Serious Games Economic Assessment Part I Prepared for the Serious Games Design Institute Santa Barbara City College By Stephen Wright Market Strategist steve.wright@burntmail.com 11/15/2007 1 Contents: Abstract………………………………………………..3 Introduction…………………………………………..4 Scope …………………………………………….........4 SWOT Findings Serious Games Strengths……………………………6 Inherent Game Strengths and emerging capabilities Best Use Applications Cost Advantages Serious Games Weaknesses…………………………9 Boredom Inappropriateness Lack of Profitability Market Opportunities……………………………….11 Gamer Generation The business training market Emerging Trends Workplace independence Technology Aging & Global Healthcare Global systems Market Threats……………………………………..14 Resistance Competition SWOT Analysis……………………………………. 16 Preliminary Business Model………………………17 PART II (Next steps)………………………………17 Bibliography………………………………………..18 2 Abstract The scope of this review regards the emerging business use of games which would include Business to Business — B2B — as well as business to consumer indirect use of games for marketing, product training or other uses not to be confused with the retail sale of entertainment games. The SWOT (Strengths, Weaknesses, Opportunities, Threats), model is used to identify the probable business model. Serious Game strengths include inherent game strengths and emerging capabilities, best use applications and essential cost competitive advantages. Serious Games weaknesses include boredom, inappropriateness and lack of profitability. Market Opportunities for Serious Games include the gamer generation, the business training market and emerging trends in the workplace. Market threats are characterized by resistance in many forms such as ignorance, lack of validation, new costs and standard bureaucratic obstructionism Successful Serious Games companies will extensively product test, validate results and achieve relevant certification as well as guarantee performance results. Economy and marketing would be achieved by low cost Internet functionality (distribution and advertising) directed to the students and workplace learners who could expense or deduct their expenditures. The successful companies in the Serious Games market industry will focus on a particular ‘serious’ industry (such as healthcare, finance, retail…) and will establish share with low capitalized mini or casual games targeted at the user. These will lead to selected larger scale projects, customer loyalty and mainstream institutional acceptance. 3 Introduction Serious Games — or digital learning games — are the names given to the type of computer based game technology used as either a training or production tool. Characteristics of games allow for more participative, in depth and interactive learning of complex and significant situations. Interactive Serious Games can potentially improve the quality, speed and costs of training and production once the development and acceptance phase of this new technology are past. However, the long-term cost-value-benefit and/or cost justification of the Serious Games solution can be estimated. Many questions emerge after only a short contemplation of the Serious Games possibilities. What business niche will support the initial development of the technology? In what industries would the training modules become the production module? What national security, disaster preparedness situations would result in human life being saved by the development of these tools? The proposed work here will be to create a preliminary business model, part 1, to use as a basis for estimated economic assessment, part 2, of the impact of the use of Serious Games as training and production tools. This will in turn help drive the further design scope and testing of the Serious Games initiative at SBCC. The Serious Games Design Institute at SBCC is a specially funded grant project to provide statewide leadership on this topic for the community colleges and the Office of Economic and Workforce Development at the Chancellor's Office. Scope For the purpose of this review, ‘Serious Games’ are defined as a form of computer based digital learning programs that may contain digital computer-based simulations and/or game elements and are designed to enhance, make more efficient and effective training for ‘serious’ endeavors such as healthcare, finance and other business sectors. The ‘learning’ may involve prospective employees, new hires, middle and upper management, practicing professionals, business vendors or business customers. The scope of this review is exclusively on the business use of games which would include Business to Business — B2B — as well as business to consumer indirect use of games for marketing, product training or other uses not to be confused with the retail sale of entertainment games. 4 Because the scope is on the emerging business market need for serious games, the scope excludes military, grant funded or taxpayer supported (educational system) use of games. Serious Games differ from the more familiar video games in several ways. • • • The goal is an entertaining or visually immersive and interactive way to learn specific real-life capabilities vs. an entertainment only game The topic and target audience are industry specific The buying customer may be a corporation or an institution Because Serious Games are designed for a purpose, the potential for economic impact includes how well they serve that purpose. For example, if nurses could be trained fifty percent faster and more economically with digital game-or simulation-based programming, the impact would include training cost efficiencies, increased nursing payroll and taxes as well as societal gains as a result of alleviating the nursing shortage. In addition, we would include the employment opportunities and new revenue of the game development companies. More speculative impact but no less real would include the efficiencies in post-training performance among employees, which could be measured in percentage of turnover, rate of productivity ramp up or, in the case of emergency first responders, numbers of lives saved. While the market for, and economic impact of, commercial entertainment games have a history and momentum, the market and economic impact of Serious Games is less observable and more complex. Part I, of the Economic Assessment of Serious Games for the Serious Games Design Institute — SGDI — at Santa Barbara City College is intended to cover the following topics: 1) Strengths and weaknesses of serious games; Capture assumptions, expert experiences and research regarding the characteristic strengths and weaknesses of Serious Games in a training or in a production environment. 2) Matching opportunities in the workplace; Identify the matching opportunities in the workplace for the unique game training and production characteristics. 3) Various alternatives; Identify the various alternatives in use or in development; i.e. various games, simulation, or hands-on training solutions for those situations and their approximate cost. The three topics above relate to the four quadrants of a SWOT (Strengths, Weaknesses, Opportunities, and Treats) analysis. The point of view of this SWOT analysis is that of 5 ‘Serious Games as a business product.’ Consequently, only strengths and weaknesses of Serious Games as a product will be reviewed. Also, opportunities and threats will include business or market environmental trends, issues and forces of magnitude in which Serious Games as a product would need to serve or compete to establish market value for use and acceptance. Typically the SWOT model is used to determine a strategy for a company to follow in a changing business environment in order to be successful. In this application, we are using the SWOT model to help identify the business model that will emerge to propel the economic growth of Serious Games. With those players and that model identified, a more logical quantitative economic assessment can be developed as well as a forecast of appropriate curriculum for students that wish to participate in that emerging industry. Part I of the Economic Assessment is a qualitative review of the cause and effect terrain that will serve as a model for the more quantitative economic assessment to follow in Part II. Part I will also serve as a point of discussion and collaboration with the SGDI team. SWOT Findings Serious Games Strengths Borrowing from their cousins the popular Video Games, Serious Games would combine the capabilities of video games to engage the participant in an interactive mental exercise with the essential training goals of a serious endeavor (healthcare, finance, retail….any business). Relevant market strengths of Serious Games include: inherent game strengths and emerging capabilities, best use applications and essential cost competitive advantages. Inherent Game Strengths and emerging capabilities: ‘The secret of video game teaching is that each level dances around the outer limits of a persons abilities seeking to be hard enough but just do-able, …a scenario avoided by schools’. Game companies don’t make $6.8 billion a year by dumbing down material. The harder, more complex games take 50 to 100 hours to complete…schools are in the dark ages of cognitive science’ (Gee). In education, an off the shelf game, Civilization III, engagingly exposes students to historical concepts and terminology that then makes the learning in class of the actual history much more accessible and familiar (Wright, N) 6 Games trigger powerful emotions; their key pleasure is in the cognitive solving of problems (Dillon). Game elements drive engagement and may include fantasy, whimsy, competition, beauty and a great story (Aldrich). Describing the engagement power of games to someone who has never lost a weekend to their spell has been a linguistic challenge to many of the writers sited above. Most trainers now recognize the power of games as tools instead of toys. Games have attracted a global audience. In corporate or business training the potential for young employees to be motivated for training, to provide better metrics, faster learning, more knowledgeable people with better retention will have obvious benefits. Long since America’s Army heralded the military’s success with game based learning, simulations of varying fidelity have entranced those that would want to experience something virtually and safely, rather than in reality where life is vulnerable. The cost effectiveness in human life terms is not calculable; however, in the business world the cost benefit of a simulation must be a pragmatic one. Types of games that cross over easily to the business environment include mini or casual games, simple games and simulations and three-dimensional virtual worlds that also include cost efficiencies that are more business friendly. Best use applications: Use of digital game technologies in business applications is increasing and evolving. As a snapshot, here are a few business friendly applications that stand out and demonstrate the strength of game based learning; routine business training, interactive system training modules, customer oriented learning games and three dimensional virtual environments. Routine Business Training: If the material is technical, complex critical and boring where practice is important and reflection is not…and the learning population is amenable to game based learning, then you have a classic opportunity for a variety of structured serious game alternatives. Training for certifications and continuing education units would be fairly practical examples. While elaborate simulations often come to mind, mini games, simple branching stories, simple simulations, interactive spreadsheet games or game show type games like Jeopardy and Wheel of Fortune could handle most of these types of applications. Dr Killner, President of ITD International, Carlsbad, CA., has been producing custom simulations to help train automobile salespeople to develop selling skills for over 30 years. Simulations are customized for types of car brands, their characteristics as well as the dealerships approach to selling. When interviewed for this research, Dr Kilner said, ‘business is booming’. A basic custom sim with 50 simulation scenarios markets for $150K to $200K. Provided on multiple DVDs, it can then be utilized to train an unlimited number of salespeople at their convenience, often at 30 min intervals, for 5 hours total training each…and with no trainer. Incentives and game elements are minimal. While 7 these could be enhanced, they are not requested by the customer or seen as necessary at this time. Many corporate employees have probably been through similar situational sims for standard compliance training on topics such as sexual harassment training, customer confidentiality and safety. Interactive System Training Modules: A simple speculation at this time, if it is not already being done, is that the technology exists to develop training simulation learning games as modules of existing and developing integrated systems. As more intelligent equipment in the work area is linked together into an integrated system, as in a manufacturing plant or an emergency room, a centralized tracking and management system can be host to a training module. Rather than the rudimentary FAQ’s and screenshots, a reasonable upgrade to a simulation reflecting the interactive cause and effect relationship of the equipment or process can be used for productivity or improved success rate. Situations such as the emergency room example could allow for doctors, nurses and specialists to have interactive trial simulations, reverse role-play experiences and review with equipment vendor specialists for enhancements in product or for use by the attending staff. Time spent in emergency room simulation gaming with the exact real time equipment screens and readouts, and interaction with peers could improve results, minimize errors and provide years of experience in days. Customer oriented learning games: In medicine, innovative patient oriented Serious Games have been initiated for the purposes of distraction, self management (diabetes, asthma), fitness and motor skill therapy. Theoretically, any consumer- or patient-oriented game that is provided as a customer service is a business or ‘Serious Games’ application. This would include adver-games, the increasingly popular short free games found on the Internet that serve some product familiarization intent. That these games are popular enough that a player often e-mails them to friends (presumably of a similar demographic) they have earned the distinction of ‘viral marketing.’ Mini games (casual, mini, flash, …) can be used for spot training on mobile devices or for commercial messages (as in internet viral marketing strategies). 3D Virtual Environments: 3D virtual worlds provide a host of opportunities, as they are an emerging clean slate onto which prospective ideas can develop. Currently, these worlds offer an experimental place to experience business, management and semi-structured games developed by host users. However, as these worlds migrate to 8 authentic business environments, the line between experimental and real life consequences will need to be clarified. 3D virtual worlds like Second Life or Mutiverse offer virtual business meetings and virtual 3D tour capabilities that will become more practical as real-time voice and hand motion graphic user interfaces (GUIs) proliferate, personal avatars become cross-world transferable and virtual intellectual property issues attain real world standards with legal enforceability. When the business uses become more established, the training objectives will become clearer. For example, while describing the 3D virtual world capabilities to a shopping mall developer, he was enthusiastic that soon he would be able to tour 3D architectural drawing of future projects with the architectural firms to clarify design issues and with prospective tenants to lease undeveloped space. Training to enable these applications would be relatively straightforward. Cost Advantages: A single day of traditional corporate classroom training for 60 individuals including transportation costs about $40,000 (Baylis). Furthermore, the strain on schedules, family life and more often the irrelevance of the training combine to make it a high-cost/lowvalue proposition. In contrast, e-learning or Internet based learning costs 50% less. E-learning, like Serious Games…which may cost more to develop than many of the unpopular e-learning tools currently on the market, share the advantage of flexibility and cost savings due to scheduling, transportation and targeted timely learning. Reasonably economical simple games already exist such as branching story, interactive spreadsheets, mini games, virtual product and practice ware simulations (Aldrich). Mini games can be developed for as little as $10K for a 5-minute mini game and can be easily updated. Successful mini games can replace an hour of classroom with 15 minutes of self-paced time (Yaman). Serious Game Weaknesses Serious Games have three potential weaknesses: boredom, inappropriateness and lack of profitability. Boredom: Customers of entertainment games are familiar with retail games that are designed solely for their pleasure (Prensky). The gamer world is an ‘all about me’ customer-oriented experience (Beck). In the retail game industry the strongest predictor of market failure is lack of customer focus (Law). “People hate training. On-line completion rates are less than 50%” (Prensky) 9 Serious Games have a tough act to follow. If retail games are candy, serious games hope to be candy with medicine mixed in. While potentially distasteful, we have to assume that the customer has some acceptance that it would be wise if they took the medicine. “Serious Games are games you ‘have to’ play” (Jim Dunnigan, David). “ A [serious] games success is directly related to the learners motivation to play the game.” (Andrew Kimball, CEO QBinternational, David) But how do you keep your Serious Games from tasting like medicine?...or being boring? ‘You need an expert educator, a subject matter expert and a game developer…unless you have all three, you risk having a game that can teach but won’t be much fun, or vice versa.” (Harris) Inappropriateness: What is engaging as a gaming experience to one person (a virtual patient dying in virtual surgery) may seem inappropriate to another. It seems the more one cares about the content [the learning], the less tolerant they are of the game elements (Aldrich). Furthermore, unless accompanied by instructor-led debriefing, games do not foster reflection on the learned material. Real sensitivity is needed in developing appropriate content in a diverse workforce or multicultural setting, and the need for nongame alternative training will continue to exist. There is an indulgence in games that can be carried to an extreme. 3D virtual world Second Life has had its share of initial business fanfare and eventual criticism for the sometimes unsavory and addictive quality that the virtual world holds for some players (WSJ, Is This Man Cheating?) The psychological variances among individuals, like addictive disorders, are not easily known in advance. Companies, in a litigiously risk averse corporate business environment, would avoid questionable game environment and game element choices. Lack Of Profitability: The early producers of games, retail or serious, have been heavily involved in design, pedagogy, and technology but sparing in the business development models (Alhadeff). The business model appears to be the biggest challenge at this time. The predominate business model for Serious Games has been work-for-hire which does not lead to economies of scale. Although there are signs of a maturing industry, the video game industry still has been slow to adopt external tools and middleware to say nothing of open standards (virtualworld.news). Game creation tools are still complex limiting who can develop games (Prensky) and it can take 750 hours of development time to make one hour of high fidelity simulation (Adlrich). While a request for game based learning from an uninformed corporate executive will bring about sticker shock (Harris), games also bring in other costs like maintenance, requests for variations, distribution, assessment, internal marketing and IT 10 support (Yaman). Additionally, to the extent Serious Games are based upon real world processes, if those processes change or they were gathered inaccurately in the first place, the game would be obsolete until updated. To bypass the corporate channel and go directly to the learner with sophisticated Serious Games is equally challenging. In prior efforts to go retail, market positioning has been a historic problem partially to blame for the failure of edutainment software. For instance, both Mattel and Lucas Entertainment have lost money or spun off their edutainment efforts. Despite a positive outlook for medical Serious Games, there is no appropriate area to put them on the software shelf. Do they belong with fitness DVD’s, or office productivity software? And the fitness games without a console — do they go on a PC or in the exercise room? Profitable retail marketing of Serious Games would require a portfolio risk approach similar to movie studios, software developers and retail entertainment game developers. A single computer game project on average will take 18-24 months to complete, requiring a specialized project team and a multi-million dollar investment to sell in the marketplace for $20-$50 per game at an unpredictable success rate (Smith). Most game publishers consider themselves lucky if 20% of their game titles are profitable…and if 3% are a hit (Law). If global sales are critical for breakeven profitability, the complexity of the technology interface, the language, business culture and practices will be significant for real — not pretend — subject matter. Finally, with the constant advancing technology of games as well as the advances in the serious subject discipline, the likelihood of early obsolesce is high. Market Opportunities An assessment of the opportunities for Serious Games will focus on the gamer generation, the business training market, emerging trends in the workplace, technology, aging Americans and global healthcare. Gamer Generation: The game generation, with a population of 90 million and climbing, will surpass the Baby Boom generation — some 77 million — in size and influence. Each day, average teenagers watch three hours of television, surf the internet 10 minutes to an hour, play 1.5 hours of video games (Prensky, 37). Currently, the average gamer is 33 years old, has played games for the last 12 years…and 38% are women (Alhadef). The game generation is approaching a critical mass in business… soon to be dominant… which represents a cultural divide with older Americans many of whom run companies, training departments and schools. 11 In contrast to the relatively reflective and traditional baby boom, gamer generation learning styles are aggressively informal, more trial and error, they learn more from peers not authority figures, they learn in small bits…and only when needed (Beck, 159). The gamer generation and our culture at large now exhibit changing behaviors due to the ubiquitousness of multimedia such as; a) written language is less dominant, b) linear organization is supplemented by random access of information, c) passive media is replaced by active, and d) learning has less time for reflection (Prensky,76). The gamer generation is here to stay. Ignoring the enormous opportunity they represent is not a valid strategic option. The business training market: The potential Serious Games market would likely win some increased portion of the employee learning and development market and may share some growth characteristics with popular games and mobile games. The American Society of Training and Development, ASTD, identifies $109 billion spent annually on employee learning and development — 75% internally and 25% externally —and increasing at a rate of 4% per year. E-learning technology is used 36.5% of the time yet represents only 10% of the total spending. Over 5,000 companies are in the on-line education business. By contrast, the video game industry is growing 9% per year and is estimated at $45 billion worldwide (12.5 billion in the USA). Casual Game revenue is growing at twice the console game rate although it is pegged and only 380M. Figures on mobile gaming (thru cell phones and PDAs) indicate a 20% growth rate, with hotbeds of activity in Asia Pacific and Europe. The Serious Games market is valued between $150 million and $200 million per year. However, healthcare applications reportedly have the potential to dramatically increase that annual revenue by another $400 million (Alhadeff). Ben Sawyer, recognized expert in the Serious Games industry, estimates the market potential at $20 billion. At these levels, appropriate economies of scale and competition should exist to provide customer value and product diversification. Emerging trends: Emerging trends include changes in the workplace, technology, aging Americans and global healthcare. Workplace Independence: While almost all corporate training departments respond favorably to the learning-by-game concept, higher-level corporate employee ‘churn’ attributable to downsizing and outsourcing has diminished the relevance of training once 12 guaranteed to the long-term employee. It is increasingly up to the employee to train him or herself for the next opportunity or to seek outside training to preserve skill sets outside of the corporation (Pink, 92). Interestingly, two out of three workers in California do not hold traditional jobs, i.e., permanent year round, outside the home employment. The free agent population in the USA is about $33 million and the largest private employer in the US is Manpower, Inc., a temporary agency. With the proliferation of independent computers, wireless handheld devices and ubiquitous low cost connections, workers can now ‘own the means of production’ for work or for training (Pink,55). While corporate training represents a huge training market, these trends indicate the growing need and opportunity for independent training outside a corporation that may be more receptive to innovative training techniques. Technology (smaller, faster, cheaper, mobile): Society has become more accustomed to seeing 3D representations in courts, medical facilities and museums, and the migration and acceptance of computer technology seems to be going mobile, personal and incidental. Home computers by 2015 will likely feature 1000 GHZ processors, 2000 GB RAM, 2 million G hard drive and a video card to simulate human vision (Garland, 157). While costs decrease, so will size. Futurists predict that computers will disappear into the clothing and accessories to provide a wearable augmented reality complete with ‘alwayson’ wireless connectivity. Interestingly, personal computer sales are declining in Japan while other devices such as mobile phones and big screen televisions increase ((tabuchi). Internet traffic is also 50% less than forecast and slowing worldwide (while television over internet may reverse that trend). Once again, the opportunity for independent training is not technologically dependent on a corporation. Nor on a PC. Aging and Global Healthcare: The aging population of the USA has several impacts — some domestic, some global. Domestically, as experienced older workers leave the workplace, there is a recognized need and a recognized gap in transferring their knowledge to fewer ‘high churn’ younger workers (IBM). John Chambers, Cisco CEO, points out ‘the thing that’s slowing down our momentum in any market right now is our ability to educate our employees quickly’ (Prensky). Meanwhile, the continued emergence of China and India fueled by a large population of intelligent, driven young people reaches out to fill employment needs worldwide (futurist). The training of young people in the US to capture the vanishing expertise as well as the wider availability of young people in China and India and other emerging economies, to in the global economy, including healthcare, creates a worldwide opportunity. 13 The aging American population is also fueling a historic growth in the healthcare industry requiring more skilled doctors, nurses and administrators worldwide. Healthcare, with its many technologies, skills, vocabulary, certifications, support occupations and interactive systems urgently need efficient training solutions. Additionally, the ‘broken’ American healthcare system will increasingly rely on patients themselves to manage their records and detect health optimization strategies amid a growing sea of personal data (Gates, WSJ). The requirements for training include health practitioners, support industry professionals and the patients themselves. Global health care integrated service systems are inevitable and like many growth industries today, mitigation of energy costs, accommodation of foreign labor laws, conversion to currencies, conformance with recycling mandates and avoidance of security risks add further complexity to business endeavors. Simulations to optimize efforts, secure assets, and train the diversified and distributed workers of the world — many of whom are independent — will be needed in an increasingly sophisticated global economy. If games are the killer application for training…there is ample opportunity. Market Threats Resistance takes many forms: ignorance, lack of validation, new costs, and standard bureaucratic obstructionism. While the product concept of Serious Games faces no real competition from other types of learning, it is possible that domestic development of Serious Games could lag compared to other countries. Resistance: A majority of corporate employees [executives and workers alike] view corporate training as not relevant and a waste of time (IBM). Instituting Serious Games within an organization to change their mind is an uphill climb. People are not used to seeing digital learning games in a corporate training class, and many executives think that learning games are un-businesslike. Still many corporate training departments would use games more if they only knew how (White). Resistance may stem from lack of validation from the educational community. On a national level, large-scale statistical success of games would be necessary before the National Office of Management and Budget would consider budget appropriations. Serious Games gets weak support from traditional educational lobbyists who remember the recent unmet promises by Serious Games developers (Dillon). 14 Educators are still battling administrators over the legitimacy of game studies programs; an ironic consideration when one contemplates the powerful role of games like Chess and Monopoly as learning and socialization tools. Still, there are very few PhD’s in Game Studies. With legitimacy lacking from educational institutions, there is not much support for corporate training departments to make bold claims. Resistance also comes from cost considerations. Games cost more than e-learning (Prensky) and corporate training departments have been on an efficiency binge in recent years that has led to centralization and standardization to centralized e-learning, platforms (Rivera). Corporate Training departments are most likely to do a ‘one size fits all’ style of training — not suitable for today’s younger employees (IBM). Nevertheless, when corporate training departments are inspired to lead with digital gamebased learning, they must be ready for the corporate approval gauntlet. Those experienced in running this gauntlet advise that early on an executive ‘champion’ be identified (think VP or President), who, as with any bold corporate initiative, will help cut the red tape from the executive suite. This is necessary, because as the project becomes bigger and more visible, there will be more various constituencies with legitimate needs that must be satisfied. Undoubtedly some group will always disagree with the agenda or the appropriateness of the game elements. Competition: While the best validation of a concept may be that your competitors are doing it, it is a tough wake up call. China’s government is nurturing a program to develop a domestic game industry to rival India and South Korea (Wallace). It is unclear how much Serious Games will be featured in the Chinese government subsidized and directed effort; however, it is an advantage that will not be duplicated in our Western free enterprise economy. To the extent that mobile users may be the predominate market for Serious Games, the advancements in mobile infrastructure technology in Japan and Europe excels over that in the USA. The indirect result would be that innovation, funding and implementation of mobile Serious Games would be more synergistic in those countries. 15 SWOT Analysis STRENGTHS OPPORTUNITIES Engagement Retention Efficiency Integrated potential Customer oriented 3D virtual business env. Game Generation Lg training market Independent workplace Small, fast, mobile tech Aging Americans Global healthcare Global business systems WEAKNESSES THREATS Boredom Inappropriateness Immature industry Poor profitability Resistance Ignorance Lack of validation Cost challenges Bureaucratic process China Three Strategic Steps: 1) Use Strengths to attack Opportunities: Strategy: Use Serious Games to target Gamer Generation employees with emphasis on independent technology (i.e. personal discretionary expense or ‘expense-able’ to corporate accounts), with initial global industry target as in global healthcare medical training. 2) Bolster Weaknesses: Strategy: Assure expert development team and ‘focus group’ product testing before release. Do not use questionable game elements or environments. Sell virtual only, minimize capital needs. 3) Avoid Threats Strategy: Bypass corporate direct sales. Seek market test validation with institutional approval. Hurry. 16 Preliminary Business Model Utilizing the three strategic steps to define a business profile, successful companies in the Serious Games market will need to focus on a particular industry. The critical customer need is for correct, experienced, nuanced and timely information woven into a game or series of games. The game skill and technology is essential, but worthless if the information is second rate. Emphasis on expert development process and proven industry expertise will be essential. Successful companies may establish initial success with low capitalized mini or casual games. These will lead to larger scale projects. However, the continued value of mini games in marketing, developing new niches within the industry and repurposing company expertise will be an ongoing critical part of the life-cycle business model. Caution will need to be exercised to avoid drifting into exclusively work-for-hire projects. In parallel, a product testing and PR effort in conjunction with a recognized institution (ASTD, Medical School, or College system) needs to establish learner retention rates, and use validation for certification and credentials normally acquired thru classroom or testing. The marketing strategy would be direct to the students (heavy emphasis) and professional learners themselves with a clear migration strategy of earning trust, then loyalty over a lifetime. The product would be web-based, available in mobile and PC modules. Initial pricing would be individual, or discounted for group or institutional purchase with guarantees of performance. As essentially a guerrilla or viral marketing strategy, the games are sold to the institutions indirectly through the gamer generation who will eventually validate their worth and convince institutions and corporations to reluctantly embrace them as virtual curriculum. Part II Based on team review of Phase I and further inquiry, a quantitative economic assessment will be provided in Part II. Specific emphasis will be on the economic impact on various industry segments and existing training providers As this project is funded by The Serious Game Design Institute at SBCC as part of a specially funded grant project to provide statewide leadership on this topic for the community colleges and the Office of Economic and Workforce Development at the Chancellor's Office, the economic assessment will be focused in California. 17 BIBLIOGRAPHY Aldrich, Clark, Clarkaldrich.blogspot.com Aldrich, Clark, Learning By Doing, Pfeiffer, San Francisco, CA, 2005 Alexander, Leight, Accelerate Technology unveils…, www.worldsinmotion.biz , 2007 Alhadeff, Eliane, Serious games A sizeable market, PWC study, www.elainealhadeff.blogspot.com, march 2007 Baylis, J, ‘Forecasting Cost to maximize efficiency’, www.learningcircuits.com, 207 Beck, John C.; Wade, Mitchell, Got Game, Harvard Business School Press, Boston, Mass, 2004 Brew, Brew gaming, marketplace research, www.brew.qualcomm.com Carless, Simo, Serious Games Summit Keynote, Philip Rosedale, www.gamasutra.com, 2006 Darling, Cary, Lifes Danders, Entertainment, www.azcentral.com, Jan 2007 Dillon, Beth, GDC what’s wrong with Serious Games, www.gamasutracom, 2006 Editors, Eleven trends that will change your life, The Futurist, www.futurist.com, 2006 Frasce, Gonzalo, Playing with Fire, Serious Games Source, wwww.seriousgamessource.com Garland, Eric, Future INC, AMACOM, USA , 2007 Gee, James Pau, High Score Education, www.wired.com, Harris, Paul, ‘Game based learning attracts corporate trainers’,www.learningcircuits.com, 2007 IBM institute for Business Value w/ASTD, ‘closing the generational divide’, Kellner, Dr, Phone Interview, CEO, ITD International, Carlsbad, CA Koster, Raph, A Theory of Fun, Paraglyph, Scottsdale, AZ, 2005 Law, Linda; ‘Group Report: Building Innovative Games that Sell’, www.projecthorseshoe.com Michael, David; Chen, Sande, ‘Serious Games Summit 2004 Report’, www.gamedev.net, Pink, Daniel H, Free Agent Nation, Warner Business Books, NY, NY, 2002 Prensky, Marc, Digital Game Based earning, Paragon House, St Paul, Minn., 2007 Prensky, Marc, New Business Models for learning, ames 2train.com, 2003 Purdy, John; Serious Games, Getting Serious about Digital Games in Learning’, Corporate University Journal, www.corpu.com, Rivera, Ray, ASTD American Society of Training and Development), State of the Industry in Leading Enterprises, 2006 Sakey, Matthew, Fundamental Learning, IGDA, www.igda.com, 2006 Shreve, Jenn, et the Games begin, www.edutopia.org, Shultz, Mitch, Phone Interview, Sales Executive Simulations for Business, Del Mar, CA Smith, Roger, Game Impact Theory, Tabuchi, Hiroo; PC’s losing their relevance in Japan’, Financial News, Yahoo, biz.yahoo.com Thompson Course Technology, Serious Games that Educate, Train and Inform, www.gamasutra.com, 2005 Virtual world news, Interview Corey Bridges, Multiverse, www.virtualworldnews.com, 2007 Wallace, Richard, Nontrivial Persuits__Beijing Watchers, www.globalbb.onesource.com White, enton, Casual Games get Serious’, IGDA, Casual Games Quarterly, www.igda.org Wright, Nick, Interview, College student and 15 years gamer, 2007 Wright, Will, Dream Machines, guest editor, WIRED, www.wired.com WSJ, Is This Man Cheating On His Wife, WSJ Weekend Journal, Fri aug 10, 2007 18 WSJ, Is Web Bubble Bursting, Sat Sept 15, 2007 Yaman, Dan; Covington, Missy;’ Survey Says: Game Shows’, www.learningcircuits.com, 2007 19