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Games & The U.S. Education Market Mitch Weisburgh [email protected] Scott Brewster [email protected]

Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

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Page 1: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Games&TheU.S.EducationMarket

MitchWeisburgh

[email protected]

ScottBrewster

[email protected]

Page 2: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Game-Based Learning (GBL) Market 2

Instructional Purchases: 10%

Student Support Services: 8%

Operations: 20%

Uses of Ed Funds

Instructional Staff: 64%

(750B)

(7.5B)

CurrentK12GBL<$100M

PotentialGBL$2B

Page 3: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

US K-12 Content Sales Breakdown

Other: 3%

District Administration: 60%

School Administration: 25%

Teachers: 7%

State: 5%

Page 4: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

US K-12 Decision Makers

TargetDecisionMaker

Super-intendent

DistrictAdmin

SchoolPrincipal Teacher Librarian

SizeofProblem

Semester,MultipleGrades,MultipleSchools

Month+,MultipleGrades,

SpecialPopulations

AtLeast1Grade,

AFewWeeks

AtLeast1FullLesson

AtLeast1FullLesson

ExpectedSpend $100,000+ $5,000–$50,000

$2,000-$10,000

Freeto$200

Freeto$500

ApprovalCycle 18Months 6-12Months 3-6Months 0-60Days 0-6Months

BuyingPower 60% 25% 7% <3%

U.S.TotalNumber

15,000 60,000 100,000 3,900,000 50,000

Page 5: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

13,640Districts 115,062Schools(24kPrivate)

3.8MillionTeachers 54MillionStudents(5.9mPrivate)

US K-12 Market Size

Page 6: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

2013-2014 District Size and Population

DistrictCount% TotalDistricts

DistrictEnrollment

%StudentPopulation

4,378 32% <600 2%

5,086 37% 600– 2,499 14%

2,003 15% 2,500– 4,999 15%1,028 8% 5,000– 9,999 15%806 6% 10,000 – 24,000 20%338 2% > 25,000 34%

Page 7: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

2013-2014 District Size and Population

DistrictCount% TotalDistricts

DistrictEnrollment

%StudentPopulation

4,378 32% <600 2%

5,086 37% 600– 2,499 14%

2,003 15% 2,500– 4,999 15%1,028 8% 5,000– 9,999 15%806 6% 10,000 – 24,000 20%338 2% > 25,000 34%

92%

Small

Large

46%

54%

Page 8: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

World Wide Buying Patterns: 2013 - 2014

Ambient Insights 2014

Page 9: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

US K-12 Education Game Market

EducationGameMarketProjected1Year- USpreK-12TotalMarket K-3 3-5 6-8 9-12

General/Other 17.5 4.3 4.3 4.5 4.5Math 43.9 10.7 10.7 11.2 11.2ELA 61.4 15.0 15.0 15.7 15.7Science 22.8 5.6 5.6 5.8 5.8SocialStudies 17.5 4.3 4.3 4.5 4.5Arts 7.0 1.7 1.7 1.8 1.8Social/Emotional 5.3 1.3 1.3 1.3 1.3

Total 175.4 42.9 42.9 44.8 44.8

Page 10: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

The Big Addressable Problem

EducationSystem:Industrialage&suboptimal

Games:21stCenturylearningwithstudent

Timing:TheTechTsunamiisnow

engagement,learningincontext,andassessment

Page 11: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Outdated Education System

Page 12: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Timing & School Cycles

Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

SellingSeason

Decision Budget P.O. Releases Lead Acquisition

Page 13: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Trajectory of Adoption

Year 1 Year 2 Year 3 Year 4

Beta Testing

Early Adopters

Product Champions

Ramp Up &Market Penetration

Page 14: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

How Do We Increase the Use ofGames in Schools?

SupportTeachers

IncreaseMarketAwareness

Target PolicyMakersand DecisionMakers

Collaborate

MakeGamesEasytoDeploy

Page 15: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

15

$500M Potential GBL Market By 2020

Market Obstacles

GameDevelopers DistrictAdministrators Educators

ü Nosustainablebusinessmodelü HighCustomerAcquisitionCost

ü Againstlotsofsmallpurchasesü Don’tnecessarilythinkgamesare

whatstudentsneed

ü Individualgamescancreatechaosü PasswordHellü NoGroupandIndividual

Assignmentü Nostudentprogresstracking

Page 16: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

US K-12 Spending

2008 School Budgets Peak

2014 School Budgets Start Rebound

Decrease in Headcount & Purchases

2020: Steady Increases

• Rebound in Tech Purchases vs Headcount• Digital Native Educators & Admins

• Digital Distribution/Purchasing

Spending

Page 17: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

US K-12 GBL Projections

DECREASE

$50MGBL Spending

REBOUND

$500M

2008 School Budgets Peak

2014 School Budgets Start Rebound

2020: Steady Increases

Page 18: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

18Market Obstacles

GameDevelopers DistrictAdministrators Educators

ü Nosustainablebusinessmodelü HighCustomerAcquisitionCost

ü Againstlotsofsmallpurchasesü Don’tnecessarilythinkgamesare

whatstudentsneed

ü Individualgamescancreatechaosü PasswordHellü NoGroupandIndividual

Assignmentü Nostudentprogresstracking

Page 19: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

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Page 20: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Curate greateducationalgamesfrommultiplevendorsintoastandards-basedcurriculum

Provideaplatform tomakedigitalgame-basedlearningeasytoimplement

Sellandmarketcollectionsofgamesinawaythatmakessensetoadministrators&gamedevelopers

Can Developers Unlock the Market?

Page 21: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Can Developers Unlock the Market?

Page 22: Scott Brewster & Mitch Weisburgh - Games & the U.S. Education Market

Games&TheU.S.EducationMarket

MitchWeisburgh

[email protected]

ScottBrewster

[email protected]