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Games	&	The	U.S.	Education	Market
Mitch	Weisburgh
mitch.weisburgh@academicbiz.com
Scott	Brewster
scott@thinkzonegames.com
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)
Current	K12	GBL
<	$100M
Potential	GBL
$2B
US K-12 Content Sales Breakdown
Other: 3%
District
Administration: 60%
School
Administration: 25%
Teachers: 7%
State: 5%
US K-12 Decision Makers
Target	
Decision	Maker
Super-
intendent
District	
Admin
School
Principal Teacher Librarian
Size	of	
Problem
Semester,	
Multiple	Grades,	
Multiple	Schools
Month+,	
Multiple	Grades,	
Special	Populations
At	Least	
1	Grade,	
A	Few	Weeks
At	Least	
1	Full	Lesson
At	Least	
1	Full	Lesson
Expected	Spend $100,000+
$5,000	–
$50,000
$2,000	-
$10,000
Free	to	
$200
Free	to	
$500
Approval	Cycle 18	Months 6-12	Months 3-6	Months 0-60	Days 0-6	Months
Buying	Power 60% 25% 7% <3%
U.S.	Total	
Number
15,000 60,000 100,000 3,900,000 50,000
13,640	Districts	 115,062	Schools	(24k	Private)
3.8	Million	Teachers 54	Million	Students	(5.9m	Private)
US K-12 Market Size
2013-2014 District Size and Population
District	Count
% Total	
Districts
District	
Enrollment
%	Student	
Population
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%
2013-2014 District Size and Population
District	Count
% Total	
Districts
District	
Enrollment
%	Student	
Population
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%
World Wide Buying Patterns: 2013 - 2014
Ambient Insights 2014
US K-12 Education Game Market
Education	Game	Market	Projected	1	Year	- US	preK-12
Total	
Market
K-3 3-5 6-8 9-12
General/Other 17.5 4.3 4.3 4.5 4.5
Math 43.9 10.7 10.7 11.2 11.2
ELA 61.4 15.0 15.0 15.7 15.7
Science 22.8 5.6 5.6 5.8 5.8
Social	Studies 17.5 4.3 4.3 4.5 4.5
Arts 7.0 1.7 1.7 1.8 1.8
Social/Emotional 5.3 1.3 1.3 1.3 1.3
Total 175.4 42.9 42.9 44.8 44.8
The Big Addressable Problem
Education	System:	Industrial	age	&	suboptimal
Games:	21st	Century	learning	with	student	
Timing:	The	Tech	Tsunami	is	now
engagement,	learning	in	context,	
and	assessment
Outdated Education System
Timing & School Cycles
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Selling
Season
Decision Budget P.O. Releases Lead Acquisition
Trajectory of Adoption
Year 1 Year 2 Year 3 Year 4
Beta Testing
Early
Adopters
Product
Champions
Ramp Up &
Market Penetration
How Do We Increase the Use of
Games in Schools?
Support	Teachers
Increase	Market	Awareness
Target Policy	Makers	and Decision	Makers
Collaborate
Make	Games	Easy	to	Deploy
15
$500M Potential GBL Market By 2020
Market Obstacles
Game	Developers
District	
Administrators
Educators
ü No	sustainable	business	model
ü High	Customer	Acquisition	Cost
ü Against	lots	of	small	purchases
ü Don’t	necessarily	think	games	are	
what	students	need
ü Individual	games	can	create	chaos
ü Password	Hell
ü No	Group	and	Individual	
Assignment
ü No	student	progress	tracking
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
US K-12 GBL Projections
DECREASE
$50M
GBL Spending
REBOUND
$500M
2008
School Budgets Peak
2014
School Budgets Start Rebound
2020:
Steady Increases
18
Market Obstacles
Game	Developers
District	
Administrators
Educators
ü No	sustainable	business	model
ü High	Customer	Acquisition	Cost
ü Against	lots	of	small	purchases
ü Don’t	necessarily	think	games	are	
what	students	need
ü Individual	games	can	create	chaos
ü Password	Hell
ü No	Group	and	Individual	
Assignment
ü No	student	progress	tracking
19
Curate great	educational	games	from	multiple	vendors	
into	a	standards-based	curriculum
Provide	a	platform to	make	digital	
game-based	learning	easy	to	implement
Sell	and	market	collections	of	games	in	a	way	that	
makes	sense	to	administrators	&	game	developers
Can Developers Unlock the Market?
Can Developers Unlock the Market?
Games	&	The	U.S.	Education	Market
Mitch	Weisburgh
mitch.weisburgh@academicbiz.com
Scott	Brewster
scott@thinkzonegames.com

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