The document discusses the marketing and educational gaming industry. It provides examples of gamercials, which are playful commercials that incorporate branding and product placement. It also discusses edugames, which combine learning and gaming. The document outlines several business models in this industry, including companies that develop games, clients that commission them for advertising or education, and freelancers involved in game development. It also discusses innovations in educational games and branded games used for advertising.
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.
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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
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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.
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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.
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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
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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.
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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.
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A5 – Marketing & Educational Gaming Industry
10. By Bally Chohan
Busines Models
Actor: Internet users
Participation by entertainment/infotainment
Potential clients (Gamercials)
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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.
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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.
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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
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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)
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A5 – Marketing & Educational Gaming Industry