Popis: |
The video game industry is now one of the main creative industries at the global level. At the same time, billions of euros are invested in education. However, educational video games remain seldom studied from an economic and business point of view. In this report, we aim to synthesise the best practices observed in international industry cases of educational video games or 'serious games', in terms of services offered, technical design choices taken, and financial revenue schemes adopted. The report first contributes to the literature by offering a detailed picture of the educational video games industry in three markets; namely Flanders (Belgium), the UK and the US. It also provides a methodology to analyse business models that is adapted to educational games. The methodology is applied to a sample of 17 educational games or game platforms, with five models identified, notably in terms of their revenue models, their degree of centralisation (for content production), the number of games available and the platform where they are available. The report concludes on a discussion of the link between educational video games' degree of centralisation and their revenue model. |