Why gaming is the way forward

RUNOGAMES is first and foremost a software company, because we develop, market, distribute and sell own made in-house software and all features. The kind of software we develop ads web and mobile based applications that combine gaming and education into one product.

We think when it comes to education, particularly at a casual level, gamifying it as much as possible to the extent that is possible with current technology, is the way forward. We learn best by playing games (insert link to study here). There is a reason for this. When you play any game (presuming you like it and wanted to start playing it), you are completely engaged and excited, taking on an active role in your involvement, with fun being the core driver of the process. Now, contrast this with the all too familiar picture of sitting by yourself and consuming vast amounts of information passively, without really applying all that knowledge to anything practical in your life.

Digital gaming is an extension of games and there is a huge level of demand for them. There are also a lot of games out there to satisfy those demands. On the surface, it appears that there are too many games and there is no room for anymore to be created. But this cannot be further from the truth. Our market research and observation shows that there are a lot of problems, all of which are essentially sub sets of the one large problem which we want to solve. That problem is the gap between demand from users vs actual supply of relevant products that are fulfil their needs and wants. Most games genres are not entirely new and are recycled in one way or another. Game mechanics are also not really innovative.

Taking an opposite side of the view that digital games cannot be differentiated any more, or, more importantly, that there is no room for innovation, we want to stand out by innovating and creating new valuable offerings that are different to what the ‘market’ has to offer to users and consumers today.

As we will grow and expand our team with exceptional talent, we shall be able to find unexplored opportunities for us to differentiate even further and create value in places where it was not seen before. We will also gradually start building our own technology in order to build a defensible moat around our business.

We will look at educational applications space in another post. For those that have yet to check out our about us page, RUNOGAMES is essentially a company that combines the two - games and educational apps into one to create a new round of educational products.

Demand for gaming only rises as all major data publishers report, but even without them you can clearly see the trend. More pwoerful hardware phones unlock a wave of opportunties for companies like us that are willing to capitalise. However, supply is not keeping up because there simply is not enough innovation that is taking place, at all. We will change that by bringing it

Now let’s look at why gaming is essentially a central part of our lives. People are naturally drawn to play (competition, achievement, reward systems, social bonding) because it taps into our core human needs. In this case, we are talking about entertainment, communication, status recognition. A great game has all 3 of these at the base level.

Then there is the culture side. Each country is unique because it has its own culture but with gaming, there are no barriers, it is a universal concept because all cultures have them. Hence it is not secret that gaming is already the most dominant form of entertainment in the world, and it is not going to lose its position any time soon.

Let’s now look at actual economic data. The gaming industry is quite literally ginormous and it is still growing. It is not going to be slowing down within the next 10 - 15 years. (insert hard numbers here).

We mentioned how more powerful phones are unlocking new possibilities but it is not just them. There are also other softwares like AI, VR/AR, cloud gaming, with which it is possible to create entirely new experiences for consumers.

Our position is to go beyond pure entertainment. There will be a need for that and that is what the pure game companies and studios will be for, but our position is different because we want to combine uniqueness of fun with education. We beleive that the demand is there but not enough right solutions are being made to satisfy customer needs. We want to solve this problem.

And it wont be just about content. On top of that, it will be vital to nail gameplay mechanics and the right depth of educational element.

  • Defensibility & Moat

    • Community-driven design (feedback loops).

    • Proprietary technology or methods of embedding educational content into fun gameplay.

  • Future Outlook

    • Gaming as the “default medium” of learning and entertainment.

    • Younger generations growing up as digital natives who expect interactive products.

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The Problem with Mobile Gaming Market and how RUNOGAMES intends to solve it

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Organisational Culture series - Part 3 Our approach to work and work culture