The following are two examples of how a serious game company maps to the Cube. The purpose is to help you understand the nature of serious game product and market developments.
Virtual Heroes
A three year old company that provides simulated learning solutions and serious games for the Federal systems, healthcare and commercial markets.
Web Site: http://www.virtualheroes.com/
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Market Focus
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· Federal systems – Game Name: America’s Army - military training
· Healthcare – Game Name: HumanSim – medical education and training
· Commercial training markets – government, academic and commercial clients
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Types of Offerings
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· Collaborative interactive learning solutions
· Full life-cycle software development
· Project Management
· Systems integrations
· Instructional design
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Who is the Buyer
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· Government
· Medical Educators
· Corporations and businesses.
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Global Markets
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Wired and English speaking audiences. Theses games are interactive and collaborative and as far as I can tell from the website, only produced in English.
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Development of the Market
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· Market supports export oriented learning technologies and substitutions of imports.
· So far military and healthcare seems to be where the main market it, but it looks like they are trying to expand the commercial market.
· The language barrier could be overcome so that games could be sold in non-speaking countries.
· Possible future markets would still need to have the technological infrastructure in place.
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Learning Technology competing with Other Forms of Learning
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eLearning works well with a well-developed learning system à as in the case of government and healthcare clients. This would also be true with other commercial interests.
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TPLD
A company who creates and market serious games for education and organizational development.
Web Site: http://www.tpld.net/main.php?page=1007
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Market Focus
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Games based learning (GBL) and serious games – corporate and education sectors:
- Education – target audience: students, teachers, ICT organizations, curriculum developers and certification bodies.
- Organizational development – programs purchased by organizations to help their employees learn and develop skills.
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Types of Offerings
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Games:
- Eduteams
Infiniteams
IP2 Platform
ITI Platform
GY$T
Radix Management System
Technology required – low-end, internet enable MAC or PC hardware.
Include tools for customization of the product by the consumer.
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Who is the Buyer
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Education – government investment
- Learning bought centrally – e.g. school district
- Learning bought for the learner – individual educational institutions.
Corporations
- Learning bought for the learner
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Global Markets
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Anglophone
Wired
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Development of the Market
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Market supports export oriented learning technologies and substitutions of imports
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Learning Technology competing with Other Forms of Learning
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eLearning works with well-developed learning system.
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