Learning in a virtual world, gaming as a tool for career development and self-discovery, Netflix using gaming IP for a show
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As we approach the start of the school year in the U.S., school districts in 43 states have decided to either delay the start of the school year, do a hybrid version, start the year virtually, or allow the parents to choose between in-person or virtual.
In this virtual learning environment, here at Konvoy Ventures we are actively looking at investment opportunities at the intersection between ed-tech and gaming. Many practices, tools, and platforms in the video gaming industry are perfectly positioned for virtual collaboration, instruction, and learning. Additionally, many parents are concerned by the lack of social interaction with other kids, which video gaming solves via online multiplayer.
A major benefit of education in video gaming is that it can be tailored to each student, just like video games can tailor the entertainment experience to each player. In general video game play, kids are learning skills such as communication, team building, critical thinking, and more. In the market today, Minecraft has an education edition focused on developing skills for kids (i.e. coding, history, science).
While there are many complexities in a more remote learning world, we are confident that the convergence of gaming + education is emerging quickly and that video gaming can play a key role in semi-virtual learning, virtual learning (remote), or in homeschooling (seeing exponential growth right now).
Takeaway: endemic platforms in gaming can be leveraged for education (Twitch, Minecraft, Roblox, Unity, etc), yet new platforms and technologies will quickly be developed that merge the video gaming industry’s technology with educational solutions. This is already happening in part, but it is about to accelerate.
We have recently seen an uptick in gaming startups targeting training and recruiting for the business enterprise, government agencies, and the military. According to the University of Colorado, employees who use gaming in training to learn have a 9% higher rate of cognitive retention.
In this virtual learning environment, here at Konvoy Ventures we are actively looking at investment opportunities at the intersection between ed-tech and gaming. Many practices, tools, and platforms in the video gaming industry are perfectly positioned for virtual collaboration, instruction, and learning. Additionally, many parents are concerned by the lack of social interaction with other kids, which video gaming solves via online multiplayer.
A major benefit of education in video gaming is that it can be tailored to each student, just like video games can tailor the entertainment experience to each player. In general video game play, kids are learning skills such as communication, team building, critical thinking, and more. In the market today, Minecraft has an education edition focused on developing skills for kids (i.e. coding, history, science).
While there are many complexities in a more remote learning world, we are confident that the convergence of gaming + education is emerging quickly and that video gaming can play a key role in semi-virtual learning, virtual learning (remote), or in homeschooling (seeing exponential growth right now).
Takeaway: endemic platforms in gaming can be leveraged for education (Twitch, Minecraft, Roblox, Unity, etc), yet new platforms and technologies will quickly be developed that merge the video gaming industry’s technology with educational solutions. This is already happening in part, but it is about to accelerate.
The first two were The Witcher and Castlevania. This next one is based on Splinter Cell, owned by Ubisoft ($10B market cap), and will be led by John Wick writer, Derek Kolstad. The first season of The Witcher set a Netflix record of 76 million subscribers watching the show in the first four weeks.
Takeaway: We are increasingly seeing general media platforms leverage IP that originates in the video gaming industry. This trend will continue given the audience behind video gaming (pre-COVID numbers: 2.5B gamers, >900M viewers of gaming content).
Takeaway: We think an analysis of a person’s gameplay will become the new gold standard for a personality test.