GaLA Game and Learning Alliance The European Network of Excellence on Serious Games Deliverable n. D4.11 Business Modelling and implementation report 3 WORK PACKAGE NUMBER TASK NUMBER DELIVERABLE NUMBER DELIVERY DATE TASK LEADER AUTHOR Date Version ABSTRACT STATUS WP 4 T 4.4 D4.11 30/06/2014 BIBA – Bremer Institut für Produktion und Logistik GmbH Rosa García Sánchez, Jannicke Baalsrud Hauge, Hendrik Kraume ADD all contributors- Sylvester Arnab, Poul Kyvsgaard Hansen, Kam Star 3/ 07 / 2014 1.0 D4.11 summarize the findings of the business model task gained during project life time. It aims at provide guidelines on business modelling. PU (Public) PP Restricted to other programme participants (including the Commission Services) Restricted to a group specified by the consortium (including the Commission Services) (please specify the group) Confidential, only for members of the consortium (including the Commission Services) GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 1 DOCUMENT REVISION LOG VERSION DATE DESCRIPTION AUTHOR 0.1 25.04.2014 First draft ToC Rosa García Sánchez 0.2 15.05.2014 Changes on ToC and content in chapter 7. Inclusion of content provided by Sylvester Arnab in chapter 8 and 9. Rosa García Sánchez Content in chapter 8, 9 and 10. Rosa García Sánchez 0.3 27.05.2014 Sylvester Arnab Hendrik Kraume 0.4 18.6.2014 Added information from Poul Kyvsgaard Hansen Hendrik Kraume 0.5 22.6.2014 Changes throught the doucment, prepareation for review Jannicke Baalsrud Hauge Comments throughout the documents, language check Johann Riedel 0.6 0.7 2.7.2014 Comments throughout the document Ioana Stanescu 0.8 2.7.2014 Integration of internal reviewers’ comments Jannicke Baalsrud Hauge 1.0 3.7.2014 Preparation of for quality check Jannicke Baalsrud Hauge Version 1.0 _ 3/ 07 / 2014 Page 2 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 2 TABLE OF CONTENTS 1 DOCUMENT REVISION LOG ......................................................................................................................... 2 2 TABLE OF CONTENTS ................................................................................................................................... 3 3 FIGURES ....................................................................................................................................................... 5 4 TABLES ......................................................................................................................................................... 5 1 EXECUTIVE SUMMARY ................................................................................................................................. 6 INTRODUCTION ................................................................................................................................................... 7 2 3 4 State of the art of Business Model .............................................................................................................. 7 2.1 Business model concepts .................................................................................................................... 8 2.2 Difference between business strategy and business model ............................................................. 10 2.3 Market segments ............................................................................................................................... 14 2.3.1 B2B-Business to Business Model ............................................................................................... 14 2.3.2 B2C-Business to Customer Model ............................................................................................. 15 2.3.3 B2C-Business to Business to Customer Model .......................................................................... 16 2.3.4 C2C – Consumer to Consumer Model ....................................................................................... 16 Decision dimensions for business modelling of SGs.................................................................................. 16 3.1 Economical dimension....................................................................................................................... 18 3.2 Technology dimension....................................................................................................................... 19 3.3 Stakeholder dimension ...................................................................................................................... 20 3.4 Learning dimension ........................................................................................................................... 23 Guidelines on Business Models for Serious Games Developers ............................................................... 25 4.1 Interviewed developers ..................................................................................................................... 25 4.1.1 PlayGen ...................................................................................................................................... 25 4.1.2 SGI .............................................................................................................................................. 25 4.1.3 VirtualWare ............................................................................................................................... 26 4.2 Best Practices..................................................................................................................................... 26 4.2.1 Products, Projects and Services ................................................................................................. 26 4.2.2 Synergetic effects ...................................................................................................................... 27 4.2.3 Knowledge from third party ...................................................................................................... 27 4.2.4 Unique Selling Proposition ........................................................................................................ 28 Version 1.0 _ 3/ 07 / 2014 Page 3 of 38 GALA_DEL D4.11_WP 4 4.2.4.1 Core Competencies ............................................................................................................... 29 4.2.5 Distribution ................................................................................................................................ 29 4.2.6 Return On investment ............................................................................................................... 29 4.3 5 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Guidelines on Business Models ......................................................................................................... 30 Business Model Canvas ............................................................................................................................. 30 5.1 Safety, Security, Crisis Management Games ..................................................................................... 31 5.2 Humanities and heritage games ........................................................................................................ 33 6 Conclusions ................................................................................................................................................ 34 7 References ................................................................................................................................................. 35 Version 1.0 _ 3/ 07 / 2014 Page 4 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 3 FIGURES Figure 1: Internet based perspectives (Temple, 2013)........................................................................................ 9 Figure 2: Extended product concept ................................................................................................................. 10 Figure 3: From business intent to performance (Ezendu, 2013) ....................................................................... 10 Figure 4: Business model's components ........................................................................................................... 12 Figure 5: Business Model canvas (Osterwalder & Pigneur, 2010) .................................................................... 14 Figure 6: Quenstions to consider ...................................................................................................................... 17 Figure 7: Decision dimensions for business modelling of SGs .......................................................................... 18 Figure 8: Stakeholders involved in SG market (refer to D4.1-page 20)............................................................. 22 Figure 9: Possible stakeholder flows within SG business models (Serious Games: Issues, offer and market, 2012).................................................................................................................................................................. 23 Figure 10: 4-Dimensional Framework ............................................................................................................... 24 Figure 11: Starting points of new SG according to an own estimate of the developers ................................... 28 4 TABLES Table 1: Red Ocean versus Blue Oceans Strategy ............................................................................................. 11 Table 2: Business model building blocks (Osterwalder A.P., 2005)................................................................... 12 Table 3:Example of key elements for business canvas in safety, Security and Crisis management gamesdevelopers perspective ..................................................................................................................................... 31 Table 4: Business model canvas example for Humanities and Heritage games-perspective developers......... 33 Version 1.0 _ 3/ 07 / 2014 Page 5 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 1 EXECUTIVE SUMMARY This document presents the third and final version of the report on business modelling and implementation. It aims at presenting a collection of the best practices identified and analyses for business models in the Serious Games sector during the GaLA Project as well as to present some guidelines that can support newcomers in their business considerations. This deliverable is based on the work carried out during the past four years that has been related to different aspects of business modelling with in the field of serious games. D4.11 summaries this work and presents four important dimensions for business modelling in Serious Games. A set of guidelines for serious games developers have been created based on literature, market trends and interviews with leading serious games developers in order to support the process of business modelling for serious games developers. These guidelines are also available on the SGS marketplace and we are aiming at supporting practitioners to better understand and perform their own business models, as well as to provide overviews with best practices and case studies on business modelling. Version 1.0 _ 3/ 07 / 2014 Page 6 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 INTRODUCTION Competitiveness, sustainability, effectiveness and efficiency are keys to the success of businesses in the 21st century. These terms indicate goals on the performance of the business in order to achieve economic results, which have a decisive role on the survival of a company. The fulfilment of these goals and how they influence the performance of a business are crucial for success. With these perspectives, business modelling is a dynamic and evolving process that might result in a business model creating offerings and captures value (Osterwalder & Pigneur, 2010). Business models in general consist of four interlocking elements that in combination create and deliver value. Business models comprise the customer value proposition, profit formula, key resources and key processes (Johnson, 2008). According to Porter (1998) a business model should be dynamic and react promptly to internal and external changes. Consequently, it needs to evolve according to dynamic changes in order to ensure the competitiveness of an organisation (Porter, 1998). Timmers (Timmers, 1998) specifies that a business model is “an architecture for the product, service and information flows, including a description of the various business actors and their roles; and a description of the potential benefits for the various business actors; and a description of the sources of revenues”. This indicates that several business models can exist for one product, depending on other factors like the nature of the market, channel to market, customer segments, price points, dynamism of the market, etc. The next section discusses the state of the art of business models and related concepts. A clear differentiation is made between business strategy and business model and a structured classification of the market sectors to commercialize serious games is presented. The importance of a proper understanding of business model concepts and current possibilities will also support the development of new business models for the serious games sector. This section is leading to chapter 3 and the four decision dimensions for business modelling of Serious Games. These dimensions are: economical, technology, stakeholder and learning dimensions. They are presented and connected to the current commercial and delivery channel trends. These four decision dimensions are key dimensions to consider for practitioners working in the Serious Games sector. 2 State of the art of Business Model Business models emerged as a concept during the mid-1990 with the advent of the Internet (Osterwalder A. P., 2005). After the Internet boom, many academicians and practitioners became interested in defining what a business model is and providing managers with guidelines for successful business model implementation. Nonetheless, researches do not agree on a single definition of the term because definitions have been adapted to the individual researcher’s purpose. However, we agree on the importance of the business model and see it as an “approach towards explaining how firms do business” (Zott, et al., 2010). Three areas of research were identified by Zott et al. (2010): (i) e- business and the use of information technology; (ii) value creation, competitive advantages and firm performance; and (iii) innovation and technology management. For the purpose of this discussion a strategy-oriented definition of a business model will be employed, i.e. a definition towards value capture and value creation. Afuah and Tucci (Afuah, 2003), for example, define a business model as “the method by which a firm builds and uses its resources to offer its customers better Version 1.0 _ 3/ 07 / 2014 Page 7 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 value than its competitors and to make money by doing so”. Furthermore, business model innovation is another important topic, since each model, in particular a successful one, will be challenged and imitated by competitors (Teece, 2010). Casadesus-Masanell and Ricart (Casadesus-Masanell, 2010) stressed the importance of elements such as reputation, customer’s experience, culture or relationship with the suppliers, because they are difficult and time-consuming to imitate or develop. Magretta (Magretta, 2002) outlines that a differentiated business model can provide a company with a competitive advantage. The business model’s definition “moves around” value creation, revenue streams, key resources and relationships. Based upon the work presented in D4.1-D4.3 on Market and Value Chain analysis (Gala, 2011, 2012, 2013) and D4.9-4.10 on Business Modelling and Implementation (Gala 2012, 2013), this section will discuss the different business model concepts, the difference between business strategy and business model across the existing market segments identified in the previous deliverables. 2.1 Business model concepts The following short description of the three traditional and service based business models should give us an overview for better understanding business models, and also for establishing new business models for SGs. In the past few years the SGs industry, business models have focused on designing and developing customized, often unique, game products generating revenue from their sales (Heitmann, 2011) (Serious Games: Issues, offer and market, 2012). It is also a fact, that the market is quite dynamic with rapid technology changes, new development concepts, delivery channels, customer needs and user needs (Di Valentin, 2012). Traditional product or service business models: The manufacturing industry mainly has product centric business models, typically focusing on the efficiency of production and the sale of tangible products at a market price. The use of machines, materials and the need for qualified personnel leads to high fixed costs, and this standardization, automation and technological advances are important factors for the success of product centric business models (Boyer & Freyssenet, 1995). The competitiveness of the business models is basically influenced by the organizational structure of the production. For the software industry this is the main cost factor also for service centric business models. For those business models, the consumer interaction and service customization is another key element, since customer relation is a main indicator for service oriented business. Connections to other service providers are important to indicate dependencies and options for scaling effects (Schmenner, 1986). Internet based business models: Internet based business models are sometimes mixed up with service centric models or product simply by using the internet as a communication or delivery channel (Zhu, 2001). Such business models create further value, often with a high ratio of automation. The capability to scale without fixed linked resources is a key driver of e-business, since infrastructure, applications and platforms can be added and removed on demand. Internet users are easily accessible via mobile or fixed entities, Version 1.0 _ 3/ 07 / 2014 Page 8 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 leading to high scalability of the business. At the same time different target groups can be reached through Figure 1: Internet based perspectives (Temple, 2013) the same channel (Teece, 2010). Extended Product business models: The third model is a mixture of the two models before. It is a combination of product, service and internet based business models’ characteristics by bundling tangible products with intangible services to form an Extended Product, supported by information technology - which creates new business models providing more value to the customer (Seifert, 2011). As we can see in figure 2, the physical product in the centre is surrounded by its shell (innermost ring) and different kinds of services (outer rings). While the product shell denotes physical aspects like physical device itself, packaging etc., the services describes intangible additions to the product. Integrated services are developed together with the physical product and are therefore especially designed to be used with it. Another opportunity is standard services that are available on the market, for which the physical product has to be prepared with a compatible interface. Finally, there may be universal services, where the service itself is changed with an interface to work with the physical product. This could f.ex be a mobile phone with a 3G network or 4G phone that can connect to 3G or 4G, or it can be services or a product like VirtualRehab. The product was launched as a stand-alone solution (only physical, no extende product), transferred to a a cloud-based system being more suitable (extend product) and now avaialable as SaaS (Software as a service) with adaptable services (Wiesner, 2013, Baalsrud Hauge et al., 2014). Version 1.0 _ 3/ 07 / 2014 Page 9 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Figure 2: Extended product concept 2.2 Difference between business strategy and business model The requirements for SG application regarding business models and business strategies are depending on the characteristics of the product, distribution channels and target groups, etc. It is also very dependent on the speficities of the target market and that is for SG often very limited. (Gala 2012b, 2013b, Baalsrud Hauge et al, 2014) The terms business model and business strategy are mixed, but there is a general agreement in management research that these are different concepts affecting different conceptual levels. Bieger et al’s (Bieger & Knyphausen-Aufsess, 2002) interpretation for it, is that the business strategy provides the framework for the development and the design of a business model. Figure 3: From business intent to performance (Ezendu, 2013) Version 1.0 _ 3/ 07 / 2014 Page 10 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 In general, a company deduces strategies from its corporate vision or mission, and establishes an appropriate business model within this frame. According to Casadesus-Masanell and Ricard (CasadesusMasanell, 2010), a strategy is a context specific plan aiming at reaching goals. The given frame or boundaries are the raw material to create business models. A business model is not a simplified representation of the business strategy but rather an implementation of the realized strategy in respect to specific elements of the business model. Therefore the planning of strategy and business modelling must be combined in order to gain and protect competitive advantages (Teece, 2010). So, to deduce new business models, first and foremost, different business strategies have to be analyzed. Business strategies: In the last quarter of the century, company strategies have been focusing on how to beat the competition and achieve a greater share of the existing demand (Casadesus-Masanell, 2010). Many analyses of the industry structure, the strategic position between cost leadership and differentiation have been made (Porter, 1998). Kim & Mauborgne (Mauborgne, 2005) discuss the views of the Red and Blue Ocean strategies as summarised in table 2, which demonstrate the classic approaches of cost leadership and differentiation. As companies try to outperform their rivals, cut throat competition turns the ocean of the known market space red. On the other hand we have the blue ocean. Here companies claim the creation of an untapped market space with new demand and lucrative growth. As we can see in the table below, the Blue Ocean Strategy varies in several aspects from the classic Red Ocean Strategy. Red Ocean Strategy Focus on current customers Compete in existing markets Beat the competition Exploit existing demand Make the value-cost trade-off Align the whole system of a firm’s activities with its strategic choice of differentiation OR low cost Blue Ocean Strategy Focus on noncustomers Create uncontested markets to serve Make the competition irrelevant Create and capture new demand Break the value-cost trade-off Align the whole system of a firm’s activities in pursuit of differentiation AND low cost Table 1: Red Ocean versus Blue Oceans Strategy In Red Oceans, the industry’s boundaries are defined and the competition takes place in the already existing market space, while in Blue Oceans the goal is to create uncontested market space beyond the original boundaries and this makes the competition permitting to that, irrelevant. While classic methods call for a trade-off between differentiation and low cost to exploit existing demand, the creation of new demand in Blue Oceans breaks this value-cost trade-off. The whole systems of a firm’s activity is no longer ranged by a strategic choice of differentiation or low cost, but to both goals combined. The blue ocean strategy is of specific interest when also changing business models towards an extended product. Version 1.0 _ 3/ 07 / 2014 Page 11 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Business Model Canvas: To analyse the impact of different business strategies on a business model, we need a specific description of its elements. Table 2 presents the proposed pillars from Osterwalder et al. (Osterwalder A. P., 2005) that illustrate the relationship between the four key elements and the nine building blocks that define a business model. Pillar Product Customer Interface Infrastructure Management Financial Aspects Business Model Building Block Value Proposition Description Gives an overall view of a company’s bundle of products and services. Describes the segments of customers a company wants to offer Target Customer value to. Distribution Describes the various means of the company to get in touch with Channel its customers Explains the kind of links a company establishes between itself and Relationship its different customer segments Value Describes the arrangement of activities and resources. configuration Core Outlines the competencies necessary to execute the company’s competency business model. Portrays the network of cooperative agreements with other Partner network companies necessary to efficiently offer and commercialize value. Sums up the monetary consequences of the means employed in Cost Structure the business model. Describes the way a company makes money through a variety of Revenue Model revenue flows. Table 2: Business model building blocks (Osterwalder A.P., 2005) Figure 4 further summarises these components with their relevant building blocks. Figure 4: Business model's components Version 1.0 _ 3/ 07 / 2014 Page 12 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Osterwalder & Pigneur (Osterwalder & Pigneur, 2010) developed and updated these attributes into the Business Model Canvas approach (figure 5), which further defines nine building blocks that will shape the final business model of an enterprise, or that can be used to analyse the business model of an enterprise. Their framework is consistent with the frameworks proposed by other authors of research on the same topic (see (Teece, 2010); (Morris, 2005); (Nenonen, 2010); (Amit, 2012)). These nine blocks are: Customer segments, Value Propositions, Channels, Customer Relationships, Customer Segments, Revenue Streams, Key Resources, Key Activities, Key Partners and Cost Structure. Such a classification is offered by the business model canvas as a method for illustrating the building blocks of a business model. The business model canvas is a template that is used for strategic management and offers idea template to describe how an organization creates, delivers and captures value. It splits a business model into four pillars with all nine building blocks that are intended to realize it. The pillars and building blocks of the business model canvas are illustrated in the figure below. The application of the business model canvas, especially the nine building blocks, will deliver a complete view on the impacts of business strategies on a business model. Every business can be reflected with this model and every model is focused on different blocks. This makes the business model canvas a basic framework without a pre-determined focus and characteristics of specific industries. The starting point to develop a business model with the Canvas is not unique and is always depending on the characteristics of the business as well as the policy and strategy of the enterprise which is shaping the business model. Version 1.0 _ 3/ 07 / 2014 Page 13 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 2.3 Market segments Nevertheless, business models do not exist in isolation; other elements coexist and have influence on their development including the competitive environment, the management team and performance indicators. Moreover, a business model designed for a specific region might not work in another (Osterwalder & Pigneur, 2010). A thorough understanding of the particular market and the environment is necessary for the successful implementation of a business model, which brings us back to the challenges faced by SGs. The market and application expectation is different from traditional digital games. A business model for digital games might not be relevant to SGs. The market for SGs can be divided into three main segments: Business to Business (B2B), Business to Customer (B2C), and Business to Business to Customer (B2B2C). Another potential market is Customer to Customer (C2C). 2.3.1 B2B-Business to Business Model The B2B model is the most common and it is one in which businesses provide products or services to other businesses. The B2B segment involves SGs companies that are developing games for other private or public bodies. At the moment the development of an SG is mostly commissioned and follows a request of a client (tailor-made SG) and targeted to big organisations. An example would be “Pulse!” designed by the UScompany BreakAway for trainings. Other potential buyers in the B2B sector include schools or universities interested in adoption of such learning tools. However, many of them do not have the capabilities to purchase the equipment and many universities are involved into the research of SGs and are developing Figure 5: Business Model canvas (Osterwalder & Pigneur, 2010) their own tools such as the socialPsych platform initiative in the Old Dominion University, USA (Landers, Collan 2011). Corporations interested in computer assisted trainings that will allow them to decrease costs for employee training, hiring, special equipment, etc. are another targeted B2B domain (Susi et al. 2007). Inside this model, some sub-models are observed: In the “order-based model” - It is the typical situation in which a customer passes an order to a provider to design and develop an SG. The game can only be used by the customer. The customer can be a public or private institution, if the sponsor is the government then it will be called B2G (business to government model). In the “licence-based model” SGs are produced and made available for a fee as payment of a licence. The license application may be used against payment for a certain period. In the “consulting/training model” a public or private institution designers/developers are trained in all the different stages of SG development on-site.” Another example: rather than hire a trainer, companies prefer to focus on the long term by developing a training program, which will include an SG, specific to the learning needs of its employees. Version 1.0 _ 3/ 07 / 2014 Page 14 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 The potential business value of streamlining inter-enterprise business processes has sparked a renewed interest in process management technologies. However, the conventional intra-enterprise process management architecture faces a number of challenges. First of all, there must be a mechanism to allow participating enterprises to reach agreement on the business process description and the data to be exchanged during process execution. To allow scalable B2B interoperation and alleviate the burden of pairwise negotiation of integration points, a collection of common, standard processes must exist so that by binding to a common, standard process, an enterprise achieves the capacity of collaborating with a large number of partners’ processes. Second, the process management function needs to be carried out as collaboration surrounded by multiple distributed process managers. In essence, in crossing enterprise boundaries, the technologies traditionally suited for central coordination and integration need to be fundamentally reworked. 2.3.2 B2C-Business to Customer Model The B2C sector involves merchants (developers, publishers, distributors) selling their products/ services to consumers. A company, mostly developing companies, develops a SG and sells it directly to the customers, in many cases online. For instance, the game American’s Army is offered to individual users for downloading. Another example is Wolfquest, a game about ecology and the lives of the wolves. It is interesting that although the game was designed for children, ages 9 and above, the core audience contain wolf enthusiasts (Mayo, 2010). There is a big interest in the development of SGs for young children until the age of 15 when the parents are taking the decisions regarding software purchases. SGs can also be designed for the niche markets such as games for children with extremely low or high achievements (Mayo, 2010). The audience aged between 15 and 24 is more demanding in terms of video games quality and they are playing principally to relax, meet up with friends, or for fun (Interactive Software Federation of Europe, 2010). However, games that can be integrated into their learning process and help them receive more practical experience can significantly increase in popularity (Alvarez, 2008). The interest in gaming among the age group 24 to 55 decreases due to their limited time and increases again for people aged 55 and above, due to their desire to interact with their grandchildren. Happyneuron, for example, developed by the French company SBT, is targeting this market and it is designed to stimulate the memory and the brain (Alvarez, 2008). Inside this B2C business model, some sub-models can be observed: “Market driven model”: Sometimes the development of an SG is an answer to a demand in the market (e.g. if in the market there is growing need of some SGs they are produced as “commercial off-the-shelf” and put in the market). There are still a few SGs developed by this model, and we can find some of them on the Health and Fitness application field. Sports Active 2 is one of these examples, which was developed by EA Sports, aimed to the general population and provides an interactive personal trainer. “Research driven model”: Sometimes a SG is developed as the outcome of a research project and proposed to the market. Version 1.0 _ 3/ 07 / 2014 Page 15 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 2.3.3 B2C-Business to Business to Customer Model The B2B2C sector involves companies that purchase SGs from the developers and offer them to the public. It generally refers to services sold through e-commerce, it is when an intermediary acts between the developer and the user. A developer designs and develops a SG for an intermediary who will distribute and sell the game to the end-user. It is the “publisher/developer model”: a publisher publishes an SG (which they commissioned from an SG developer company), and offers it for sale directly, without any prior demand or order. The SGs here are ready-to-use, and they are available to all types of customers. Here, the final consumer pays for his purchase most often. An example is Food Force, a game that was developed by UbiSoft for the United Nations and was then distributed to the public (Alvarez, 2008). 2.3.4 C2C – Consumer to Consumer Model The idea of C2C Models is to bring people together to buy, sell, or trade. For example an online auction like ebay is a perfect example for this business model. The origin of C2C ecommerce lies in the real world of Newspaper classified Ads. In recent times the blogging phenomenon has incorporated this business model well. The development of online communities with specific niches can gain huge followings. People with the same interest are forming communities. A website, or blog, can charge a small fee for advertising on its pages, which can be very profitable. There is a potential for independent services or game platforms that can be hosted by a single customer or a community of users sharing and trading game resources. 3 Decision dimensions for business modelling of SGs With the perspectives of the state-of-the-art of business modelling and market segments, in order to model business in the SG field, one has to take into consideration the following issues: Stakeholders: involved in the value chain of the SG development and deployment, as well as key stakeholders that provide added value to the final product like technology or content providers. Markets: SGs can be applied in a wide variety of areas which have different structure and possibilities. Delivery Channel: what are the different distribution channels that can be used in the SGs sector. Funding: That will provide the economic resources for the development and deployment of the SG. Platform: There are different platforms that can be used for SGs, from board games to video games consoles, to web and mobile apps, with different technology applied and cost implications in each case. License: SGs need to have a license that will protect the IPR of the owner of the game and return profits to them. Customer: they have the need of SGs in their businesses for different purposes that define the requirements. End-user: they are the users that take advantage of the benefits of the SG. All of these considerations have to be applied to Business Modelling on SGs to gather and disseminate the knowledge to mature the business perspective in the SG industry. Setting these goals up through an appropriate Business Model helps to take some decisions on the structure of the appropriate value chain, Version 1.0 _ 3/ 07 / 2014 Page 16 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 market channels, probe product adequacy, offer precious and useful value propositions to end-users and customers, etc. All these decisions have to be made for a specific enterprise or SGs since a Business Model is unique for the purpose it is shaped for and it must be updated periodically to answer the dynamic business environment, reducing economic challenges and exploiting business opportunities. There are several reasons why it is essential to have an appropriate Business Model for SGs: To adapt the processes and business of SGs to new markets and technologies To achieve commercial success in the changing environment To have a reasonable and sustainable growth of the SG market To involve all the appropriate stakeholders and increase collaborations between the game industry, research communities and end-users in order to achieve relevant products with optimised benefits With these views, in order to gain competitive advantage, it is essential to find the niche and explore the undiscovered potential of Serious Games, optimising the synergy between research, industrial and user perspectives. A provisional business model must be evaluated against the current state of the business ecosystem, and also against how it might evolve. Questions to consider (which are summarized in figure 6 below) include: - - - How does the product or service bring utility to the consumer? How is it likely to be used? Inasmuch as innovation requires the provision of complements, are the necessary complements already available to the consumer with the convenience and price that is desirable (or possible)? What is the “deep truth” about what customers really value and how will the firm’s service/product offering satisfy those needs? What might the customer “pay” for receiving this value? How large is the market? Is the product/service honed to support a mass market? Are there alternative offerings already in the market? How is the offering superior to them? Where is the industry in its evolution? Has a “dominant design” emerged? Strategic requirements are likely to be different in the pre- and post-paradigmatic periods, What are the (contractual) structures needed to combine the activities that must be performed to deliver value to the consumer? Both lateral and vertical integration and outsourcing issues need to be considered. What will it cost to provide the product/services? How will those costs behave as volume and other factors change? What is the nature of the appropriability regime? How can imitators be held at bay, and how should value be delivered, priced, and appropriated? (Teece, 2010) Version 1.0 _ 3/ 07 / 2014 Page 17 of 38 Figure 6: Quenstions to consider GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 The decision dimensions for SG business modelling can fall into four generic areas (figure 7), but the required decisions are not limited to only these ones. The interrelation between the different dimensions is something different and unique in each case. It is important to identify at the beginning of the design of the business model the most important issue for the commercial success of the SG and depending on this dimension shape and take decisions on the other dimensions. Figure 7: Decision dimensions for business modelling of SGs 3.1 Economical dimension For every new development there are economical aspects to define. The first economical issue to solve is the funding of the development that can be done in different ways - own funding, looking for a sponsor (public or private), or crowd-funding as an innovative solution. But this is not the only hot topic, because a revenue model and cost structure must be defined (Johnson, 2008). On the revenue model, decisions like the kind of license to commercialize the product, profits, expected ROI, etc have to be made. The cost structure is aimed to direct costs, indirect costs and economies of scale. Another important input in this dimension is a market analysis to get information about the size, trends and growth of the market. (Compare Gala D4.9, D4.10, D4.6, D4.7 for an overview of different games and the involvement of different stakeholders in the developement phase of the game) Version 1.0 _ 3/ 07 / 2014 Page 18 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 As described in the previous section 2.3, in the B2B sector the commonly used revenue model is the orderbased model where a company hires SGs developers to design the game. For such a model the collaboration between the client and the developer is essential, so that issues such as game design, scenario, testing, planning, or funding are thoroughly discussed (Alvarez, 2008). However, the model is not sufficient because it does not offer a sustainable revenue stream (Mayo, 2010). Another model for this sector is the licensedbased model where the SG is available for free. The application can be a ready-to-use SG (for example, INNOV8 by IBM), a piece of development software to support the development of SGs (eg. 3DVIA Virtools) or a SG integrated with another product, as was the case with Whyville and Dell (Alvarez, 2008); (Mayo, 2010). Another revenue stream comes from consultancy or training For example, Toulouse Ecole Nationale d’Aviation Civile (ENAC, National School of Civil Aviation) has contracted videogame designers to develop video game elements and serious gaming approaches for their computer training devices and development software (Alvarez, 2008). Revenues in the B2C sector can be obtained through traditional Brick and Mortar purchases, ingame advertisements or downloads against a fee. The skill-based model, in which the game can be played for free and the users purchase additional levels and functionalities, is also possible (Alvarez, 2008). Another interesting approach is creating a community. For example, Little Big Planet developed by Sony allows player to download, share, and create their own levels or games. As of July 2012 the community has created more than 6 million different levels (Sony, 2012). Mayo (Mayo, 2010) described other problems concerned with the development of a sustainable revenue stream from paying customers and commercial distribution. Lack of marketing expertise can prevent the developer of bringing traffic to the website of the game and thus, from distributing the game to the users. Another problem involves the design of SGs and that they follow fixed scenarios which might lead to disengagement or boredom of some of the players (Bohannon, 2010). In addition, children, for example, change easily their preferences towards the game and creating loyalty and stickiness is more difficult. Constant technology changes also outdate games and platforms relatively quickly and cultural differences might prevent the worldwide adoption of a game, especially if it is a game for schools, which have specific requirements and demands in each country (Klopfer et al. 2009). Despite these obstacles, due to advances in technologies and positive views among researchers regarding the use of SGs, the games hold promise (Baranowski et al. 2011). 3.2 Technology dimension The decisions on this dimension are related to technological aspects of the SG sector. The decisions taken on this dimension should answer issues like the game technology to be chosen for the development, the platform needed to accomplish learning goals or engage further the target audience. This dimension offers many possibilities and innovative solutions. In some cases, a good option can be to come up with a special device that increases the learning outcome or the assessment of the performance of the game. In Air Medic Sky One biofeedback sensors are used to gain insight into how physiological functioning affects performance (Air Medic Sky One, 2012). Within the technological decisions is also included the distribution channel that can be from an online playable SG to the most traditional channel with retailers but also innovative solutions like adopting distribution channels and models from other industries. Virtualware developed a SG to test if Version 1.0 _ 3/ 07 / 2014 Page 19 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 children have Asperger’s syndrome, the previous business model of psychologists was that they paid for each test, so now psychologists pay Virtualware 1 € for each test following the business model, with economic and distribution model, that they had. The role of marketing and the distribution choice is crucial for digital games. Reviews in video game sites, different contents, updated screenshots of the game, or even press releases on the company’s website can be very beneficial for word of mouth marketing (Mayo, 2010). Likewise casual game SGs should be distributed through portals which are visited by many users. It is of particular importance that the website where the game is posted already has enough traffic. For example, Kauffman’s game All Terrain Brain received around 1000 monthly unique visitors (MUV) compared to Hot Spot Business distributed through Disney’s website which had around 300,000 MUV (Mayo, 2010). The PLAYER project was distributed through Facebook and had enjoyed around 3000 register players (Fonseca, et al., 2012). Alvarez and Michaud (Alvarez, 2008) also emphasise on the importance of viral marketing and advergames. For example, in Everquest II the player is able to order a pizza directly from Pizza Hut. A SG solution can also be paired with a piece of hardware or a device. In this case the revenue can be obtained through either an arrangement with the hardware provider or through interaction with the game (in-game advertisements or sales of virtual goods) (Mayo, 2010). In this dimension, perspectives on the SGs value chain is important to inform the decisions on the technology to be employed, which commonly has fewer links compared to the classic video game chain. The most common structure is a single player that handles the development, publication, distribution and sales of its games. Many players actually publish only a single title whose sales and installation/implementation for customers occupy its entire sales and support staff. Affordability plays a key role. At this stage in the SG sector’s development, the value chain is more software and service-centric than device-centric. Accessibility is also crucial, where mobile devices are emerging as alternatives to PCs, and it is also the platform of choice for the development of SGs in emerging economies where people can get hold of a mobile device much easier than a computer. The social aspect of a SG, which fits naturally with a multi-user or even a massively multiplayer approach, will be the prime areas of focus in the coming years, for both the “player” of the game and the professional using it as an educational tool. 3.3 Stakeholder dimension This dimension is changing a lot depending on where your business is on the value chain or where you would like to be on the value chain. In this point the enterprise has to answer some questions: Which stakeholders do I need to reach the customers, the learning content or the technology? How should I involve these stakeholders in my business? The four categories of stakeholders are: The prescriber: The role is to disseminate and raise awareness about the SG. It generally comes from the application’s business field and can be either a professional body or a representation of SG users. Clusters can also play a prescribing role based on the position they occupy within the business ecosystems. Version 1.0 _ 3/ 07 / 2014 Page 20 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 The funder(s): any type of model is possible at this level, be it licensing or delivery-based, promoted by government subsidies or based on private funding. The funder can thus be end users, their residential, social or economic environments, private businesses, public agencies, etc. The distributor: this position can be occupied by SG developers and publishers, as numerous players in the field have shown. But the distribution role can also be filled by the "trade" commissioner, which is supposed to better understand the target audience than the developer. The technical operation: may be left at the discretion of the distributor, the developer or publisher. The proximity of developers with a game’s technical issues gives them clear legitimacy. Payment and customer relationship issues tend, in turn, to give more legitimacy to the SG’s commissioner. According to the IDATE (Alvarez, 2008), there are four main groups of stakeholders involved in the SGs domain (see figure 8): Software companies stand for developers, publishers, distributors and retailers (in the case the software company cares about the distribution and selling to the customer); Players intermediaries represents media companies, marketing agencies, telecom operators and/or internet service providers and consumer electronics; Investors are composed of bodies with very diverse backgrounds, namely; R&D units of universities, public authorities, education sector or any kind of enterprises. Target sectors include the various application domains. Version 1.0 _ 3/ 07 / 2014 Page 21 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Figure 8: Stakeholders involved in SG market (refer to D4.1-page 20) Depending on the nature of the SG, the stakeholders may highly vary. IDATE’s categorisation above mainly covers the primary stakeholders of any SG. In every SG, we will see the software company’s dimension, and depending on the target sector and nature of the SG it will affect the presence of different stakeholders stated on the figure. The secondary stakeholders are highly dependent on the target sectors. For instance a SG targeting healthcare sector would cover health practitioners, whereas a military simulation has stakeholders as military officers or even armies of other countries. The previous figure 8 is an incomplete representation of all possible scenarios, which are changing rapidly with new technology or innovative solutions on the business aspects. Figure 9 demonstrates an idea of possible stakeholders involved in the value chain with their generic roles and making possible the identification of potential stakeholders and their interaction in the value chain. For example, in this figure all the stakeholders are connected to the SG users, but in a concrete scenario it could happen that just the distributor agent is in contact with SG users to obtain the requirements and the other agents just get the information from the distribution agent. However the possibilities and decisions that the industry faces to develop a new game are not just related to the stakeholders involved in the value chain. When an agent decides to develop a new SG, it has several decisions to take into account on economical, technological, learning and stakeholder areas. All of these decisions are interrelated and one decision can define the proper solution on other area. The problem is to know which one of these decisions is the most important one; or in other words, which decision will make that game commercially successful and following this decision shape the rest of the areas. Version 1.0 _ 3/ 07 / 2014 Page 22 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Figure 9: Possible stakeholder flows within SG business models (Serious Games: Issues, offer and market, 2012) 3.4 Learning dimension This area of decisions shapes the topic of the game, the content that will be included to transfer skills, knowledge or training concepts, engagement techniques for end-users, but also value propositions for customer and/or end-users (depending on the case, these sometimes both appear – a kind of double agent). Various measures and KPIs specific to the target domain and audience will play key roles in the design and development of the SGs. The role of users, in this case learners and their learning requirement is emphasised by user centred design (UCD) and participatory approach, informing the decisions made in the stages within the SG’s design and development value chain that will have a direct impact on the success of a business model. The UCD approach places the learners at the centre of the R&D cycle to address scientific, technical, adoption and deployment challenges involving existing practices of the learners and relevant intermediary organisations. The learning dimension will also include other parameters that influence the decisions on how the SGs will be deployed and the pedagogical perspectives of the desired learning process. De Freitas and Oliver (de Freitas, 2006) proposed the Four Dimensional Framework (4DF- figure 10) of learning, which has not only been used to analyse SGs but also to design SGs (see (Arnab, 2013)). Four discrete dimensions that will inform decisions for SG design include the context within which learning takes place (e.g. disciplinary context, blended or standalone, place of learning, formal or informal), learner profiling (e.g. demography, ICT skills, gaming experience), selection of pedagogies used (e.g. learning methods, models and mechanics) and mode of representation (e.g. game concepts, game engines, mode of deployment, level of fidelity, Version 1.0 _ 3/ 07 / 2014 Page 23 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 interactivity). The consideration of the individual characteristics of each dimension contributes towards the creation of a successful game-based learning experience (Bellotti, 2011). By following the 4DF model, game developers should be able to deconstruct SG design into key components by taking into account the characteristics of learners and the different pedagogical and contextual constraints to enact effective absorption, promote reflection on knowledge and transfer these learning variables into real-world scenarios. Deployment choices are very important adhering to the context dimension of learning. Figure 10: 4-Dimensional Framework Version 1.0 _ 3/ 07 / 2014 Page 24 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 4 Guidelines on Business Models for Serious Games Developers During the last year of the task business modelling and implementation we have focussed on making known the best practices and guidelines discovered for business models in the Serious Games sector during the GaLA Project. The Choice of Business Model plays a major role for the success of a Serious Game. But as diverse the Games are, as diverse are the Business Models. The experiences can differ and are depending on several factors. To get a comprehensive look at the practices in the Serious Gaming Sector it is necessary to get first-hand information and experiences. Based on this fact, an interview was developed during the first year of the GaLA project to get information about companies’ actual Business Models and experiences to identify best practices and lessons learned. This chapter presents the results of three interviews with leading developers for Serious Games in Europe, resulting in 5 guidelines for serious games developers. The information was prepared with regard to motivate developers, who want to participate in the experiences of these three companies and perhaps adjust their own Business Models. The guideline on Business Models for Serious Games Developers is a conclusion of all this information and specifies the most important elements of a successful Business Model for Serious Games. The developers should thus be able to adjust their idea for a Serious Game to a convenient Business Model. 4.1 Interviewed developers This section describes the main findings on business models based on interviews of the three developing companies. Interviewed are briefly described below (more information can be found in D4.9, D4.10, D4.6, D4.7)). 4.1.1 PlayGen PlayGen is a developer for Serious Games sited in London (UK). PlayGen was founded in 2001, primary specialized on Gamification, Behaviour Change and Simulations and claims to be global leader in Serious Games and Gamification. Clients are for example Samsung, The European Commission, BBC, HSBC, AXA, McKinsey & Company and several universities. The most often used platforms are Web, tablet, smartphone, Wii and Microsoft Kinect, actually almost all the platforms on the market. PlayGen’s Portfolio covers products from Authoring Tools, Social Platforms, Gamification Toolkits and Simulations up to Consultancy. Furthermore, PlayGen is also offering Client Projects with a focus on Enterprise Creativity and Learning, Government Policy Engagement, Personal and Social Learning, Defense and Security as well as Corporate and Finance. 4.1.2 SGI Serious Games Interactive (SGI) is a Serious Games developer sited in Copenhagen (Denmark). SGI was founded in 2006 and is operating from offices in Denmark, Sweden and Washington DC. Clients are British American Tobacco, Maersk Group, Nykredit and others. SGI uses game technology and design to develop user experiences that engage, educate and entertain. SGI is developing and marketing Serious Games and Simulations, especially Trainings, Branding & Marketing Games. In their portfolio educational Games are a Version 1.0 _ 3/ 07 / 2014 Page 25 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 successful product for schools. The most often platforms used by SGI to develop Serious Games are Web, tablet, smartphones, Wii and Microsoft Kinect, actually almost all the available platforms in the market. 4.1.3 VirtualWare VirtualWare is a developer for Serious Games Software and Hardware founded in 2004 and located in the United Kingdom, Spain and Latin America; the main offices are in Spain. Virtualware is made up of a multidisciplinary team of highly qualified professionals working together to create truly interactive experiences based on immersive and interactive technologies. Core competences are Serious Games, Virtual Reality, Gamification and new technologies on issues like Health, Education, Training, Tourism and Culture, Marketing and Training. The platforms used by Virtualware for their developments are usually Web, tablet, smartphones and Microsoft Kinect. Well-known products are VirtualRehab, VirtualRet and VirtualTriage. Beside Software, VirtualWare is also offering optimized hardware for their products, such as an interactive table. 4.2 Best Practices The interviews disclosed the best practices of the developers and will be described in the following sections: - Products, Projects and Services - Synergetic effects - Knowledge from third party - Unique Selling Proposition - Distribution - Return on Investments 4.2.1 Products, Projects and Services For the further consideration of the Business Models, it is important to define the terms Product, Project and Service. Products describe the Software and Hardware that is produced by the developer and is offered constantly to all customers at a particular market (Business Dictionary, 2014). Projects in contrast are initialized by clients and solve a very specific problem in a preset period and often preset budget (Business Dictionary, 2014). The funding may in both cases be of same type, f.ex based on crowd sourcing or research funding. Service describes the intangible activities that cannot be transferred, owned or stored and are instantly perishable and come into existence at the moment they are consumed (Business Dictionary, 2014). Services can be combined with a good, for example an instruction for using a good. Trainings, workshops and also software can be developed especially for a physical product. The advantages of the connection of product and service to a bundle are specified in chapter 8.1 “Extended Product Business Models”. In the majority of cases, PlayGen is being requested for developing a Serious Game. Beside Products and Projects PlayGen is offering services such as workshops and consultancy, which are also developing the Version 1.0 _ 3/ 07 / 2014 Page 26 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 contact to potential clients as a positive side effect. This combination of Products and Services is typical for extended product business models. SGI is separating their portfolio in client projects and productions and is using different business models for both. Productions are funded and then developed while projects are paid by the client during the development in two or three fees. This division leads to traditional product or service business models. Although VirtualWare is also working on products and projects, they ascribe the product a much higher potential and higher revenues. Nevertheless, projects are, and will be, part of the portfolio, as they are still profitable and with little risk compared to the development of products. The interviews pointed, that products in short-term consideration demand the developer a higher investment involving a higher risk than projects but also possibly higher profits in long-term consideration. Projects offer a limited time effort and a controllable investment risk but the success is temporary limited to the duration of the project. 4.2.2 Synergetic effects A synergetic effect is generated, if two or more factors together produce an effect, greater than the sum of their individual effects (Business Dictionary, 2014). In terms of the development of a Serious Game, synergetic effects can be generated by reusing several parts of one game in the development of another game. Therefore the developer needs to own the Intellectual Property Rights (IPR) of his works. PlayGen is successful in keeping the Intellectual Property Rights of the Games that PlayGen develops. By keeping the IPR, especially the background Intellectual Property, methodology and existing technology, PlayGen can reuse material and generate synergetic effects. As a result PlayGen is able to minimize effort and can increase the profit of its projects over time. The client can also benefit from this practice: Prices for the development of a game decrease, while receiving the same or even better quality. PlayGen is applying this synergetic effect especially in personal and social learning Serious Games. In Projects, SGI is keeping the Intellectual Property Rights of the technology while the clients keep the Rights for the content. That way, SGI is able to reuse technology but also to minimize their responsibility for content. 4.2.3 Knowledge from third party If a project requires knowledge that can’t be delivered by the developers themselves, it is necessary to engage external experts. The collaboration with experts makes them into stakeholders of the game and therefore a part of the business model. According to the four stakeholder dimensions, their role can be described as that of the prescriber. The collaboration usually is high-priced. In the experience of PlayGen though, the possibility to take part in the development of a Serious Games animates a few to work without payment but for fun. Collaboration with universities also turned out to work good for PlayGen. In their Version 1.0 _ 3/ 07 / 2014 Page 27 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 experiences the know-how of the developer and the ideas coming from universities can complete one another well. SGI is using the knowledge of experts for certain topics. At the same time, collaborations with universities are rare. The selection of experts is in their experience made by the client who is requesting the Serious Game. In those cases, SGI is not choosing the expert and their scope of action is limited. VirtualWare is including external professionals in every four industry branches they are working on. Furthermore VirtualWare is taking advantage of this collaboration with these experts by benefiting from their networks when a product is on the market. In this way, hiring external experts do pay off twice: During the development the requirements of professionals can be found out and once the product is saleable, good contacts can help in terms of distribution. 4.2.4 Unique Selling Proposition The Unique Selling Proposition (USP) describes an eminent component that differentiates the products or services from the ones of competing developers and offers a unique value proposition to the customer. Positioning a brand, product or service on a competitive market can also take place by finding and focusing on a small but profitable segment, a niche with no competition. To be able to develop services or products, which differ from the competitor ones, research is an essential and worthwhile expense for developers. All three interviewed developers are doing this research and market analysis to get a starting point for new Serious Games (Figure 11-1). Figure 11: Starting points of new SG according to an own estimate of the developers Version 1.0 _ 3/ 07 / 2014 Page 28 of 38 GALA_DEL D4.11_WP 4 4.2.4.1 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 Core Competencies The Core Competencies (CC) are describing the unique ability in delivering value to its customers that cannot be easily imitated by competitors. This concentration on a certain chosen field gives a company knowledge, experience and systems, resulting in one or more competitive advantages (Markides and Williamson, 1994). PlayGen started with a cost based strategy to develop the market but is nowadays trying to differ from competitors by product differentiation and market segmentation. This enables PlayGen to become an expert on a particular topic (such as Gamification) and to develop highly specialised products. SGI was focused on education but tries not to be limited on single areas. Still SGI is active on the field of education but separated its activity in Education & Children as well as Training & Simulation. VirtualWare defined four branches for themselves and stays focused on activities for health, culture, education and training. 4.2.5 Distribution The Distribution covers the whole way of getting goods or services from their source to the user or customer. The Business Model Canvas is not mentioning the term distribution but “Channels”. The developers were asked about their distribution channels and licensing model, to figure out which ones are working best and most cost-efficient for them. PlayGen is selling unlimited and worldwide licenses to non-transferable and limited licenses. Time-limited, territory-limited and non-transferable licenses are the most profitable. PlayGen also sold licenses per user but the success fell short of expectations. They concluded that commercial success requires selling a great number of licenses, accompanied by a large distribution. Small companies usually do not have this capacity for this extensive process and are more successful by selling volume licenses (for example to government). Some games are offered for free, if it is presumed, that the game will have a positive effect in the long term. This investment can be seen as marketing, as the aim is to win new clients. Virtualware uses existing distribution models on each different field, trying to adopt the economic model and use already established distribution models. The introduction to the market becomes less complicated for VirtualWare but also for the purchaser, who is getting access to the products or services in already known way. The end user buys a service from the professional healthcare, who is the customer of Virtualware (Baalsrud Hauge 2014, Gala 2013c). 4.2.6 Return On investment The Return On Investment (ROI) indicates the profitability and efficiency of the activities of a company. It is usually measured as the ratio of the net income to the average capital employed in a company or project (Business Dictionary, 2014). We didn’t perform a whole ROI analysis and didn’t calculate any percentage. In this case the ROI should just describe the time that is needed, approximately, to retrieve the investments of a project or the development of a product to reach the profit zone. While projects are always tried to be realized without investments, SGI is calculating three years for products and one year for mobile applications for reaching the profit zone. Projects are taking four months up to a whole year on average. Another possibility is funding a game through Kickstart (Kickstart, 2014). SGI didn’t Version 1.0 _ 3/ 07 / 2014 Page 29 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 apply this funding but started a trial that went really good. VirtualWare is considering funding through Kickstart for products in the future. 4.3 Guidelines on Business Models The conclusion of the interviews leads to five important factors, which make Business Models for Serious Games Developers successful: 1. Niches: Finding a niche allows the developer to concentrate on a certain subject and become an expert. The Unique Selling Point is easy to communicate to the client and the development itself becomes more efficient by using a lot of synergetic effects. 2. Spreading the risk: Projects and products differ in their risks and revenues. A combination of both offers a wise equation of these risks and revenues. 3. Doing research: The domain of SG is still full of undiscovered potential. Research is necessary to discover this potential and although it is a huge expense, research is worth the effort. In an economic angle of view, too. 4. Asking experts: Bringing in experts doesn’t have to be costly for the developer. The collaboration on a project that is exciting and interesting is often worth more than a high salary. 5. Using synergetic effects: Searching for potential and keeping reusability and interoperability in mind from the beginning of the development till the end will result in lower cost development. 5 Business Model Canvas The Business Model Canvas, is a strategic management and entrepreneurial tool. It allows you to describe, design, challenge, invent, and pivot your business model (Gala 2013, YouTube, 2014,businessmodelsgeneration, 2014). In the previous deliverables of this task we have been analysings several different business models being used for specific games (Gala 2012b, 2013b) as well as presented different examples of good practices. Based upon these analysis and using the Business model canvas as described in D4.10, we have developed some examples on what to take into consideration for different SIGs. We here present the suggestions for SIG 3.4 and SIG 3.5. These Canvases are aimed at potential developers of serious games to help facilitate developing a business plan. Version 1.0 _ 3/ 07 / 2014 Page 30 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 5.1 Safety, Security, Crisis Management Games These games cover a broad base covering the many facets of Safety, Security and Crisis Management including war games, protection and surveillance, safety and tactical games. For detailed description of this domain of games see SIG 3.4. Table 3:Example of key elements for business canvas in safety, Security and Crisis management games- developers perspective Opportunities Challenges Customer Segments Local/National/International Government authorities Military Forces (national, NATO) Emergency response services (Fire, Ambulance, Police, Coastguard) End-users include all stakeholders such as : Operational staff, management, strategic planners and tactical executors. Solutions for customers interested in : Natural disaster Technological crises Confrontation Malevolence Organizational Misdeeds Workplace Violence Rumours Terrorist attacks/man-made disasters Customer relationship Tie into regular training One off simulation runs Training the trainers Online portal On going relationship with commissioners may be difficult due to nature of organisational changes. Channel Tradeshow / Magazines Calls for Tender Existing training providers Learning platform providers Access to market can be difficult as end-users may not be commissioners Value Proposition Improved professional training, from operational to tactical Making training more interactive Increasing security (better training) Better insight into team’s performance in crisis Experience of information flow dynamics Psychological pressures and stresses modeling Learning that may be inaccessible offline Help setting procedures, procedure rehearsal, Making the game immediately usable. Avoiding overuse of textual direction. Increase replayability and believability through better randomness and artificial intelligence. Avoiding slowness or stops in game flow. Version 1.0 _ 3/ 07 / 2014 Page 31 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 feedback, reinforcement allow for noninvasive performance measurement Deal with situations hard to simulate otherwise, either to complicated, too dangerous or expensive. Achieving a high degree of realism on points where the training is focused. Key Activity Design and develop educational games Find new customers (marketing and sales) Retain existing customers Ensure material is relevant, updated and up to date Support users, troubleshoot Design and delivery of cooperative games. Difficulty in penetrating some security markets due to clearance Difficulty in access to support users directly, deploy in secure location Key Resource HR (Development staff, instructional design Access to subject matter experts specialists, sales reps, customer support, marketing, Access to end users for testing subject matter experts) Intellectual property over software Customer relationships Key Partners Training companies Tradeshows Trade Magazines Publications Interoperability with existing training Interaction of trainees with trainer Feedback for improvement Revenue Streams Direct / intermediary sales. per country/county per establishment per individual per subject… Demonstrating Return on Investment Repeat purchase Cost Structure Human resources Design Development Marketing Sales Support Software/Hardware Office/Shop Advertising Version 1.0 _ 3/ 07 / 2014 Cost effectiveness particularly in comparison with other techniques. Page 32 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 5.2 Humanities and heritage games These games cover a broad base covering the many facets of humanities and heritage games including those covering history, geography, languages, literature, religion, art, law, philosophy, politics, cultural awareness, historical reconstruction and heritage awareness. For detailed description of this domain of games see SIG 3.5. Table 4: Business model canvas example for Humanities and Heritage games-perspective developers Opportunities Customer Segments Customer relationship Channel Value Proposition Key Activity Key Resource Challenges Schools and Universities students Tourists Heritage / Cultural site owners Heritage / Cultural site visitors General public Local/National/International organisations Extending real site visit into virtual visit Tie into existing learning / programme Tie into tourist visit One to one customer relationship may be limited Tradeshow / Magazines Learning providers (schools/colleges) Museums / Art Galleries TV Channels (History/Culture) Tourist networks Online / App store Access to market can be difficult as end-users are often not commissioners Installation on site could be complex Solutions for customers interested in a wide range of topics and of varying ages. Access to customers is highly dependant on channel. Help bring history and culture to life Enhancing engagement with concepts, processes and content of the subject Making learning more interactive Provide opportunities to experience situations hard to simulate otherwise, either too complicated or expensive. Making the game content useful and entertaining to variety of end users Cause and effect in history may be contested and complex Allowing the player to learn constructively Design and develop the games Find new customers (marketing and sales) Retain existing customers Ensure material is relevant, updated and up to date Support users, troubleshoot Design and delivery of games that tie into a location or programme Difficulty in access to support users directly HR (Development staff, instructional design specialists, Access to subject matter experts Version 1.0 _ 3/ 07 / 2014 Page 33 of 38 GALA_DEL D4.11_WP 4 Key Partners Revenue Streams D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 sales reps, customer support, marketing, subject matter experts) Intellectual property over software Customer relationships Training companies Tradeshows Trade Magazines Publications Direct / intermediary sales. per site per user per establishment In game purchases Extended site visit Cost Structure Human resources Design Development Marketing Sales Support Software/Hardware Office/Shop Advertising with relevant depth of knowledge Access to end users for testing Interaction of trainees with trainer in the case of language and law Feedback for improvement Demonstrating Return on Investment Repeat purchase Cost effectiveness particularly in comparison with other techniques. 6 Conclusions This deliverable has discussed the Business Model concept as applied to serious games. The document started by describing the business model and distinguishing it from business strategy. The elements of the business model concept were then introduced and explained. Based on the work conducted within this task we can conclude that a key for success lies in early discovery of market changes. The analyses carried out shows that SG can learn from other sectors and that some of the implemented business models within the IT industry (like servitisation) can be transferred to the SG sector (the Virtualware case). However, the market analysis conducted also shows how important reusability and interoperability of the product in order to reduce the time-to –market and increase the flexibility to react on customer needs regarding service composition are. It also show that there needs to be focus on innovation, incremental and discontinuous/ radical innovation, in order to be able to take advantage of concepts like extended products including SaaS. This innovation is not only related to technical innovation, but also on discovering marked needs and desires at an early stage. This is a challenge for several SG developers, consequently the guidelines for SG Version 1.0 _ 3/ 07 / 2014 Page 34 of 38 GALA_DEL D4.11_WP 4 D4.11 BUSINESS MODELLING AND IMPLEMENTATION REPORT 3 developers and the general Business Models Canvas take these aspects into account. These are based on interviews conducted with three SG developer companies to gain their insights and experience, and these also contributed with their knowledge to the development of the Business models Canvas examples. From these and the work conducted over three years guidelines for SG business models were derived. In order to make the business models more efficient, serious games can also prove a viable solution, leading to cost reduction, increase in productivity and better prepared employees. The future opportunities lie in the field of collaboration, as licensing opportunities will reduce the differences between SMEs and large companies regarding serious games implementation (licensed products are less costly). The companies will need to capitalize on the frenzy for solutions with social content, as well as on developing tools which would quantify better the benefits of the serious games solutions for business and management. Innovation of the value proposition through the offering of Extended Products is suggested as an approach to escape the competition, especially from low-cost countries. Value innovation however cannot be implemented as a stand-alone concept. It has been shown that it implies changes to other areas of the business model, i.e. requiring new competencies and thus new networks of partners. In order to show the effects of the above approaches to the elements of a SG developers’ business model, the BM Canvas can be chosen as a graphical representation of the BM areas. The deliverable concluded by illustrating the business model canvas with 1 or 2 examples. The business model canvas provides a powerful way to visualise the key aspects of a specific business model. Importantly it can be used to develop business models and is recommended for this purpose in formulating BM for SGs. 7 References Afuah, A. &. (2003). Internet Business Models and Strategies. 2nd ed. Boston: . Boston: McGraw-Hill. Alvarez, J. &. (2008). Serious games: Advergaming, edugaming, training and more. Montpellier: IDATE. Amit, R. &. (2012). Creating Value through Business Model Innovation. MIT Sloan Management Review, 53(3) , S. 40-50. Arnab, S. B. (2013). The Development Approach of a Pedagogically-Driven Serious Game to support Relationship and Sex Education (RSE) within a classroom setting. 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