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The major market for this venture are Public Schools (K-12) (“Typical of K-12”). Additionally, EduJourney can also be used for homeschooling, tutoring purposes, or extra practice at home. In fact, there are more than 60,000 homeschoolers in Canada and around 2.5 million in the United States alone (Wikipedia, 2014). Educators, principals and parents can purchase the EduJourney products (“learning bought for learner”). Parents can also join in on the EduJourney fun. In fact, 42% of parents play computer and video games with their children weekly and 58% play at least monthly (ESA, 2014). Students can also purchase the video games online (“learner buys personally”). Furthermore, the products can be purchased by individual schools or school districts (“learning bought centrally”).

 

Type of Market

The competition in the virtual reality realm are Oculus Rift and Sony’s Project Morpheus. However, these virtual reality devices do not solely cater to educational markets, as they have a broader target market: gamers.

 

Oculus Rift is expected to be available for consumers in late 2014 or early 2015 (Wikipedia, 2014). Currently, Oculus Rift Development Kit 2, selling at $350, is a version intended for developers who want to create virtual reality content for the upcoming Oculus Rift (Oculus VR, 2014). With the beta version available, the list of educational games are minimal. The games are not grounded in educational content, proving to be incomparable to EduJourney.

 

The merits of Project Morpheus remain hidden. There was not much exposure at the Electronic Entertainment Expo in 2014, other than the playable demos (O’Rourke, 2014). A release date and upcoming games are unknown at this time. However, one can assume that since Project Morpheus is intended to be connected to Sony’s PS4, that the games will follow the console’s lead and cater to teenagers and the adult market, rather than an educational market. 

 

Competition

Differentiation

EduJourney is the only virtual reality device on the market that caters solely to an educational market. We are dedicated to creating top quality products for students, to enhance learning experiences. 

 

References

Entertainment Software Association (ESA) (2014). 2014 Sales, Demographic and Usage Data: Essential Facts about the computer and video game industry. Retrieved from http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf

 

Oculus VR (2014). Development Kit 2. Retrieved from https://www.oculusvr.com/order/

Wikipedia (2014, July 31). Oculus Rift. Retrieved from http://en.wikipedia.org/wiki/Oculus_Rift

 

O’Rourke, Patrick (2014, June 13). Virtual reality headsets Project Morpheus and Oculus Rift are the future of immersive gaming. Retrieved from http://business.financialpost.com/2014/06/13/virtual-reality-headsets-project-morpheus-and-oculus-rift-are-the-future-of-immersive-gaming/?__lsa=b252-839d

 

Wikipedia (2014, July 27). Homeschooling international status and statistics.

Retrieved from http://en.wikipedia.org/wiki/Homeschooling_international_status_and_statistics

 

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