History May of 1996 Jonathan Gay Future Splash Animator
"If you ever think Flash is difficult to use, you should try drawing with a joystick on an Apple II before the concept of undo was invented. That will test your patience." Jonathan Gay, Creator of Flash
October of 1995 they tried selling the software technology to John Warnock at Adobe. of 1996, Macromedia acquired the company and Future Splash Animator became Macromedia Flash 1.0. 2006, Adobe acquired Flash
Why do people play games? Core Gamers: main form of entertainment (maximize gaming time) Status Gamers: pride Social Gamers: communal experience (play with people they care, forming social link, coordinate social function around gaming) Active Gamers: use gaming as a physical release. Casual Gamers: use gaming as an emotional release and as a way to play different roles.
Where is the money? 1.1 billion monthly visitors playing online games. by 2013, the online games market will grow to $1.6 billion.
Flash Business ModelDevelopers Publishers End User
Selling Flash Games 1. Fastest Sale Time: 0 days (the same day it became visible) . A couple games have done this. 2. Average Sale Time: 19 days after the game has been set to visible to sponsors until the time the bid is accepted. 3. Average Exclusive-License Sale Price: $1960.75 (This number is offset by a few REALLY big exclusive sales) 4. Average Primary-License Sale Price: $939.30 (Again, this is slightly distorted by large sales, but not as much) 5. Total Number of Deals Made: 799
What can flash do? Adobe revolutionizes how the world engageswithideas and information
API are the treasures!! “Hundreds of API’s that help you do anything and everything. What makes it more impactful is a well groomed strong community of flashers and flash user groups around the world.”