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Marketing &
Educational
Gaming Industry
8 Minutes pitch from Group A5:
By Bally Chohan

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Introduction
 Online Gaming Industry
 Since 1998 used in the Netherlands
 Gamercials; playful commercials, brand experience,
product placement.
 Edugaming; e-learning, interactive infotainment.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Gamercial example
 Phunky Frites
 Client: Aviko (Dutch producer of potatoes products)

 Goal of the game: Jump from product to product and
don’t fall in the boiling oil of the deep-fry!
 Goal of Aviko: Get people informed of the different
products

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Edugaming example
 Living Books
 Client: Het Woeste Woud (Animation Studio)
 Partners: KRO (Dutch public broadcasting company),
University of Leiden, Reading foundation.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Industry Framework

www.ballychohan.com Industry
A5 – Marketing & Educational Gaming
By Bally Chohan

Business Models
 Main actor: MAD Multimedia (Groningen)

developing, producing and distributing
interactive online products like educational
games, gamercials, virals, animations and
interactive videos.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Business Models
 Actor: Client/Companies
 Example:
Noordhoff Uitgevers (Biggest educational publisher in the
Netherlands)
 Vision: Giving schools the freedom to educate

in

print, digital or a combination; Multi Media
Methods.
 In collaboration with MAD Multimedia developing gaming
engines

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Business Models
 Actor: Advertising companies
 Example:
Campina (Dutch dairy company)
 Goal: Stimulate sales of the product Valess
 Developed in collaboration with MAD Multimedia a viral

gamercial to promote Valess at a target audience.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Business Model
 Actor; Freelancers (Designers, photographers, musicians)
 Produce input for the gamercials & Edugames like
graphics, sound effects, background music.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Busines Models
 Actor: Internet users
 Participation by entertainment/infotainment
 Potential clients (Gamercials)

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
Product Innovations
 Edugaming
learning theories, play a game with
nurturing elements, a extrinsic motivation
experience (Egenfeldt-Nielsen, 2005),
drill-and-practice learning principles,
simple game play and the missing
physical presence of a teacher.
www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Product Innovations
 Gamercials
brands can position their products and/or
services in new interactive way,
commercial message embedded in the
gameplay, top of mind brand awareness
and visibility.

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Process Innovations
 Dynamic programming languages;
 Microsoft Silverlight, Java, Shockwave and Flash;
are very rich in a visual and sound-oriented way.
 Russel Kay defines rich as in "Those applications
offer functionality that goes far beyond mere reading
and browsing, and they can be served over the Web"
 Development; iterativeand, short development cycle,
not depended on operating system

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry
By Bally Chohan

Conclusions (Conceptual)
 The creation of an edu-game requires
diverse skills (Motley Crew)
 Differentiated Products (Infinite variety)
 Durable products and durable rents (Ars
longa)

www.ballychohan.com
A5 – Marketing & Educational Gaming Industry

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Bally Chohan IT Solutions UK

  • 1. Marketing & Educational Gaming Industry 8 Minutes pitch from Group A5: By Bally Chohan www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 2. By Bally Chohan Introduction  Online Gaming Industry  Since 1998 used in the Netherlands  Gamercials; playful commercials, brand experience, product placement.  Edugaming; e-learning, interactive infotainment. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 3. By Bally Chohan Gamercial example  Phunky Frites  Client: Aviko (Dutch producer of potatoes products)  Goal of the game: Jump from product to product and don’t fall in the boiling oil of the deep-fry!  Goal of Aviko: Get people informed of the different products www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 4. By Bally Chohan Edugaming example  Living Books  Client: Het Woeste Woud (Animation Studio)  Partners: KRO (Dutch public broadcasting company), University of Leiden, Reading foundation. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 5. By Bally Chohan Industry Framework www.ballychohan.com Industry A5 – Marketing & Educational Gaming
  • 6. By Bally Chohan Business Models  Main actor: MAD Multimedia (Groningen) developing, producing and distributing interactive online products like educational games, gamercials, virals, animations and interactive videos. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 7. By Bally Chohan Business Models  Actor: Client/Companies  Example: Noordhoff Uitgevers (Biggest educational publisher in the Netherlands)  Vision: Giving schools the freedom to educate in print, digital or a combination; Multi Media Methods.  In collaboration with MAD Multimedia developing gaming engines www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 8. By Bally Chohan Business Models  Actor: Advertising companies  Example: Campina (Dutch dairy company)  Goal: Stimulate sales of the product Valess  Developed in collaboration with MAD Multimedia a viral gamercial to promote Valess at a target audience. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 9. By Bally Chohan Business Model  Actor; Freelancers (Designers, photographers, musicians)  Produce input for the gamercials & Edugames like graphics, sound effects, background music. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 10. By Bally Chohan Busines Models  Actor: Internet users  Participation by entertainment/infotainment  Potential clients (Gamercials) www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 11. Product Innovations  Edugaming learning theories, play a game with nurturing elements, a extrinsic motivation experience (Egenfeldt-Nielsen, 2005), drill-and-practice learning principles, simple game play and the missing physical presence of a teacher. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 12. By Bally Chohan Product Innovations  Gamercials brands can position their products and/or services in new interactive way, commercial message embedded in the gameplay, top of mind brand awareness and visibility. www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 13. By Bally Chohan Process Innovations  Dynamic programming languages;  Microsoft Silverlight, Java, Shockwave and Flash; are very rich in a visual and sound-oriented way.  Russel Kay defines rich as in "Those applications offer functionality that goes far beyond mere reading and browsing, and they can be served over the Web"  Development; iterativeand, short development cycle, not depended on operating system www.ballychohan.com A5 – Marketing & Educational Gaming Industry
  • 14. By Bally Chohan Conclusions (Conceptual)  The creation of an edu-game requires diverse skills (Motley Crew)  Differentiated Products (Infinite variety)  Durable products and durable rents (Ars longa) www.ballychohan.com A5 – Marketing & Educational Gaming Industry