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Greedy or Not?
Making a Living out of Serious games
By Tsahi Liberman
OR, how to change the world and live to tell the tale
HI! I’m TSAHI!
Let’s Start with a quick Head Count
Srsly?
A Serious Game is a game designed for a primary purpose other than
pure entertainment.
The "serious" adjective is generally prepended to refer to video
games used by industries like defense, education, scientific exploration,
health care, emergency management, city planning, engineering, and
politics.
History of Funding
• Given for FREE or for internal use
• Growing budgets -> growing demand for funding
• The predominant model :"work-for-hire“ & “single-use efforts”
• Problem #1: Didn’t leverage on economies of scale.
• Problem #2: Early adopters had focused heavily on advances in
design, pedagogy, and technology and sparingly on business
development models.
Serious Games are a Fast Growing Market
According to Ambient Insight LLC recent report "2013-2018 North
America Mobile Edugame Market,", the revenues for Mobile
Educational Serious Games in North America shall spike to 410.27M
USD by 2018, which translates into a five-year compound annual
growth rate (CAGR) of 12.5%
Transition from B2B -> B2C
• Serious games were mainly B2B oriented
• Now: Majority of buyers - Consumers
• Purchases divide into two (main):
• math and language learning for young children (targeting parents through a
B2C model)
• brain trainers and brain fitness apps for elders.
• capture kids’ free time rather than build games for the classroom
• Donations
• Grants
• Kickstarter / Fig / Patreon
• Pay as you consume content, Pay by Skill
• INITIAL FUNDING
• DURING & POST DEVELOPMENT FUNDING
INITIAL FUNDING
Venture Capital
• What's your Unique Edge?
• VC don’t understand the serious games market
• Do you have a patent? Probably not.
• VC wants an EXIT PLANNING
• Entrepreneurs and not a game focus
• Stars Team Wanted!
Angels
• Angels risk their own private money
• Strong business plan and good ROI
• On contrary to VCs, if they have a good connection with you or
your product they can decide to invest.
So?
Private investments are a minor way of funding due to game quality
fluctuation, lack of entertainment perspective and cultural differences
between the West and Asia.
Self Funded / Client Funding
• Work on other projects to fund the game
• Invest your own funds, loans
• Friends and Family
• Huge risk + divert you from concentrating in your game
DURING DEVELOPMENT FUNDING
EU FUNDING
For the first time, the Commission has introduced a specific topic,
Gaming and Gamification Technologies, dedicated only for games,
where 17M Euro is estimated to be made available for the developers
of Serious Games.
• Accelerating market introduction of ICT solutions for Health, Well-Being
and Ageing Well
50K EUR phase1, 0.5-2.5M EUR phase2
• How to tackle the childhood obesity epidemic?
Up to 10M EUR
• Personalized coaching for well-being and care of people as they age
3-4M EUR
EU FUNDING – Horizon2020
MacArthur Foundation
• Supports creative people, effective institutions, and influential
networks building a more just, verdant, and peaceful world.
• over-incarceration, global climate change, nuclear risk, and
significantly increasing financial capital for the social sector.
• The Foundation awards the majority of its grants to organizations
identified by its staff. Each year they also award grants to individuals
through the MacArthur Fellows program.
• https://www.macfound.org/info-grantseekers/
Supported Companies
• Institute of Play
• The Learning Games Network
• Game Changer Chicago Design Lab
• iCivics
Bill & Melinda Gates Foundation
• https://www.gatesfoundation.org/How-We-Work/General-
Information/Grant-Opportunities
“For each issue we work on, we fund innovative ideas that could help
remove these barriers: new techniques to help farmers in developing
countries grow more food and earn more money; new tools to prevent
and treat deadly diseases; new methods to help students and teachers
in the classroom”
Supported Companies
• 2018 Special Olympics USA Games (250K USD)
• Design without Borders Uganda Ltd. (100K USD)
• GameDesk Inc (500K USD)
• Learning Games Network (1M+ USD)
• Filament Games inc (25K USD)
Governmental Funding
• Tekes (Finland)
• Chief Scientist / Innovation Authority (Israel)
• Nasscom & Netherlands Government – Promote in India
• Korean Government Invest 63M USD into Serious games (2009)
• UKTI helps Serious Games set up in Singapore
Grants 101 – TIP #1
Many developers are small, and under-equipped to handle the
paperwork, the requirements, and the workload of many grants.
Use local partners who you can meet with regularly and develop strong
working relationships. These can be university professors, community
non-profits, hospital-based researchers, and more.
Mixture of Funding solutions – don’t depend only on grant money
TIP #2
Go to Events!
• Games for Health Conference
• Games for Change
• Serious Play
• Games, Learning & Society @ University of Wisconsin
Meet program managers, recipients of grants, educational funders,
governmental grants like NEH, NSF, NIH
TIP #3
Most grant programs are not interested in games per-se. They are
interested in solving problems in their portfolio, which they may be
convinced can be done with a game.
To win at this game, read the grant opportunity, start with a blank
paper, your experience, and ingenuity, and how you aim to solve the
problem.
TIP #4
Many grants are research-based and don't fund development to large
levels of funding. Increasingly the shift is to mobile-based games, cross-
platform solutions, and social-network capable games
Another strategy here is to look ahead as to the real edgier parts of the
industry where government interest/research interest is likely to be.
TIP #5
• Most grant applications are huge pieces of work requiring strong
writing and planning to achieve. They are often supported on spec
and include preparing specially designed bios, letters of support, and
well cited workups of the idea and solution.
• Around a month of work 1-3 people
TIP #6
• The people who succeed at winning grants are well read across a
number of domains. They're engaged in civic discussion and their
communities, and they're not just expert about their specific field.
• Play! and be aware of many types of games. Most grant work is not
about applying the mainstream genres of games but often is about
matching more obscure game design and production patterns to the
very specific problem presented in the grant.
Crowdfunding - Kickstarter
• All or Nothing funding model
• Failed to fund a game can effect future sales and interest
• Fee: 5% of the total funds raised, 3% for credit card processing.
• Campaign, rewards, videos, texts, recruiting celebs = $$$
Crowdfunding - IndieGogo
• You can access your pledged funding even if you haven't reached your
goal, though the associated fees are higher.
• Fee: 5% of the total funds raised
• Less Exposure - averages nearly 4 times less traffic per day.
• Campaign, rewards, videos, texts, recruiting celebs = $$$
Crowdfunding - Fig
The goal of Fig is to allow not only the traditional backing of a video game
as with normal crowdfunding, but to also enable those that can invest in a
game's development to receive a portion of the game's profits once it is
released, in addition to other typical rewards that crowdfunded projects
allow
Crowdfunding - Fundable
• Fundable offers the ability to choose between offering rewards or an
equity stake. The site offers excellent support in preparing and
launching a campaign, and it boasts a large network of accredited
investors.
• However, it's best used for serious efforts since there's a $179
monthly fee and a 3.5% processing fee for each transaction.
Summary
Crowdfunding doesn't eliminate financial risk. You may be less exposed
to up-front risk, but you'll still be responsible for repaying your backers,
paying the various taxes and fees incurred during the process and
covering the platform's fees as well.
If your product fails to bring in the revenue you expected, these fees
can very quickly put you in the red.
Gaming Accelerators / Incubators
• http://vsgi.gmu.edu/
• https://www.investutrecht.com/en/gaming
• http://www.executionlabs.com/
• Soon! Tiltan Game Accelerator (Israel)
POST DEVELOPMENT FUNDING
Humble Bundle
• Buy a game from a vast selection
• Many “bundles” included per theme, limited time
• Select your charity type
• You buy more -> you pay more -> you donate more
• Not a “Shady” charity donation
• After deductions for payment processor fees (typically around 5%)
the net revenue is split 3 ways: 75% to developers, 10% to charity and
15% to Humble Bundle
F2P Model
• The game is free
• Revenue from IAP, BUT – only 2% spend money
• Will people pay for serious games?
• Children : Be careful of ads and Rewarded Videos content (COPPA)
• Careful not to hurt your game “message” with aggressive IAP Strategy
Corporate Sponsorship (Brands)
• One of the trickiest of funding sources to use due to ethical concerns
about marketing to kids. Moreover, game developers need to obey
the Children’s Online Privacy Protection Act (COPPA)
• Product placement may be less intrusive but sharp-eyed parents may
still have complaints even if the educational content is unchanged.
• When approaching corporate sponsors, think about what would be
compatible with the game
Competitions and Awards
• Casual Connect Indie Prize http://indieprize.org/kyiv2017/
• IMGA mobile game awards http://www.imgawards.com/
• TIGA - https://tiga.org/awards
• https://thegdwc.com/ - The Game Developers World Championship
• Intel Level Up Competition
https://software.intel.com/sites/campaigns/levelup2017/
• Microsoft “Dream Build Play”
https://blogs.msdn.microsoft.com/uk_faculty_connection/2017/06/2
9/microsoft-dream-build-play-game-development-competition-
200000-in-prizes/
Universities & School Licensing
• The holy grail is the school-to-home connection.
• Its important to remember, that what a teacher needs is different
than what a parent wants.
SERIOUS GAMES EXAMPLES
Land of Venn
FAMOUS LAST WORDS?
“Distribution is often described as the problem, but it is not that, but
rather ‘discovery and differentiation’ that are the major problem plaguing
the app market.
Producers can easily sell games, but developing consumer loyalty and
finding ways to make their game different than others and worth
finding in a crowded marketplace is the real challenge.
We don’t want users. We don’t want customers. We want fans. People we
can interact with and people we can cater to.
Kids don’t go home and say, ‘I learned something, so I want to play again.’
It has to be the best game ever”
— Lauri Järvilehto, Lightneer CEO
”….as the success of all
games, serious or not, is
clearly based on how
entertaining they are, we
hope that in the upcoming
calls artificial divisions
between ‘entertaining’ and
‘serious’ games will be
abandoned.”
The Chairman of The European Games
Developer Federation
(EGDF), Guillaume de Fondaumière
“…Quite often the
commercial exploitation of
research outcomes is a huge
challenge due to the high
barriers of entry to markets
and the lack of interest on
investing in new and
innovative solutions.”
Koopee Hiltunen, the
director of Neogames,
the hub Finnish
Games industry
STAY SCHWIFTY!
mr.liberman@gmail.com

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Making a Living from Serious Games

  • 1. Greedy or Not? Making a Living out of Serious games By Tsahi Liberman OR, how to change the world and live to tell the tale
  • 3. Let’s Start with a quick Head Count
  • 4.
  • 5. Srsly? A Serious Game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.
  • 6. History of Funding • Given for FREE or for internal use • Growing budgets -> growing demand for funding • The predominant model :"work-for-hire“ & “single-use efforts” • Problem #1: Didn’t leverage on economies of scale. • Problem #2: Early adopters had focused heavily on advances in design, pedagogy, and technology and sparingly on business development models.
  • 7. Serious Games are a Fast Growing Market According to Ambient Insight LLC recent report "2013-2018 North America Mobile Edugame Market,", the revenues for Mobile Educational Serious Games in North America shall spike to 410.27M USD by 2018, which translates into a five-year compound annual growth rate (CAGR) of 12.5%
  • 8. Transition from B2B -> B2C • Serious games were mainly B2B oriented • Now: Majority of buyers - Consumers • Purchases divide into two (main): • math and language learning for young children (targeting parents through a B2C model) • brain trainers and brain fitness apps for elders. • capture kids’ free time rather than build games for the classroom
  • 9. • Donations • Grants • Kickstarter / Fig / Patreon • Pay as you consume content, Pay by Skill
  • 10. • INITIAL FUNDING • DURING & POST DEVELOPMENT FUNDING
  • 11.
  • 13. Venture Capital • What's your Unique Edge? • VC don’t understand the serious games market • Do you have a patent? Probably not. • VC wants an EXIT PLANNING • Entrepreneurs and not a game focus • Stars Team Wanted!
  • 14. Angels • Angels risk their own private money • Strong business plan and good ROI • On contrary to VCs, if they have a good connection with you or your product they can decide to invest.
  • 15. So? Private investments are a minor way of funding due to game quality fluctuation, lack of entertainment perspective and cultural differences between the West and Asia.
  • 16. Self Funded / Client Funding • Work on other projects to fund the game • Invest your own funds, loans • Friends and Family • Huge risk + divert you from concentrating in your game
  • 18. EU FUNDING For the first time, the Commission has introduced a specific topic, Gaming and Gamification Technologies, dedicated only for games, where 17M Euro is estimated to be made available for the developers of Serious Games.
  • 19. • Accelerating market introduction of ICT solutions for Health, Well-Being and Ageing Well 50K EUR phase1, 0.5-2.5M EUR phase2 • How to tackle the childhood obesity epidemic? Up to 10M EUR • Personalized coaching for well-being and care of people as they age 3-4M EUR EU FUNDING – Horizon2020
  • 20. MacArthur Foundation • Supports creative people, effective institutions, and influential networks building a more just, verdant, and peaceful world. • over-incarceration, global climate change, nuclear risk, and significantly increasing financial capital for the social sector. • The Foundation awards the majority of its grants to organizations identified by its staff. Each year they also award grants to individuals through the MacArthur Fellows program. • https://www.macfound.org/info-grantseekers/
  • 21. Supported Companies • Institute of Play • The Learning Games Network • Game Changer Chicago Design Lab • iCivics
  • 22. Bill & Melinda Gates Foundation • https://www.gatesfoundation.org/How-We-Work/General- Information/Grant-Opportunities “For each issue we work on, we fund innovative ideas that could help remove these barriers: new techniques to help farmers in developing countries grow more food and earn more money; new tools to prevent and treat deadly diseases; new methods to help students and teachers in the classroom”
  • 23. Supported Companies • 2018 Special Olympics USA Games (250K USD) • Design without Borders Uganda Ltd. (100K USD) • GameDesk Inc (500K USD) • Learning Games Network (1M+ USD) • Filament Games inc (25K USD)
  • 24. Governmental Funding • Tekes (Finland) • Chief Scientist / Innovation Authority (Israel) • Nasscom & Netherlands Government – Promote in India • Korean Government Invest 63M USD into Serious games (2009) • UKTI helps Serious Games set up in Singapore
  • 25. Grants 101 – TIP #1 Many developers are small, and under-equipped to handle the paperwork, the requirements, and the workload of many grants. Use local partners who you can meet with regularly and develop strong working relationships. These can be university professors, community non-profits, hospital-based researchers, and more. Mixture of Funding solutions – don’t depend only on grant money
  • 26. TIP #2 Go to Events! • Games for Health Conference • Games for Change • Serious Play • Games, Learning & Society @ University of Wisconsin Meet program managers, recipients of grants, educational funders, governmental grants like NEH, NSF, NIH
  • 27. TIP #3 Most grant programs are not interested in games per-se. They are interested in solving problems in their portfolio, which they may be convinced can be done with a game. To win at this game, read the grant opportunity, start with a blank paper, your experience, and ingenuity, and how you aim to solve the problem.
  • 28. TIP #4 Many grants are research-based and don't fund development to large levels of funding. Increasingly the shift is to mobile-based games, cross- platform solutions, and social-network capable games Another strategy here is to look ahead as to the real edgier parts of the industry where government interest/research interest is likely to be.
  • 29. TIP #5 • Most grant applications are huge pieces of work requiring strong writing and planning to achieve. They are often supported on spec and include preparing specially designed bios, letters of support, and well cited workups of the idea and solution. • Around a month of work 1-3 people
  • 30. TIP #6 • The people who succeed at winning grants are well read across a number of domains. They're engaged in civic discussion and their communities, and they're not just expert about their specific field. • Play! and be aware of many types of games. Most grant work is not about applying the mainstream genres of games but often is about matching more obscure game design and production patterns to the very specific problem presented in the grant.
  • 31.
  • 32. Crowdfunding - Kickstarter • All or Nothing funding model • Failed to fund a game can effect future sales and interest • Fee: 5% of the total funds raised, 3% for credit card processing. • Campaign, rewards, videos, texts, recruiting celebs = $$$
  • 33. Crowdfunding - IndieGogo • You can access your pledged funding even if you haven't reached your goal, though the associated fees are higher. • Fee: 5% of the total funds raised • Less Exposure - averages nearly 4 times less traffic per day. • Campaign, rewards, videos, texts, recruiting celebs = $$$
  • 34. Crowdfunding - Fig The goal of Fig is to allow not only the traditional backing of a video game as with normal crowdfunding, but to also enable those that can invest in a game's development to receive a portion of the game's profits once it is released, in addition to other typical rewards that crowdfunded projects allow
  • 35. Crowdfunding - Fundable • Fundable offers the ability to choose between offering rewards or an equity stake. The site offers excellent support in preparing and launching a campaign, and it boasts a large network of accredited investors. • However, it's best used for serious efforts since there's a $179 monthly fee and a 3.5% processing fee for each transaction.
  • 36. Summary Crowdfunding doesn't eliminate financial risk. You may be less exposed to up-front risk, but you'll still be responsible for repaying your backers, paying the various taxes and fees incurred during the process and covering the platform's fees as well. If your product fails to bring in the revenue you expected, these fees can very quickly put you in the red.
  • 37. Gaming Accelerators / Incubators • http://vsgi.gmu.edu/ • https://www.investutrecht.com/en/gaming • http://www.executionlabs.com/ • Soon! Tiltan Game Accelerator (Israel)
  • 39.
  • 40. Humble Bundle • Buy a game from a vast selection • Many “bundles” included per theme, limited time • Select your charity type • You buy more -> you pay more -> you donate more • Not a “Shady” charity donation • After deductions for payment processor fees (typically around 5%) the net revenue is split 3 ways: 75% to developers, 10% to charity and 15% to Humble Bundle
  • 41. F2P Model • The game is free • Revenue from IAP, BUT – only 2% spend money • Will people pay for serious games? • Children : Be careful of ads and Rewarded Videos content (COPPA) • Careful not to hurt your game “message” with aggressive IAP Strategy
  • 42. Corporate Sponsorship (Brands) • One of the trickiest of funding sources to use due to ethical concerns about marketing to kids. Moreover, game developers need to obey the Children’s Online Privacy Protection Act (COPPA) • Product placement may be less intrusive but sharp-eyed parents may still have complaints even if the educational content is unchanged. • When approaching corporate sponsors, think about what would be compatible with the game
  • 43. Competitions and Awards • Casual Connect Indie Prize http://indieprize.org/kyiv2017/ • IMGA mobile game awards http://www.imgawards.com/ • TIGA - https://tiga.org/awards • https://thegdwc.com/ - The Game Developers World Championship • Intel Level Up Competition https://software.intel.com/sites/campaigns/levelup2017/ • Microsoft “Dream Build Play” https://blogs.msdn.microsoft.com/uk_faculty_connection/2017/06/2 9/microsoft-dream-build-play-game-development-competition- 200000-in-prizes/
  • 44. Universities & School Licensing • The holy grail is the school-to-home connection. • Its important to remember, that what a teacher needs is different than what a parent wants.
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  • 58. “Distribution is often described as the problem, but it is not that, but rather ‘discovery and differentiation’ that are the major problem plaguing the app market. Producers can easily sell games, but developing consumer loyalty and finding ways to make their game different than others and worth finding in a crowded marketplace is the real challenge. We don’t want users. We don’t want customers. We want fans. People we can interact with and people we can cater to. Kids don’t go home and say, ‘I learned something, so I want to play again.’ It has to be the best game ever” — Lauri Järvilehto, Lightneer CEO
  • 59. ”….as the success of all games, serious or not, is clearly based on how entertaining they are, we hope that in the upcoming calls artificial divisions between ‘entertaining’ and ‘serious’ games will be abandoned.” The Chairman of The European Games Developer Federation (EGDF), Guillaume de Fondaumière
  • 60. “…Quite often the commercial exploitation of research outcomes is a huge challenge due to the high barriers of entry to markets and the lack of interest on investing in new and innovative solutions.” Koopee Hiltunen, the director of Neogames, the hub Finnish Games industry
  • 61.

Hinweis der Redaktion

  1. Which one of you is a game developer? A designer? Art? Great! Which one of you is working on a serious game? A few brave ones! Lets give them a big applause, because this people are on the track to change the world.
  2. Serious is such a strong game. There have been several variations, but the term Serious games stayed. They tried games for good, games for learning, Diversity games. But the truth is that Serious games is all of that, and more!
  3. Free of charge or distributed within the client organization Growing budgets have translated into a growing demand for funding, mostly because the predominant model in Serious Games had been "work-for-hire", which did not leverage on economies of scale. Early adopters had focused heavily on advances in design, pedagogy, and technology and sparingly on business development models.
  4. Serious games are a niche – But an Important One!
  5. Since its inception, the market has been essentially B2B oriented, with the majority of projects falling into the "work-for-hire" or “single-use efforts” categories like those seen in traditional business software industries. That scenario is about to change, driven by the consumer market. Consumers are by far the major buyers of mobile edugame digital content in Canada and US and they shall continue to dominate throughout the forecast period. The majority of consumer purchases fall into the two ends of the age spectrum: math and language learning(Matific, Duolingo, Dragonbox) for young children (targeting parents through a B2C model) and brain trainers and brain fitness apps for elders. (Lumosity) But the main notion that changed for this market especially in edutainment is to develop for children free time and not for the classroom sessions.
  6. So, how do we get our great Serious game or educational game funded? How do we survive this tough niche into a viable product?
  7. Lets divide the funding stage into 3 : One, at the very start of development of the product, and the second, while we develop it and after we shipped it (Revenue mostly)
  8. This shows an interesting picture of the serious games market, most of ther funding comes from Self funding! That’s a huge risk. The second place belongs to grants, and corporate contracts or sponsorships.
  9. So, when we start to develop our game, this is a critical stage that let us have some air during the important phases of game design and architecture, building the foundations of our game.
  10. VC is looking for a business model that will lead for an exit (VC are limited in time and are obligated normally to return the funds to investors after 7 years) VC normally look on the game studio as entrepreneurs and not on the game itself Must have an experienced and stars team, since this is the main focus for VC
  11. reinvestment, loans, or bootstrapping. Any money derived from sales and then funneled back into game development would be considered self-funded.
  12. PUT BILLIONS IMAGE HERE
  13. Horizon 2020 is the biggest EU Research and Innovation programme ever with nearly €80 billion of funding available over 7 years (2014 to 2020) – in addition to the private investment that this money will attract. It promises more breakthroughs, discoveries and world-firsts by taking great ideas from the lab to the market. Horizon 2020 is open to everyone, with a simple structure that reduces red tape and time so participants can focus on what is really important. This approach makes sure new projects get off the ground quickly – and achieve results faster.
  14. https://www.macfound.org/grantees/419/ https://www.macfound.org/grantees/1669/ https://news.uchicago.edu/article/2015/03/24/game-changer-chicago-design-lab-awarded-1-million-macarthur-foundation-grant https://venturebeat.com/2017/08/05/icivics-teaches-kids-about-politics-not-partisanship/ MacArthur is one of the nation's largest independent foundations. Organizations supported by the Foundation work in about 50 countries. In addition to Chicago, MacArthur has offices in India, Mexico, and Nigeria.
  15. The Learning Games Network, an off-shoot of the Education Arcade at the Massachusetts Institute of Technology and the Games+Learning+Society Program at the University of Wisconsin-Madison, is an innovative, non-profit organization dedicated to closing the gap between research and practice in game-based learning iCivics develops free lesson plans and games for students ranging from elementary school to high school, and it’s careful to be nonpartisan. The goal has always been to start the conversation and give students information, not to sway their political beliefs; ho
  16. https://www.gatesfoundation.org/How-We-Work/Quick-Links/Grants-Database/Grants/2013/07/OPP1092261 https://www.gatesfoundation.org/How-We-Work/Quick-Links/Grants-Database/Grants/2014/10/OPP1114327 https://www.gatesfoundation.org/How-We-Work/Quick-Links/Grants-Database/Grants/2010/10/OPP1024816 https://www.gatesfoundation.org/How-We-Work/Quick-Links/Grants-Database/Grants/2016/11/OPP1161567 https://www.gatesfoundation.org/How-We-Work/Quick-Links/Grants-Database/Grants/2017/02/OPP1170691
  17. Design without borders Uganda : to encourage effective family planning for individuals and communities by co-creating an interactive game-based learning tool with a target population in Uganda to understand how and why decisions on family planning are made  GameDesk inc : to develop and launch a pilot school model focused on using games and digital authorship in education  Learning games network : to provide English language instructional model that will help potential beneficiaries qualify for the federal Deferred Action for Childhood Arrivals (DACA) program  Filament games :  to design a web-based tool for teaching well-structured argumentation that will allow teachers to effectively and efficiently meet Common Core literacy standards across the curriculum and grade levels 
  18. The Korea IT Times reports that the Korean government is investing 80 billion won ($63.52 million U.S. dollars) into the nationwide development and implementation of serious game applications. The investment will fund the development of general educational games, military simulations, and medical training titles. The Korean government expressed hopes that its domestic serious games market would grow to 500 billion won by 2012.
  19. Games for Health Conference is often a place to meet program managers and previous recipients of grants for health-based games and games research.  Likewise Games, Learning, and Society at University of Wisconsin sees it's share of NSF and educational funders/funded participants.  Games for Change is another that sees attendees with government grants from agencies like NEH, NSF, and NIH.  Serious Play is another good example for a conference.
  20. The key point is that you must really understand and show that what you're addressing is an unmet need, not just a game for games sake.   today program managers are more interested in how a social-network game running in a mobile environment supporting someone at the point-of-purchase might help.  
  21. Right now that might involve biometric games using sensors, learning communities/multiplayer learning, and procedural content , AR, VR….. If you need a huge sum for technology, this may be a problem for a grant. BU
  22. Most of the grant programs and entities outlined here exist to improve the world we live in.  We can all share the sentiment that we need to do this, but the people who succeed at winning grants are well read across a number of domains.  They're engaged in civic discussion and their communities, and they're not just expert about their specific field. It also goes without saying you need to play, and be aware of many types of games.  Most grant work is not about applying the mainstream genres of games but often is about matching more obscure game design and production patterns to the very specific problem presented in the grant.  
  23. .[4] During their initial growth period, Fig limited investors in such projects to those that have accredited assets of over $1 million, with plans that once off the ground, anyone will be able to contribute and invest in their offered projects.[4]
  24. https://www.fundable.com/
  25. Humble Bundle is launching a new "choose-your-own-charity" feature to let gamers select the causes their funds go to. More than 35,000 charities are eligible under the new scheme and should help Humble Bundle raise money for an even more diverse range of causes.
  26. Critics say that sponsored games are just another form of advertising. Parents, already wary of in-app purchases, are jittery about exposing young kids to any form of advertising in games. Product placement and promotion of consumer products may also violate state standards. Besides schools, museums may have a problem with corporate sponsorship, even if it’s just the addition of a company logo.
  27. You’re selling into schools. You’re making money from schools. Teachers are using it and they are influencers and they are driving home consumption and you are making revenue from that. It’s a very virtuous cycle.
  28. LAND OF VENN
  29. Insight Sparks – Journey to the Fire Kingdom
  30. Heart. Papers. Border is an optimistic game. Nothing can hurt you, and you will always live to the ripe age of 150, when you will take the ultimate trip. You will never experience any misfortunes, except, perhaps, being deported for overstaying with an expired visa. The question is, how will this life enfold on planet Heart? Will you play as a tourist or an activist? The choice is yours, forever.
  31. Explore an alien, yet surprisingly familiar planet that MIGHT have been colonised by humans a long, long time ago Visit impressive touristic monuments, natural or man made, get a glimpse of the surprising culture that built them and capture memories Challenge your birth right and find ways to explore the entire world, regardless of your privileges (or lack of them) Balance business with pleasure, keep an eye on your UNITS and make sure your VISAS don’t expire Think about the world you want to live in! Your adventures matter more than you think Take the ultimate trip at 150 years old knowing that you lived a meaningful life
  32. https://www.youtube.com/watch?v=CWClyQkA32s&t=1s