Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games
Journal article
Abstract:
This article examines business challenges that
prevent educational games from finding wider
penetration into (1) the general consumer market and (2) the K-12 formal education market.
Contrary to popular belief, neither lack of product, nor boring subject matter, nor a more modest expenditure on game development keeps
learning games from attracting a significant audience in these markets. Interviews with companies that have attempted to work these markets
show that they face three primary challenges:
finding a sustainable (revenue-generating) business model, creating or obtaining a distribution
network, and achieving consumer acceptance.
Obstacles include identifying an appropriately
large paying customer base (though adult learners/hobbyists may prove to be a lucrative niche
market); finding monetary support for consumer
hardening, marketing, and sales (U.S. grants, in
particular, do not allow these cost categories);
and creating a functional distribution network
into K-12 schools (where attempts to partner
with textbook companies have yet to yield
fruit and where individual efforts have been
agonizingly slow). Some consumer acceptance
issues—for example, adaptation to the cultural
and technical environment of schools—appear
to have been somewhat resolved for games, with
design guidelines currently available. This review
focuses on current U.S. practices, though some
comparisons with European business efforts and
efforts to market learning games in the golden
era of edutainment are also made.