Serious games wiki

 

Mapping serious game companies on the Cube

Page history last edited by diane 2 yrs ago

 

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/

 

 

Market Focus

·        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

Types of Offerings

·        Collaborative interactive learning solutions

·        Full life-cycle software development

·        Project Management

·        Systems integrations

·        Instructional design

Who is the Buyer

·        Government

·        Medical Educators

·        Corporations and businesses.

Global Markets

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.

Development of the Market

·        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. 

Learning Technology competing with Other Forms of Learning

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.

 


TPLD

 

A company who creates and market serious games for education and organizational development.

 

Web Site: http://www.tpld.net/main.php?page=1007

 

 

Market Focus

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.

Types of Offerings

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.

Who is the Buyer

Education – government investment

  • Learning bought centrally – e.g. school district
  • Learning bought for the learner – individual educational institutions.

Corporations

  • Learning bought for the learner

Global Markets

Anglophone

Wired

Development of the Market

Market supports export oriented learning technologies and substitutions of imports

 

Learning Technology competing with Other Forms of Learning

eLearning works with well-developed learning system.

 

Comments (0)

You don't have permission to comment on this page.