game companies & non-profits. creating new business models
DESCRIPTION
Presented by Lincoln Brown, CEO, Founder.Game Developers ConferenceMarch 6, 2012TRANSCRIPT
Game Companies & Non-Profits Creating New Business Models
Lincoln BrownFounder/CEO
Game Developers ConferenceMarch 6, 2012
Background: Three Converging Developments
Social Games• New Industry
• $8.6 Billion Revenue – 2014
• 400 Million Monthly Game Players
• Core player: 43-year-old Mom
Social Good• Web 3.0
• Personal and tangible forms of giving
• Core donors and Cause Marketing advocates: Moms 35-55 years oldSocial Business
• Emergence of for-profit business models that provide sustainable solutions
• Corporate Social Responsibility
• TOMS Shoes 3
• For-profit business model as a means of creating a sustainable revenue stream for our 18 non-profit partners
•Not reinventing the wheel for how work is done in the field – we leave that to our partners
• Instead, we’re finding new ways to raise funds by providing a fun way for people to give as part of their everyday lives
A New Business Model
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Lack of Transparency
Lack of Transparency VS.
Lack of True EngagementLack of True Engagement
Giving While Living
Giving While Living
VS.
VS.5
TelethonTelethon
Giving: Problems and Opportunities
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• Players directly support projects through game play, while having fun with friends.
• Players choose which projects to support and are able to see the real world impact.
• Virtual goods have real world value. Instead of virtual goods, we offer social gifts.
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Why play just any social game, when you can play a game that actually improves the real world?
Sojo creates fun and exciting games that provide tangible and sustainable benefits to local communities
Sojo: Social Gaming
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WeTopia: Sojo’s First Game
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• A community building game where players build a better world for children – both online and in the real world
• By nurturing and expanding their WeTopias, players earn Joy, which they later give to the non-profit projects of their choice
• Core appeal: “By playing WeTopia, the small
acts of many add up to big impact.”
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The Media Feedback Loop: Making Giving Tangible
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The User Experience
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Players Earn and Give Joy to Projects
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Players Receive Media Feedback
Reel World Theater
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Real World Impact Tab
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Players Purchase Social Gifts
Connecting the virtual world to the real world
One to one giving opportunity
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Changing the Way We Give! 18