There has been an interesting - an at times slightly heated - debate on the serious game listserv which the folks at Digital Mill administer (subscribe at www.seriousgames.org) about the pricing models for 'serious games' that was initiated by Patrick Dunn (a member of this site). I have posted Patrick's original question below in order to mirror the debate on this site which I think is far more technically accessible than the Digital Mill version.
My contention is that the term 'Serious Game' has grown to encompass such a huge range of different technical, creative and instructional variances and is in a business space that encompasses so many different business models and vendor propositions, that it has become very complicated for potential end-users to get their heads around what it will cost them to do what and how.
With that in mind, and with an acute awareness of how limited the average training/HR budget holder's time is, I really think that we need to boil this down into a more easily described set of offerings with relevant cost/price models. This has to be an great area for debate.
Patrick's original post is below followed by my own response:
In the “mainstream” e-learning industry, whether we like it or not, content producers and clients are used to quoting costs in $/hour. i.e.the price for developing an hour of learner seat time. I know this is crude, but it’s what many large organisations are comfortable with.
Now – one of the things that’s holding back some of the clients (and content providers) I’m talking to about games is their perception of games development as extremely expensive. But their starting point is usually something like: “if we developed immersive, high-end games using our current tools, it would be fantastically expensive”. Obviously, this is the wrong starting point. It’s like saying, “if we used a text editor to produce our courses, they’d be too expensive…”; well, yes, they would be; so use an authoring tool…
Talking to games developers, on the other hand, I’m hearing a huge range of costs and cost models, including the traditional seat time model, with costs ranging from $23k to 250k pr hour. Given the innate conservatism of large organisations, I’d really like to hear peoples’ experiences of making potential buyers comfortable with new cost models for purchasing learning experiences in the form of serious games. In terms of the stuff I’ve been involved in, a few years ago I helped out on a big job for one of the global consultancies and it cost just under $1million; on the other hand I’m now doing little jobs for a few thousand bucks.
I think sorting out cost models for SGs that large organisations are happy with will be one of the tipping points for SG acceptance.
Any thoughts would be welcome.
Many thanks
Patrick
My reply:
Subject: RE: SG cost models
From: kevin.corti@pixelearning.com
Date: Sat, 24 Mar 2007 11:53:06 +0000
X-Message-Number: 1
I'm with Kenton on this one.
Overall cost is (somewhat) irrelevant in the corporate learning space. A more tangible metric is cost/hour/learner which, if the numbers of learners stack up, can render a large project relatively inexpensive per user especially if that can be amortised over an extended period i.e. not just that budgetary year.
That metric is easy to work with - the bean counters can do that - but it is still a requirement (of the sales process) to address the relative quality differential between Serious Games/GBL/Interactive Learning Sims middle road solutions, such as complex branching tree role plays and ordinary eLearning.
If the client doesn't understand and accept that quality differential i.e. the advantages (and trust you as a supplier!) then the metric still paints high end (more expensive) approaches in a bad light.
There are often a whole range of secondary advantages to a SG/GBL approach that add weight to the argument (e.g. public pereption of the company is being innovative and forward-thinking) but these, in themselves, will not win the argument and that takes us back to what Patrick is trying to grapple with; that in the corporate learning space we need to be able to reduce proposed solutions down to very easy to justify numbers. Remember that internal advocates within a coroprate training department have, right now, to put their neck on the line if they attach their name to a Serious Game project. If they are going to put their careers at risk a SG vendor had better give them the ROI data they need or the project will never go agead.
We're doing a large (by corporate learning standards) project for a Big 4 accountancy firm in the US right now. Obviously I can't quantify overall budget, but if I plug in the numbers of users, the allocated 'learning time' (6 hrs) and assume a 4 year usage then the cost/user/hour of learning time reduces to less than $10. That sounds very good to me.....perhaps we should increase our pricing??
:-)
Kevin Corti,
CEO,
PIXELearning Limited
kevin.corti@pixelearning.com
LinkedIn: http://www.linkedin.com/in/kevincorti
SKYPE: pixelearning
Tags:
Add a Comment
2 Comments

© 2009 Created by AC on Ning. Create Your Own Social Network
You need to be a member of Serious Games - The Serious Games Networking Portal to add comments!
Join this social network