research firm that uses
     predictive analytics to identify revenue opportunities for suppliers.

       Ambient Insight founded in 2004 by Microsoft Training and
        Certification veterans that built the Microsoft Online Institute
        (MOLI)
       International “boutique” analysis firm specializing in quantitative
        analysis, learning technology forecasts, M&A analysis, and
        competitive intelligence
       Ambient Insight tracks learning technology buying behavior
        across the planet. We have buying behavior profiles for 82
        countries
       Ambient Insight…
          Does not evaluate, compare, or rank the effectiveness of
            learning technology products
          Does not endorse or promote companies or products


Ambient Insight 2012
Agenda




        •   Introductions & Ambient Insight’s Research Taxonomy
        •   Key Findings from Ambient Insight Research
        •   Knowledge-based Learning & Skills-based Learning
        •   Language Learning
        •   Location-based Learning & Augmented Reality
        •   Everybody’s Getting into the Game
        •   Innovative Revenue & Distribution Models
Ambient Insight 2012
Ambient Insight’s Learning Technology Research Taxonomy

                                       Seven International Regions
          North           South           Western          Eastern                                          The Middle
                                                                             Asia             Africa
         America         America          Europe           Europe                                              East




                                       Have Eight Buyer Segments
                                   Higher        Corporations      Federal          State - Local   Associations
  Consumer         PreK-12                                                                                             Healthcare
                                  Education      - Businesses    Government         Government      & Non-Profits




                     That Buy Eight Types of Digital Learning Products
Self-paced   Digital Video,     Collaboration-                   Simulation-
                                                     Social                         Game-based         Cognitive         Mobile
 eLearning   Text, & Audio          based                          based
                                                    Learning                         Learning          Learning         Learning
Courseware    Reference           Learning                        Learning




                                       From Six Types of Suppliers
     Packaged                Custom           Software as a          Value Added        Installed Tools            Learning
      Content                Content          Service (SaaS)           Services          & Technology              Devices

                                 These six supplier types map directly to the six
                                 subcategories of learning technology products
Ambient Insight 2012
Key Findings from
                        Ambient Insight
                           Research




Ambient Insight 2012
Six Types of Mobile Edugame Learning Products


 Ambient Insight forecasts
 revenues for six types of Mobile
 Edugames:
      Knowledge-based games
      Skills-based games
      Brain trainers and cognitive
       fitness games
      Language learning games
      Location-based learning
       games emerged in 2009
      Mobile augmented
       reality games emerged
                                      SuperBetter
       in 2010

Ambient Insight 2012
Key Findings from Ambient Insight Research - The Market


    The growth rate for the Worldwide Game-based
     Learning market is 15.4%
    Revenues will more than double from 2011 to
     2016, and are concentrated in China, South Korea,
     US, and Japan.
    Telecoms & NGOs provide Mobile Learning value
     added services (VAS) to consumers with game-
     based learning content from third-party suppliers.
    Emergence of mobile game-building tools supports
     growing interest in creating edugames.
    Involvement of academic institutions in game-
     based learning initiatives and entrepreneurial
     accelerators are catalysts for the edugame market.

Ambient Insight 2012
Key Findings from Ambient Insight Research The Buyers


   • Consumers are the top buyers worldwide of Mobile
     Learning packaged content.
        – Consumer demand for Mo-So and Mo-Lo-So energizes
          the market for game-based learning content
        – Suppliers capitalize on consumers’ interests: early
          childhood education, tourism, health, fitness and
          wellness, cognitive fitness, nature, and sustainability
        – Consumers buy language learning products
   • Museums have new job positions focused on
     engaging/educating their audiences, and they do it
     with Mo-Lo-So games
   • Emergence of easy-to-use mobile game-building
     tools supports cultural shift towards using game-
     creation itself as an educational experience

Ambient Insight 2012
Knowledge-based &
                 Skills-based Mobile
                        Games
             Knowledge is memorizing. A skill is
                   applying knowledge.



Ambient Insight 2012
Pharmas Buy Custom Content Services from Suppliers
         for Patient Education and Product Promotion




                       Pfizer has released several
                        disease-awareness apps,              InViVo
                        including the iPhone Les       Communications
     International
                             Meningo game            creates custom games
    awareness app
     from Sanofi-                                     for trade shows and
        Aventis                                          launch events




Ambient Insight 2012
For Medical Professionals: Reference Content, Exam
                   Prep, and Skill Development
     Suppliers create custom content and packaged content for nursing
            and medical students, and healthcare professionals

                                    Legacy Interactive has
                              partnered with Elsevier (Top
                               Doc, visual diagnosis iPhone
                                quiz) and Pearson (virtual
                            world games, quizzes, and tips)




  Bennoit Essiambre
  (Speed Anatomy)



                                 Epocrates
Ambient Insight 2012
For “Expert Patients”: Who Want Answers and to Play
               an Active Role in Their Wellness


                          HealthTap received $11.5
                       million in 2012 “to gamify the
                       process of doctors answering
                        health questions.” Docs earn
                                   reputation points.”




  Men’s Health made nutrition advice palatable.

Ambient Insight 2012
Trends: Escalating Enthusiasm for Fitness

   The Affordable Care Act includes $10 billion for disease prevention
   and health promotion over the next 5 years. Health games are a tool.




                   InViVo




                               Suppliers tout cognitive fitness
                               games “backed by science”
                               Leading suppliers in the brain fitness
                               industry are: Posit Science, Dakim,
                               CogniFit, Scientific Learning, Lumos
                               Labs, and Vivity Labs.
Ambient Insight 2012
Gesture-based Learning Can Turn Ordinary Learning
          Experiences into Extra-ordinary Immersive Education


                                           Namco Bandai Games’ “Body
                                           and Brain Connection” for Kinect




   Humana “Dance Town”


            Topics cover alcohol consumption, allergies, anatomy,
           asthma, brain fitness, cardiovascular health, cognition,
                 dental health, diabetes, emergency response,
          environmental risk, exercise and fitness, eye health, food
            and nutrition, pet care, obesity and weight loss, pain,
                smoking cessation, substance abuse, and safety
Ambient Insight 2012
Edugame Market for PreK-12 Learning is Expanding
                           Rapidly

                        Fingerprint’s Whole
                        Wide World game




                           Pokemon Typing Adventure




                                                      Nat Geo Wild TV
                                                             for Kinect




PiMZ’s Letter School



Ambient Insight 2012
Moving Edugames from Euphoria (Sensory Stimulation)
             to Eureka (Intellectual Discovery)


  October 2011, Google
  Ventures and 500 Startups
  awarded Stickery $350K in
  seed funding.

  Stickery aims to change the
  model of learning-game-
  apps-as-babysitter to
  increasing parental
  involvement in the kids’
  learning experience via
  personal metrics data.             Stickery’s Mermaid Waters math game



               iPhone App Store stats:
               #1 in iPhone Education. Top in-app purchases.

Ambient Insight 2012
Language Learning
                     Mobile Games

                       Parlez-vous Anglais?




Ambient Insight 2012
Top Selling Apps Across the Planet are Edugames for
           Young Children & Language Learning Apps

  The top buying country in the world
  for Digital English Language Learning
  products is. . . The United States.




                                                                  Little Pim, a
                                                            Chinese language
                                                               learning game
                                                               from PBS Kids




       ASL Spelling Game
                           Mind Snacks teaches vocabulary
Ambient Insight 2012
Two Global Market Trends Converge and Boost Sales of
                Language Learning Edugames

 Market is expanding rapidly                     Telecoms, nonprofits, and
    for digital Language                          third party suppliers are
    Learning products,                            delivering Value Added
 particularly English fluency                   Services (VAS) directly to
         and literacy.                                   consumers.


         • Soletrando (Brazil ): based on a game show, to improve
           Portuguese spelling from Vivo (telecom), Oglobo (newspaper), and
           La Mark
         • BBC Janala (India): mobile subscription, TV drama, and game
           show for 2 cents/per 3 minutes from English in Action, BBC
         • English Bean (Indonesia): web and mobile content includes
           Facebook games to learn English from SK Telecom

Ambient Insight 2012
Location-based Mobile
                Learning Games

                       Mobile-Local-Social
                          “Mo-Lo-So”



Ambient Insight 2012
Definitions from Ambient Insight’s Research Taxonomy




    Location-based Learning                       Augmented Reality
    is based on location-based                     utilizes computer-
   services (LBS) technology. It                   generated images,
        is a type of knowledge                     schematics, audio,
                                                  multimedia, historical
          transfer enabled by
                                                 context, location data,
         wirelessly-networked                      and other forms of
        interfaces and sensors                  content overlaid on real-
   responding to the actions                      world objects that are
         of a user at a specific                  manipulated by users
     location in space and time                  holding a mobile phone
         to create a situated                       or wearing head-
       learning experience…                     mounted display devices.



                       Ambient Insight's Research Taxonomy
Ambient Insight 2012
Mobile Location-based Learning: The Shift from
             Distance Learning to Proximity Learning
                                                                     Proximity Perimeter
                                                                         (Geofence)

                       Location-
                         based
                       Learning
                        Triggers                             LBL
                                    LBL        Physical    Anchors
                                   Markers    Presence:
                                             Location in
                                             Space and
                                                Time

                                                                      Location-
                                                                       based
                                                                      Learning
                                                                       Objects




                       One of the interesting innovations in Location-based Learning
                        is the inclusion of the dimension of time as well as space.
Ambient Insight 2012
Blended Product Types: Location-based Learning +
         Mobile Augmented Reality Learning Edugames

                                            November 2011, PBS Kids
                                            releases multiplayer Fetch!
                                            Lunch Rush mobile
                                            edugame:
                                             “Teaches basic math skills
                                              by challenging players to fill
                                              a film crew’s sushi orders.”
                                             Player with the fastest time
                                              wins.
                                             “Room to run” is in the list
                                              of requirements.


                        iTunes Review: “Had lots of fun playing this
                       with my little one. Just spread the numbers out
                       in a few rooms and watch them run like crazy.”

Ambient Insight 2012
Tourist Get to Know Cities They Visit
       With Augmented Reality, They Can Go Back in Time



                                  Augmented
                               Reality games
                             let tourists view
                                a city “Then”
                                  and “Now.”




  La Mosca developed the                         7th Floor Media
  1ST urban mystery-                             “Vancouver” AR
  adventure, hyper-local
  GPS learning games.


Ambient Insight 2012
Augmented Reality Enables “Place-based Learning” and
                      “Time-based Learning”




                                        bigBigBang - Historic Market St. in San
                                        Francisco uses archival film footage from
                                        1906 (before the earthquake and fire that
                                        same year.)
                                               Full disclosure: not really a game.
      Museum of London - StreetMuseum

Ambient Insight 2012
The Gallery Tag Game at the Brooklyn Museum is a
              Mo-Lo-So Interactive Scavenger Hunt




 All the tags go into
 the online collection,
 bridging virtual and
 physical worlds.

Ambient Insight 2012
Hyper-local Edugames Use Mobile Mystery or Adventure
      Stories to Engage Users with Their Surroundings

    Clients for Urban Interactive’s reality
    “Amazing Race”-style urban mission
    augmented reality adventures include:
    corporations, government, higher ed,
    nonprofits, and consumers.




                                              Mentira is a mobile location-
                                              based, language learning,
                                              mobile mystery game from
                                              the University of New Mexico


Ambient Insight 2012
Game-based Learning on Location Challenges Users To
               Compete Virtually or Locally

         The North American growth rate for mobile location-
       based edugames is a breathtaking 77.2% and revenues
                 will reach $25.1 million by 2016.




       Humana’s Horsepower Challenge        Parks Canada

Ambient Insight 2012
Fitness Buffs Take Their Exercise on the Road, Virtually




 Bit Gym’s “Virtual Active”
 for iPads fits on cardio
 equipment for a solo
 fitness adventure




                                  Collaborate with friends to
                                  summit the world’s highest
                                  peak or hike the Inca Trail…
                                  at your bus stop, at your
                                  desk, in your backyard.
                                  Bonnier R&D &
                                  Ammunition
Ambient Insight 2012
Everybody Is Getting
                  into the Game

                    Easy-to-use tools enable the
                   “Creator Economy” to flourish



Ambient Insight 2012
Trend: Becoming Creators Rather than Consumers
      User-generated Content and User-Generated Games

   The US military agency DARPA
   invited anyone to play their mobile
   “disaster” game CLIQRQest and
   learned how people could use social
   media to organize and coordinate
   resources.

        GPS Mission worldwide game
        platform by Orbster GmbH
        enables users to create their
        own mission game around their
        location.

   GameSalad raised $6 million in
   2011 and created their “drag and
   drop” game development tool “to
   make everyone a game developer.”
Ambient Insight 2012
Innovative Revenue and
            Distribution Models

                       New Opportunities
                        New Challenges



Ambient Insight 2012
The Rapid Rise of Mobile Learning Value Added Services
       (VAS) Creates New Opportunities for Edugames


    In 2010, Ambient Insight identified a
    new type of product: Mobile
    Learning VAS, which are coming on
    the market at a rapid pace across
    the globe, particularly in developing
    countries.

               Nigeria – MNT Education
                Bundle: Consumers can
                purchase a netbook or laptop
                bundled with English, math,
                and science edugames;
                Encyclopedia Britannica;
                learning tools, & access to
                educational content.

Ambient Insight 2012
2008-2011 Explosion of Mobile Learning Value
                 Added Services (VAS) Products

                         Mobile Learning VAS Products
   100
    90
    80
    70
    60
    50
    40
    30
    20
    10
     0
                  2008              2009               2010               2011

           On average, 5-6 new Mobile Learning VAS products are launched every
          month. Most of them are sprouting up in developing economies. This has
              major implications for the Mobile Learning industry. Suppliers in
          developing countries are now driving the innovation in Mobile Learning.
Ambient Insight 2012
Innovative Revenue and Distribution Options
                   The price of mobile apps is dropping.
                         The revenues are rising.

    Revenue Models:                     Distribution Channels:

       Sponsorships nonprofits &        Trend to digitization is
                                          worldwide
        commercial
                                         Amazon Appstore adds in-
       Advertising                       app purchasing (2012)
       Subscription services            Submit products to
                                          commercial digital libraries
       Micropayments for virtual         adding mobile content, e.g.
                                          OverDrive
        items
                                         Partner with home school
       In-app purchases                  suppliers, device suppliers,
                                          publishers, and carriers
       Free, lite, and premium
                                         Dozens of specialty app
                                          stores across the planet

Ambient Insight 2012
Q&A
                 Ambient Insight’s Free Resource Library at:
    http://www.ambientinsight.com/News/PublishedContent.aspx




                          Tyson@ambientinsight.com
Ambient Insight 2012

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“Innovations in the Global Mobile Edugame Market” By Tyson Greer- Serious Play Conference 2012

  • 1. Innovations in the Global Mobile Edugame Market Key Findings from Recent Ambient Insight Research Serious Play Conference 2012 August 22, 2012 Tyson Greer, Chief Executive Officer Ambient Insight LLC Ambient Insight 2012
  • 2. Introductions Ambient Insight is an integrity-based market research firm that uses predictive analytics to identify revenue opportunities for suppliers.  Ambient Insight founded in 2004 by Microsoft Training and Certification veterans that built the Microsoft Online Institute (MOLI)  International “boutique” analysis firm specializing in quantitative analysis, learning technology forecasts, M&A analysis, and competitive intelligence  Ambient Insight tracks learning technology buying behavior across the planet. We have buying behavior profiles for 82 countries  Ambient Insight…  Does not evaluate, compare, or rank the effectiveness of learning technology products  Does not endorse or promote companies or products Ambient Insight 2012
  • 3. Agenda • Introductions & Ambient Insight’s Research Taxonomy • Key Findings from Ambient Insight Research • Knowledge-based Learning & Skills-based Learning • Language Learning • Location-based Learning & Augmented Reality • Everybody’s Getting into the Game • Innovative Revenue & Distribution Models Ambient Insight 2012
  • 4. Ambient Insight’s Learning Technology Research Taxonomy Seven International Regions North South Western Eastern The Middle Asia Africa America America Europe Europe East Have Eight Buyer Segments Higher Corporations Federal State - Local Associations Consumer PreK-12 Healthcare Education - Businesses Government Government & Non-Profits That Buy Eight Types of Digital Learning Products Self-paced Digital Video, Collaboration- Simulation- Social Game-based Cognitive Mobile eLearning Text, & Audio based based Learning Learning Learning Learning Courseware Reference Learning Learning From Six Types of Suppliers Packaged Custom Software as a Value Added Installed Tools Learning Content Content Service (SaaS) Services & Technology Devices These six supplier types map directly to the six subcategories of learning technology products Ambient Insight 2012
  • 5. Key Findings from Ambient Insight Research Ambient Insight 2012
  • 6. Six Types of Mobile Edugame Learning Products Ambient Insight forecasts revenues for six types of Mobile Edugames:  Knowledge-based games  Skills-based games  Brain trainers and cognitive fitness games  Language learning games  Location-based learning games emerged in 2009  Mobile augmented reality games emerged SuperBetter in 2010 Ambient Insight 2012
  • 7. Key Findings from Ambient Insight Research - The Market  The growth rate for the Worldwide Game-based Learning market is 15.4%  Revenues will more than double from 2011 to 2016, and are concentrated in China, South Korea, US, and Japan.  Telecoms & NGOs provide Mobile Learning value added services (VAS) to consumers with game- based learning content from third-party suppliers.  Emergence of mobile game-building tools supports growing interest in creating edugames.  Involvement of academic institutions in game- based learning initiatives and entrepreneurial accelerators are catalysts for the edugame market. Ambient Insight 2012
  • 8. Key Findings from Ambient Insight Research The Buyers • Consumers are the top buyers worldwide of Mobile Learning packaged content. – Consumer demand for Mo-So and Mo-Lo-So energizes the market for game-based learning content – Suppliers capitalize on consumers’ interests: early childhood education, tourism, health, fitness and wellness, cognitive fitness, nature, and sustainability – Consumers buy language learning products • Museums have new job positions focused on engaging/educating their audiences, and they do it with Mo-Lo-So games • Emergence of easy-to-use mobile game-building tools supports cultural shift towards using game- creation itself as an educational experience Ambient Insight 2012
  • 9. Knowledge-based & Skills-based Mobile Games Knowledge is memorizing. A skill is applying knowledge. Ambient Insight 2012
  • 10. Pharmas Buy Custom Content Services from Suppliers for Patient Education and Product Promotion Pfizer has released several disease-awareness apps, InViVo including the iPhone Les Communications International Meningo game creates custom games awareness app from Sanofi- for trade shows and Aventis launch events Ambient Insight 2012
  • 11. For Medical Professionals: Reference Content, Exam Prep, and Skill Development Suppliers create custom content and packaged content for nursing and medical students, and healthcare professionals Legacy Interactive has partnered with Elsevier (Top Doc, visual diagnosis iPhone quiz) and Pearson (virtual world games, quizzes, and tips) Bennoit Essiambre (Speed Anatomy) Epocrates Ambient Insight 2012
  • 12. For “Expert Patients”: Who Want Answers and to Play an Active Role in Their Wellness HealthTap received $11.5 million in 2012 “to gamify the process of doctors answering health questions.” Docs earn reputation points.” Men’s Health made nutrition advice palatable. Ambient Insight 2012
  • 13. Trends: Escalating Enthusiasm for Fitness The Affordable Care Act includes $10 billion for disease prevention and health promotion over the next 5 years. Health games are a tool. InViVo Suppliers tout cognitive fitness games “backed by science” Leading suppliers in the brain fitness industry are: Posit Science, Dakim, CogniFit, Scientific Learning, Lumos Labs, and Vivity Labs. Ambient Insight 2012
  • 14. Gesture-based Learning Can Turn Ordinary Learning Experiences into Extra-ordinary Immersive Education Namco Bandai Games’ “Body and Brain Connection” for Kinect Humana “Dance Town” Topics cover alcohol consumption, allergies, anatomy, asthma, brain fitness, cardiovascular health, cognition, dental health, diabetes, emergency response, environmental risk, exercise and fitness, eye health, food and nutrition, pet care, obesity and weight loss, pain, smoking cessation, substance abuse, and safety Ambient Insight 2012
  • 15. Edugame Market for PreK-12 Learning is Expanding Rapidly Fingerprint’s Whole Wide World game Pokemon Typing Adventure Nat Geo Wild TV for Kinect PiMZ’s Letter School Ambient Insight 2012
  • 16. Moving Edugames from Euphoria (Sensory Stimulation) to Eureka (Intellectual Discovery) October 2011, Google Ventures and 500 Startups awarded Stickery $350K in seed funding. Stickery aims to change the model of learning-game- apps-as-babysitter to increasing parental involvement in the kids’ learning experience via personal metrics data. Stickery’s Mermaid Waters math game iPhone App Store stats: #1 in iPhone Education. Top in-app purchases. Ambient Insight 2012
  • 17. Language Learning Mobile Games Parlez-vous Anglais? Ambient Insight 2012
  • 18. Top Selling Apps Across the Planet are Edugames for Young Children & Language Learning Apps The top buying country in the world for Digital English Language Learning products is. . . The United States. Little Pim, a Chinese language learning game from PBS Kids ASL Spelling Game Mind Snacks teaches vocabulary Ambient Insight 2012
  • 19. Two Global Market Trends Converge and Boost Sales of Language Learning Edugames Market is expanding rapidly Telecoms, nonprofits, and for digital Language third party suppliers are Learning products, delivering Value Added particularly English fluency Services (VAS) directly to and literacy. consumers. • Soletrando (Brazil ): based on a game show, to improve Portuguese spelling from Vivo (telecom), Oglobo (newspaper), and La Mark • BBC Janala (India): mobile subscription, TV drama, and game show for 2 cents/per 3 minutes from English in Action, BBC • English Bean (Indonesia): web and mobile content includes Facebook games to learn English from SK Telecom Ambient Insight 2012
  • 20. Location-based Mobile Learning Games Mobile-Local-Social “Mo-Lo-So” Ambient Insight 2012
  • 21. Definitions from Ambient Insight’s Research Taxonomy Location-based Learning Augmented Reality is based on location-based utilizes computer- services (LBS) technology. It generated images, is a type of knowledge schematics, audio, multimedia, historical transfer enabled by context, location data, wirelessly-networked and other forms of interfaces and sensors content overlaid on real- responding to the actions world objects that are of a user at a specific manipulated by users location in space and time holding a mobile phone to create a situated or wearing head- learning experience… mounted display devices. Ambient Insight's Research Taxonomy Ambient Insight 2012
  • 22. Mobile Location-based Learning: The Shift from Distance Learning to Proximity Learning Proximity Perimeter (Geofence) Location- based Learning Triggers LBL LBL Physical Anchors Markers Presence: Location in Space and Time Location- based Learning Objects One of the interesting innovations in Location-based Learning is the inclusion of the dimension of time as well as space. Ambient Insight 2012
  • 23. Blended Product Types: Location-based Learning + Mobile Augmented Reality Learning Edugames November 2011, PBS Kids releases multiplayer Fetch! Lunch Rush mobile edugame:  “Teaches basic math skills by challenging players to fill a film crew’s sushi orders.”  Player with the fastest time wins.  “Room to run” is in the list of requirements. iTunes Review: “Had lots of fun playing this with my little one. Just spread the numbers out in a few rooms and watch them run like crazy.” Ambient Insight 2012
  • 24. Tourist Get to Know Cities They Visit With Augmented Reality, They Can Go Back in Time Augmented Reality games let tourists view a city “Then” and “Now.” La Mosca developed the 7th Floor Media 1ST urban mystery- “Vancouver” AR adventure, hyper-local GPS learning games. Ambient Insight 2012
  • 25. Augmented Reality Enables “Place-based Learning” and “Time-based Learning” bigBigBang - Historic Market St. in San Francisco uses archival film footage from 1906 (before the earthquake and fire that same year.) Full disclosure: not really a game. Museum of London - StreetMuseum Ambient Insight 2012
  • 26. The Gallery Tag Game at the Brooklyn Museum is a Mo-Lo-So Interactive Scavenger Hunt All the tags go into the online collection, bridging virtual and physical worlds. Ambient Insight 2012
  • 27. Hyper-local Edugames Use Mobile Mystery or Adventure Stories to Engage Users with Their Surroundings Clients for Urban Interactive’s reality “Amazing Race”-style urban mission augmented reality adventures include: corporations, government, higher ed, nonprofits, and consumers. Mentira is a mobile location- based, language learning, mobile mystery game from the University of New Mexico Ambient Insight 2012
  • 28. Game-based Learning on Location Challenges Users To Compete Virtually or Locally The North American growth rate for mobile location- based edugames is a breathtaking 77.2% and revenues will reach $25.1 million by 2016. Humana’s Horsepower Challenge Parks Canada Ambient Insight 2012
  • 29. Fitness Buffs Take Their Exercise on the Road, Virtually Bit Gym’s “Virtual Active” for iPads fits on cardio equipment for a solo fitness adventure Collaborate with friends to summit the world’s highest peak or hike the Inca Trail… at your bus stop, at your desk, in your backyard. Bonnier R&D & Ammunition Ambient Insight 2012
  • 30. Everybody Is Getting into the Game Easy-to-use tools enable the “Creator Economy” to flourish Ambient Insight 2012
  • 31. Trend: Becoming Creators Rather than Consumers User-generated Content and User-Generated Games The US military agency DARPA invited anyone to play their mobile “disaster” game CLIQRQest and learned how people could use social media to organize and coordinate resources. GPS Mission worldwide game platform by Orbster GmbH enables users to create their own mission game around their location. GameSalad raised $6 million in 2011 and created their “drag and drop” game development tool “to make everyone a game developer.” Ambient Insight 2012
  • 32. Innovative Revenue and Distribution Models New Opportunities New Challenges Ambient Insight 2012
  • 33. The Rapid Rise of Mobile Learning Value Added Services (VAS) Creates New Opportunities for Edugames In 2010, Ambient Insight identified a new type of product: Mobile Learning VAS, which are coming on the market at a rapid pace across the globe, particularly in developing countries.  Nigeria – MNT Education Bundle: Consumers can purchase a netbook or laptop bundled with English, math, and science edugames; Encyclopedia Britannica; learning tools, & access to educational content. Ambient Insight 2012
  • 34. 2008-2011 Explosion of Mobile Learning Value Added Services (VAS) Products Mobile Learning VAS Products 100 90 80 70 60 50 40 30 20 10 0 2008 2009 2010 2011 On average, 5-6 new Mobile Learning VAS products are launched every month. Most of them are sprouting up in developing economies. This has major implications for the Mobile Learning industry. Suppliers in developing countries are now driving the innovation in Mobile Learning. Ambient Insight 2012
  • 35. Innovative Revenue and Distribution Options The price of mobile apps is dropping. The revenues are rising. Revenue Models: Distribution Channels:  Sponsorships nonprofits &  Trend to digitization is worldwide commercial  Amazon Appstore adds in-  Advertising app purchasing (2012)  Subscription services  Submit products to commercial digital libraries  Micropayments for virtual adding mobile content, e.g. OverDrive items  Partner with home school  In-app purchases suppliers, device suppliers, publishers, and carriers  Free, lite, and premium  Dozens of specialty app stores across the planet Ambient Insight 2012
  • 36. Q&A Ambient Insight’s Free Resource Library at: http://www.ambientinsight.com/News/PublishedContent.aspx Tyson@ambientinsight.com Ambient Insight 2012