costs for simulation
The cost that organizations have to spend to access an educational simulation, either by commissioning custom simulations or licensing them "off-the-shelf, per named user."
Here are some examples of costs for access by corporations (and click on the headings for a deeper definition and examples of the genre):
Simulation in which students make a series of decisions via a multiple choice interface to progress through and impact an event.
- Custom short (Less than 10 minutes): 30K
- Custom medium (Between 10 minutes and 30 minutes): 100K
- Custom long (Between 30 minutes and 2 hours): 500K
- Off the shelf short (per user): $30
- Off the shelf medium (per user): $100
- Off the shelf long (per user): $500
Simulation in which students typically try to impact critical metrics by allocating resources along competing categories and getting feedback of their decisions through graphs and charts.
- Custom short (Less than 1 hour): 30K+
- Custom medium (Between 1 hour and 4 hours): 100K+
- Custom long (Between 4 and 8 hours): 500K+
- Off the shelf short (per user): $30*
- Off the shelf medium (per user): $100*
- Off the shelf long (per user): $500*
+ plus cost of facilitation, * including cost of facilitation
Small, easy-to-access game built to be simple and addictive, which often focuses on mastering an action and can provide awareness of more complicated issues.
- Custom short (5 minutes): 10K
- Custom medium (10 minutes): 15K
- Custom long (30 minutes): 40K
- Off the shelf short (per user): n/a
- Off the shelf medium (per user): n/a
- Off the shelf long (per user): n/a
Virtual product or virtual lab :
A series of challenges/puzzles to be solved using on-screen representations of real-world objects and software.
- Custom short (30 minutes): 30K
- Custom medium (1 hour): 75K
- Custom long (4 hours): 150K
- Off the shelf short (per user): $10
- Off the shelf medium (per user): $30
- Off the shelf long (per user): $100
Real-time, often 3D sims that encourages participants to repeat actions in high fidelity situations until the skills become natural in the real-world counterpart
- Custom short (1 hour): 100K+
- Custom medium (5 hours): 500K+
- Custom long (20 hours): 1000K+
- Off the shelf short (per user): $100*
- Off the shelf medium (per user): $400*
- Off the shelf long (per user): $1000*
+ plus cost of facilitation, * including cost of facilitation
Increasing Cost
Here are some items that typically and significantly increase costs:
- full motion video (many instead use comics / illustrations)
- advanced graphics
- calibrating units, maps, processes, and other parts of relevant systems
- creating a new Genre
- having a totally self-paced/asynchronous deployment
- customizing or building software instead of configuring or using off-the-shelf
- distance deployed multiplayer
- building a complex game
Note: All genre links include examples of the genre in [brackets]. Go to mini games and launch a few [examples].
Ben Sawyer on costs of sims vs. books
Most books cost with production between $50,000-$100,000 to produce and market. I've seen trade books produced for about $25,000 on the low end. These prices compare well with smaller casual games. In this case however the book probably covers in depth much more information (in this regard they are different experiences) but in many cases sponsors write books to advocate an issue, something games in the 50,000-100K range can do very effectively.
On the textbook front 101 Economics Textbooks when done can cost $2M or more to produce. Books in other ripe areas aren't dissimilar. That's plenty to build a good game about economics. From an impact standpoint a book on an esoteric issue (say exploring new thinking in college management) would cost $50,000-$100,000 to produce. Maybe more given a foundation or other developer would spend that much to convene a study, or buyout authors time. That book might sell or be read by 2000-4000 during it's lifetime. That's an impact cost of say $25/person. Virtual University cost $1M and offered an impact model that at times reaches below $10/ person depending on how we define impact.
Epilogue: Typical Sim Conversation
Training Person: I can't do simulations. They are too expensive.
Me: Not necessarily. There are many simple models. There are branching stories, virtual products, interactive spreadsheets, frame games, just to name a few.
Training Person: And are these more effective in achieving learning goals?
Me: Yes. They have very impressive long term productivity benefits.
Training Person: Those are great. But how about multiplayer ? Do you have any examples of multiplayer?
Me: OK. Here they are.
Training Person: Those are cool. But you have any with better scoring and coaching built in as well?
Me: Sure. Here are a few other examples.
Training Person: Animations and advanced graphics are really important to me. Do you have any examples of sims also with really great, smooth animation?
Me: Yup, I have a few right here.
Training Person: Our corporate colors are blue and red? Is it possible to customize it?
Me: Yes.
Training Person: Wow, that is so fantastic. That really blow me away. It's too bad, really.
Me: What is?
Training Person: I can't do simulations. They are too expensive.



11 comment(s):
Clark,
When Bryan Chapman says that it takes 750 hours to create 1 hour of simulation, (http://brandon-hall.com/bryanchapman/?p=7), which type of simulation is he talking about?
Thx
Clark, just posting a comment relating to your blog on "costs". This may be a little difficult to articulate in a short paragraph, but I will give it a shot. I work in military sim. land as a mentor/proctor. Military simulations are immense in scope. In the last 5 years, they have grown increasingly more so. Technology continues to improve allowing for more options to be implemented into the simulation supposedly “enhancing the training experience.” (in many cases, it just appears to be the Vendor adding “improvements” to increase the cost of the software) In that light, I am beginning to feel that designers, coaches, trainers, etc. are losing perspective. It seems more so as time goes on, that "we" are becoming more concerned with the appearance, realism and outcome of the simulation. In the past, simulations were not designed to determine “who won the war” rather, what were the actions taken that had a positive or negative impact on the outcome, and what can be learned from those actions. Winning was irrelevant, even “bad decisions” have training value. However, it appears now, as much effort is being put into the operation of the simulation, as there is in the feedback resulting from the simulation. For example, 5 years ago, we could teach an operator to use a simulation in as little as 2 hours. Now, in some cases, we are up to 6 to 8 hours, and rising with each new evolution of the software. Though I am sure that this would be a discussion that could take hours, I guess what I’m hoping for at least is a short answer on A) how do you know when the implementation and operation of the simulation has taken on a larger priority than the feedback it is supposed to be providing, and B) how do you balance the cost of time in support of the operation of the simulation, against the training value received? When do you know you have hit the right mix?
talking the expense, who is the majority using simulations today? (besides military sim & nasa)
Clark
Great post. Loved the conversation between you and the training person. I can completely relate to it.
PS: It would be great to have a date on your posts.
@Manish: If the URL is correct, it looks like the post published Feb. 2007.
I wonder, Clark, how these estimates may have changed in the past 18 months?
Love your blog, by the way, and I'm not surprised it's making its way into book-form.
I think the costs have stayed about the same over the last 18 months, but the quality has gone up.
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