g amesf or a d i gi t al a ge t h e j o an g anzcoone ycen t er
This report analyzes the sales and marketpotential for digital learning games in theinstitutional K-
market. Our analysis is theresult of extensive market research and aseries of
fty structured interviews conductedfrom June
. These inter-views were with leaders from the developerand publishing industries, and from thegovernment, foundation, investment, andresearch communities.Schools provide a signi
cant opportunityfor investors, publishers, and learning gamedevelopers: they are a
billion market(Market Data Retrieval,
). However, theyare also a complex market that may seemdif
cult to access because few rules thatapply on the consumer side apply to theK-
institutional space.This report provides a blueprint for thosewishing to succeed in the institutional schoolspace. It de
nes the two essential areas thatmust be understood to successfully sell digitallearning games to schools: the K-
learning game landscape and the K-
rst part, “
ning the K-
,” concludes that:
they are best understood in terms of thefunctions they serve in the school context.
understanding the continuum from short-form to long-form games is critical.
and focused concepts. They
t easily intothe classroom time period and are espe-cially attractive to schools as part of collec-tions from which individual games can beselected as curricular needs arise.
base than short-form games and arefocused on higher order thinking skillsthat align more naturally with newcommon core standards. These games donot
t as easily into the existing schoolday or classroom time period, but are thesource of new experimentation in theresearch community and a variety of school contexts.
The second part, “
Selling to Schools,”
nesthe complex and expansive K-
institutionalmarket, as well as systemic barriers to entryfor any new product into the market. However,we also identify recent enabling trends that should give investors, game developers, andpublishers optimism moving forward.
“Imagine if kids poured their time and passion intoa video game that taught them math concepts whilethey barely noticed, because it was so enjoyable.”
- Bill Gates,
in his speech to the Education Commission of the States’ National Forum on Education Policy, July