GBL International -- 5 year Pro Forma -- Three Possible Revenue Models.
Below are three potential revenue models to consider in order to monetize GBL's venture.  We currently have a user base of 100,000+ users with three games in market, and have developed a five year product road map supporting the release of six games per year over the next five years.  We have examined potential revenue models as depicted in the below summaries:  
#1:  Recurring annual bundled subscription (teacher/school pays),
#2: One time purchase of game.  Unlimited use.  Teacher/school pays.  
#3: In-application-advertising.  Advertiser pays based on number of impressions delivered.  
#4: In-application-purchases is not considered as a realistic monetization model given that students would not be in a position to commit to these transactions within the educational context.

Please review the summaries below, and let us know which monetization model you think is most realistic in terms of market validation.


Question
After looking over the three models above, as a potential investor, ​which one would you say is the best revenue model for monetization? Make sure to include your name in your post. Click the red plus button on the bottom right of the padlet to start sharing. 

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* GBL International is a fictional company created for the sole purpose of teaching about Game-Based Learning.