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Showing posts from June, 2007

Serious Games: A Sizeable Market - Update

In my p revious post Serious Games, Serious Money: A Sizeable Market , dated March 12, 2007, I've tried to extrapolate a few "back of the envelope" figures for the actual size of the "Serious Game Market", departing from PricewaterhouseCoopers' media outlook report 2006 for the video game sector worldwide. This report has now been updated, with the following major highlights: Video Game Sector Projections By 2011, the worldwide gaming market will be worth $48.9 billion at a compound annual growth rate of 9.1% during the five-year period. The compound gains handily exceed the 6.4% advance that PwC eyes for the overall entertainment economy during the period. (Personal Note: As piracy rates subvert the actual market size, my best estimate for the worldwide video game market could rise to $58 bi by 2011). Its data include consumer spending on games, but do not include spending on hardware and accessories. Key growth engines will include on

Serious Games Gaining Solid Traction in Europe

Serious Games Europe reports that "Serious Games" are gaining solid traction in Europe. In addition to the establishment of the "Serious Games Institute" in the UK reported in April, they have the following upcoming events already scheduled: Apply Serious Games : Themes include: Effective immersive environments & virtual worlds. When to use platforms and when to build your own - with a debate on MMOGs vs Virtual Worlds and a shoot-out between Second Life and Forterra's OLIVE; Connected systems: web 2.0 with games and virtual worlds; How & Where mobile is best connected to make the full complement of interactive platforms. 28 June, London, UK Serious Virtual Worlds: First International Conference on the Professional Applications of Virtual Worlds. 13 – 14 September 2007 @ The Serious Games Institute, Coventry TechnoCentre, UK. The theme for this first Serious Virtual Worlds conference is ‘The Reality of the Virtual World’ and takes a close look

Game Developers Chase Serious Games Business Models

Via: Mass High tech News The ideas for "Serious Games" technology -- from military simulation to personal healthcare -- are coming quickly for entrepreneurs, but establishing a business model is a different story. The traditional model for many entertainment-based games -- a boatload of development before revenue, followed by huge amounts of marketing and retail distribution -- are not practical for the budding "serious games" industry. Kent Quirk, for example, started CogniToy LLC in 1997 to develop entertainment-based games. The company was "moderately successful," according to Quirk, with a title called "Mind Rover," which sold about 20,000 copies in the late 1990s. But now he is working on a game called "Melting Point," which has been built to educate both children and adults about the environmental factors of global warming by allowing them to experiment with various environmental, scientific and political factors in a s