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TECHNOLOGY, KIDS & LEARNING: The Future and the Opportunities By Scott Traylor CEO, Chief KID, 360KID Casual Connect Seattle, WA July 25, 2012 Slides also available at http://www.360KID.com/st/20120725_360KID_Casual_Connect_presentation.pdf
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TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

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Page 1: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

TECHNOLOGY, KIDS & LEARNING:The Future and the OpportunitiesBy Scott TraylorCEO, Chief KID, 360KID

Casual ConnectSeattle, WAJuly 25, 2012

Slides also available athttp://www.360KID.com/st/20120725_360KID_Casual_Connect_presentation.pdf

Page 2: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

About 360KID

Page 3: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries and learning games

4. Learning game development tips

Page 4: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries and learning games

4. Learning game development tips

Page 5: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Size of the Market

Total US Population: 311,591,917

Number of Households: 119,545,000

Total Youth Population 0 - 17: 73,934,272 (23.7%)

Adults w Internet Access: 71%

Number of Public Schools: 98,706

Number of Public School Teachers: ~3,300,000

Source: * 2010 US Census** 2012 American Community Survey*** 2009 US Department of Education**** 2011 projection, Institute of Education Sciencesall others data from 2011 US Census projections

*

**

***

****

Page 6: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Size of the Market

Ages and stages

Source: US Census, Piaget

Toddler/Preschool

Kid

Tween

Teen

0 - 4

5 - 7

8 - 12

13 - 17

Total 0 - 17

20,162,058

12,246,254

20,541,796

20,984,164

73,934,272

27.27%

16.56%

27.78%

28.38%

100%

Sensorimotor, Preoperational

Preoperational

Concrete Operational

Formal Operational

Age Population % Developmental Stage

Page 7: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Size of the Market

Source: Joan Ganz Cooney Center: iLearn II Report, January 2012

Page 8: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Size of the Market

Source: Zero to Eight - Children’s Media Use In America, Common Sense Media, 2011

Page 9: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Size of the Market

Who’s making the purchasing decision?

Source: Wynne Tyree, Just Kid, Inc. 2001

0 1 2 3 4 5 6 7 8 9 10Age of Consumer

TotalInfluence

Little/NoInfluence

KID

MOM

Page 10: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries & learning games

4. Learning game development tips

Page 11: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Trends in Apps

• “As a category, games generate the most revenuecompared to any other app store category. However,education is much more popular in the Apple App storefor iPads than compared to any other platform ordevice.”

• In terms of monetization, the Apple iPad app pricestend to be higher, and as a result, the most revenue canbe generated with an iPad app.

Source: May 2012 Distimo Report

Page 12: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Trends in Apps

• While downloads of educational apps are slightly less inthe Apple App Store compared to other app stores(Google Play, Amazon, etc.), the revenue generatedfrom educational iPad apps was higher by a factor of 3-10x when compared to the other app stores.

Source: May 2012 Distimo Report

Page 13: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries & learning games

4. Learning game development tips

Page 14: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Sales by Industry ($ Billions)

5

10

15

20

25

0Ed Publishing* Toys** Video Games***

Source: * Education Market Research** The NPD Group*** The NPD Group / Games Market Dynamics: U.S.

2011-2012 2011 2011

$18.3 B

$24.8 B

$21.2 B

Page 15: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

2011 US Sales for the Video Games Industry ($ Billions)

5

10

15

20

25

0

$24.8 B

* Other delivery formats include subscriptions, digital full games, digital add-on content, mobileapps, social network gaming and other physical delivery.

$0.45 B Computer Games

$8.8 B Video Games

$5.59 B Hardware

$2.62 B Accessories

$7.3 B Other Delivery Formats*

Source: The NPD Group / Games Market Dynamics: U.S.

Page 16: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

$21.2 B

2011 US Sales for the Toy Industry ($ Billions)

5

10

15

20

25

0

$2.8 B Outdoor & Sports Toys$1.3 B Plush$1.6 B Vehicles

$2.1 B Games/Puzzles$0.525 B Youth Electronics$1.3 B All Other Toys

$5.59 B Action Figures, Accessories and Role Play$2.7 B Arts & Crafts

$3.2 B Infant/Preschool

$2.7 B Dolls$1.6 B Building Sets

Source: The NPD Group, Inc.

Page 17: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Industries & Learning Games• “Youth Electronics” used to be known as “Learning & Exploration”.

It’s this supercategory along with “Games/Puzzles” where aportion of these sales would best fit learning games.

Source: The NPD Group, Inc.

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Industries & Learning Games

• “Educational toys tend to have a longer life cycle andconsumers can justify the higher-price.”

• “In 2009, sales of learning and exploration toys outsoldthe overall sales of traditional toys.”

Source: Little & King 2010, The NPD Group, TIA

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Source: The Complete K-12 Report: Market Facts & Segment Analysis 2012, Education Market Research

2011-2012 US Sales for the Educational Publishing Industry ($ Billions)

5

10

15

20

25

0

$18.3 B

$6.349 B Textbooks

$8.813 B Technology Products

$3.174 B Supplimental Products

Page 20: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Industries & Learning Games

Source: Mapping a Personalized Learning Journey, Project Tomorrow 2012

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Industries & Learning Games

Source: Education Week, May 18, 2009

Page 22: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Galaxy TabKindle FireNook Color

Page 23: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

TechnoSource – Kurio 7LexiBook tablet

Matrix One tabletOregon Scientific – Meep

Page 24: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Industries & Learning Games

• GooglePlay has the most free apps offered out of anyother app store platform

Source: May 2012 Distimo Report

Page 25: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries & learning games

4. Learning game development tips

Page 26: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Learning Games Development Tips

Number 1 Tip

• Language used to sell a learning game in the consumerspace is very different from the language used to makethe same sale in the school space

• Consumer = Fun first, learning second

• Classroom = educational worthiness, appropriateness,effectiveness

Page 27: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Learning Games Development Tips

Consumer or classroom products

• Be specific with your audience. Have a sweet spot.

• Make your content developmentally appropriate

• Make the play open ended, sandbox-like

• Instructions or no instructions

• Forced instructions vs. bypassing instructions

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Learning Games Development Tips

Classroom products

• No crude sounds

• No branded characters

• Teachers dislike noisy apps

• Teachers like transparency – provide teacher materials,background info on the app, how to use in theclassroom, preference settings

Page 29: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Learning Games Development Tips

Consumer or classroom products• Beware of too much praise in your feedback• Be aware of the languaging you’re using. Is it

appropriate for the age/grade• Time-based gaming mechanics, beat the clock*• Leader boards*• Code of Ethics Guidelines for Publishers of Children’s

Interactive Media *** Carrie Heeter, Brian Winn - Beyond Barbie and Mortal Combat, Chapter 18. 2007 MIT Press** http://dustormagic.wikispaces.com/Code+of+Ethics+for+the+Publishers+of+Children%27s+Inte

ractive+Media+%28Draft%29

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Take Away

1. There are many open opportunities in the learninggames space waiting to be filled

2. Opportunities not just in consumer for the toys andgames industries, but also education industry

3. Games, learning and apps are a growing area ofresearch

4. Be thoughtful of the child, the parent, and the teacherin the development and selling process of yourproduct

Page 31: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Contact Info

Scott TraylorCEO, Chief [email protected], x-11Web: http://www.360KID.comFecebook: http://facebook.com/360KIDYouTube: http://www.youtube.com/straylorTwitter: @360KID

Special thanks to:Jon Silver, Scientific LearningStacey Pusey, The Association of Educational Publishers (AEP)Carly Shuler, The Joan Ganz Cooney CenterCasual Games AssociationThe 360KID team

Page 32: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Overview

1. Size of market

2. Trends in apps

3. Industries & learning games

4. Learning game development tips

5. Additional slides not show during originalpresentation

Page 33: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Trends in Apps

• During its third quarter call with investors held onJuly 24, 2012, Apple stated it had sold 17 millioniPads in Q3 with one million to educationalinstitutions. Despite the fact that Q3 also saw"record" sales of Macs to schools, Apple sold twiceas many iPads as Macs to educational institutions.

Source: Apple Insider

Page 34: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Industries & Learning Games

• "In terms of emerging technologies, companiesindicated that 'internet enabled mobile devices' (43.4%)seem to be of immediate interest to their customers,who are either using this technology or have near-termplans to buy it."

• "'Online learning games' (23.7%) also scored well as anarea of immediate customer interest."

Source: The Complete K-12 Report: Market Facts & Segment Analysis 2012, Education Market Research

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Industries & Learning Games

Source: NMC Horizon Report, 2012 K-12 Edition

• “Currently, the integration of games into K-12 is largelydriven by individual educators who are motivated toexperiment with gaming at school. There is a small butgrowing set of organizations that partner with schoolsto help them design or implement games, but until away is found to marshal resources more effectively insupport of game-based learning, it will remain on themid-term horizon.”

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More About Parents and Teachers

• They want to do the right thing in their decisionmaking process when it comes to choosing learninggames but may not know the difference between agood learning product and a bad product

• Beware of marketing puffery

• Lower price points allow a teacher to test a productout or make a purchasing decision without theapproval from an administrator/principal

• You get one shot at convincing a parent or teacher.If you blow it, you’ve lost them

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Parents Involvement

91% pay attention to the content of the games theirchildren play

52% say video games are a positive part of their child’slife

40% play computer & video games with their child atleast weekly

59% play computer & video games with their child atleast monthly

Source: 2012 ESA Essential Facts Report

Page 38: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Learning Games Development Tips

Consumer or classroom products

• Do not collect personal data (COPPA)

• In app micro-transactions are evil

• Do not advertise in apps for the youngest of users(Do not advertise at all in a classroom setting!)

• Do not make educational assumptions

• Test constantly with your target audience and withadults and/or teachers

Page 39: TECHNOLOGY, KIDS & LEARNING: The Future and …...2012/07/25  · 2011 US Sales for the Video Games Industry ($ Billions) 5 10 15 20 25 0 $24.8 B * Other delivery formats include subscriptions,

Learning Games Development Tips

Final tips

• Think about the ecosystem you can build to tie togethermultiple products

• Think about a multi-platform strategies

• Create alliances with industry specific professionalorganizations