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(305) Breaking Common Constraints of Serious Games : A New Market Approach
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To achieve the potential that Serious Games have to shape society we need to take a more mature and aggressive approach to the commercialization of our hugely valuable designs. Despite the fanfare, games have nowhere near achieved their potential to make the world a better place. We have been complacent, gently working away stuck in a service-based model, labored by bureaucracy, constrained by curriculums. Its time to up our game, taking more ownership over getting these games in players hands and making the world a better place. This talk is a challenge, a call to arms, and a story about an extraordinary new product that started life as a tech demo for the training sector, but ultimately found its true calling as a direct to consumer product, a game that can touch a global audience of millions. Key points will include: * How to find a consumer problem that you can solve locally, then generate a solution that will scale globally * Product VS Service business models and why you shouldnt be a slave to a client * Investing in reusable IP that you have the freedom to champion and take direct to market * Motivation of teams to produce something that will sell, a model that requires a whole new level of responsibility and ownership

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