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Session Name:

Business Model Case Study Blasts


The development of the serious games space is dependant on several efforts, such as advances in design, pedagogy, and technology. Past summits have focused heavily on these elements and sparingly on business development models and advancements, partially because the predominant model in serious games has been work-for-hire. As the field grows, however, it experiences a wider variety in business models as developers seek to find ways to make the market work for them. It's clear that for the serious games market to grow, it needs the amount of work that isn't entirely work-for-hire and custom built to be lower. Doing this requires new ways of doing business, raising capital, distributing, and selling product.

Speakers spend the first of a 100-minute session detailing current efforts and tips for moving beyond the work-for-hire model. The second half of the session includes a panel discussion which addresses the needs of and offers a roadmap for improving the overall business climate for serious games including ideas for tools, publishing models, consortium approaches, and more.

4:15-4:20 p.m. Ben Sawyer (intro)
4:20-4:40 p.m. Doug Whatley
4:40-5:00 p.m. Eric Marcoullier
5:00-5:20 p.m. Ntiedo Etuk
5:20-5:40 p.m. Leighton Read
5:40-6:00 Q&A

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  • GDC 2006
  • Ben Sawyer
  • Digitalmill
  • Leighton Read
  • Alloy Ventures
  • Eric Marcoullier
  • Cyberlore Studio
  • Ntiedo Etuk
  • Tabula Digita, Inc.
  • Doug Whatley
  • BreakAway ltd
  • free content
  • SGS: Business & Deals
  • Serious Games