How to monetize educational virtual reality programs
Virtual Reality for Education: Monetization Strategies and Best Practices
Virtual reality (VR) is a rapidly growing field that offers endless opportunities for education and entertainment. As the technology continues to advance, more and more educational institutions are turning to virtual reality programs to enhance the learning experience for their students.
However, for VR developers, monetizing these programs can be challenging.
1. Subscription Model
One of the most common ways to monetize educational VR programs is through a subscription model. This model involves charging users a recurring fee for access to the program, typically on a monthly or annual basis.
The subscription fee can vary depending on the features and content included in the program.
Case Study: Duolingo VR
Duolingo, the popular language-learning app, has recently launched a virtual reality version of its platform called Duolingo VR. The app allows users to learn Spanish by immersing themselves in a virtual world filled with native speakers and cultural experiences.
The subscription model for Duolingo VR costs $9.99 per month or $79.99 per year, and includes access to all content and features.
2. In-App Purchases
Another way to monetize educational VR programs is through in-app purchases. This model involves allowing users to purchase additional content or features within the program for a fee.
For example, a history simulation program may offer users the option to purchase additional historical events or time periods for a fee.
Case Study: Ancestry VR
Ancestry VR is an educational virtual reality program that allows users to explore their family history by immersing themselves in different eras and locations. The program offers in-app purchases, allowing users to purchase additional content such as historical events or time periods for a fee.
For example, a user can purchase the “Ancient Rome” add-on for $9.99 to explore Roman culture and history.
3. Advertising
Advertising is another way to monetize educational VR programs. This model involves displaying ads within the program, typically in between levels or sections.
Advertisers can target their ads to specific demographics, such as age, gender, and interests, to maximize their impact.
Case Study: Google Expeditions
Google Expeditions is a free educational virtual reality program that allows students to take virtual field trips to different locations around the world. The program is funded by advertisements from companies such as Samsung, Coca-Cola, and Target. These ads are displayed within the program and help to offset the cost of development and maintenance.
4. Licensing and Distribution
Licensing and distribution is another way to monetize educational VR programs. This model involves selling the rights to use and distribute the program to educational institutions or other organizations for a fee.
The licensing fee can vary depending on the features and content included in the program, as well as the size of the intended user base.
Case Study: Tilt Brush Education
Tilt Brush Education is an educational virtual reality program that allows students to learn 3D modeling and animation by creating their own virtual worlds. The program is available for licensing and distribution to educational institutions, with prices starting at $99 per user per year.
The licensing fee includes access to all content and features, as well as technical support and training.
Best Practices for Monetizing Educational VR Programs
To successfully monetize an educational VR program, there are several best practices that developers should follow:
- Create a clear value proposition for users and potential advertisers or licensees.
- Develop a strong marketing strategy to attract users and potential partners.
- Continuously update and improve the program to maintain user engagement and interest.
- Ensure that the program is accessible and compatible with a wide range of devices and platforms.
- Implement robust security measures to protect user data and prevent unauthorized access or use.