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Showing posts from April, 2008

Serious Games Large Scale Buy-In Requires New Revenue Models

Sources: Serious Games Source- NASA Learning Technologies Cuts Educational MMO Budget
Keynote Speech by Adam Singer at The London Games Festival: on Tuesday 23 October 2007 -The Changing Economics Of Mass Media

Good Cash Flows – At the Early Stages…

At the early stages of the movement, Serious Games development, sponsored almost exclusively by the military and other government agencies, tended to have good cash flows: the government pays up front and easy DRM (Digital Rights Management), as the government usually lets the developer keep all rights.

NASA announcement this week has made me revisit this assumption.

After issuing a Request for Information (RFI) in January to evaluate development for a well-funded educational MMO (please find my previous post MMOGs: Serious Games Creating A Model For Collaborative Learning Worldwide), NASA Learning Technologies has now sent out a Request for Proposals (RFP) indicating that partnering developers will not be paid for their efforts.

NASA Learni…

Serious Games Drive Down Simulation Costs Within Traditional Markets

Serious Games to ease pressure on budgets

Via: Ottawa Business JournalAcron a Start-up to Watch in 2008 "The legacy training and simulation market is ripe for a disruptive influence; one that brings simulation learning to a much broader market and drives down the cost of simulators within traditional markets."

ACRON CAPABILITY ENGINEERING
Year founded: 2004 Employees: 22
Venture capital to date: None
Product: Software — CEO John Nicol

With the training and simulation market ripe for a disruptive change, Acronwants to lead the charge. And its technology, which produces high quality three-dimensional models for simulations, is already pushing the envelope.

Released in November 2007, its integrated 3D modeling technology for graphics and simulators targets the modeling, simulation and gaming (MSG) industry.

It is also the first 3D tool designed to work with Microsoft's recently launched visual-simulation platform ESP. The company also released a high-level architecture inter…

Reconciling Serious Games Market Size Different Estimates

Serious Games Market Size ranging between $ 1 - 11 billion in 2008?
I've been receiving quite a few inquiries regarding the apparently conflicting figures for the Serious Games market size short term.

The recurring issues would be: a) Could you advise me on the components of this calculation? b) Do you know the criteria utilized for PricewaterhouseCoopers’ report? c) Even if I feel that the article on your website is the closer one to reality : $ 1 - 2 billion in 2008, recent reports circulating in US and Europe are talking about $ 9 -11 billion.

Here Are Some Background Presumptions

PricewaterhouseCoopers' report "Global Entertainment and Media Outlook: 2007-2011", in its Video Games segment, reflects consumer spending on console games (including handheld games), personal computer games, online games (including all games delivered over the Internet, including massive multiplayer online games [MMOGs]), downloadable games (whether to computers or to consoles), on-demand …