5. Trip Hawkins
• Born on Dec 28, 1953
• Nationality : American
• Alma mater: Strategy and applied game theory at
Harvard University
• B- School - Stanford
• Known for: Founding Electronic Arts and founding
3DO
• Awards: Hall of Fame by the Academy of
Interactive Arts and Sciences
Traits:
• Promotes multi cultural environment
• Flat organizational structure
• Promoted creativity
• Wants people to take ownership
• Updated with industry trends
6. 600 unique titles and millions of games sold
200 million dollars revenue
In 1982
7. Founded 3DO in 1991
Designed devices with video and audio features
$599 price tag was considered expensive
10. Exploring Options for Acquisition
• Reduced
cost of
operations
•Mature
telecom
market
• English
speaking
workforce
11. 3 year old Finnish
company,
Developed mobile games,
high quality game titles ,
existing relationship with
leading Cell phone
carriers,
Broad geographic
distribution
Sumea – Core set of game developers in
organization
– English speaking multicultural staff
12. Illka Paananen
• Sumea’s CEO
• Age: 26
• Alma Mater: Industrial
management at Helsinki
University of Technology
Repercussions in 2006
• Finland Team grew from 25 to 150
• Games were good but cost was high
• DC successfully raised a loan of 43.8
million dollars and it became
profitable for the first time
13. More Acquisitions
• In 2007 they acquired Small
Device, Bangalore based company
–Multi device adaptability
14. Small Device - Dikshant Dave
• English speaking college
graduates
• Mature understanding of
capitalism
• Blend well with west
• Inexpensive
• Responsibility : Adapting games
to work on all devices.
15. More Acquisitions
• Acquired Creative
development team in
Barcelona, Spain (cater
to Spanish speaking
markets) – energetic,
young creative and
passionate
16. Journey with iPhone
• 2008 : iPhone entry
Initial Phase : Apple gave more airtime for applications than
games
Perceived to be similar to Social Media
Initial Hesitation
• 2009 : launched 5 games
April 2009 3 of the first 4 games made it to No1 on the download
charts
July 2009, all the games were being made both for iPhone and
standard platforms
Redirected resources to the iPhone game development team.
19. 1 Acquisition
2 Social Gaming Office
3 Social Gaming Team
20. ACQUISITION
Merge with a start-up
Winner of several social gaming titles
Benefits Drawbacks
• Quick solution • Expensive
• Grow expertise • Synergy
• Build new relationships • Culture differences
• Globalization/Expansion • Strategic errors
• Attract developers
• Successful experience
21. SOCIAL GAMING OFFICE
Have a single office location for Social Gaming game developments
Considering San Mateo as the office location
Benefits Drawbacks
• Decision makers hub • Demotivation
• Dedicated team • Expensive
• Synergy • High Attrition rate
• Increase in productivity
• Geographical proximity to the
cutting edge developers
22. SOCIAL GAMING TEAM
Forming tracks of group of employees at each location
A social gaming team of volunteers
Benefits Drawbacks
• Personal interest • Tedious process
• Motivated employees • Knowledge transfer
• Appeal to global customer base • Coordination issues
• No demotivation
24. Business Overview
• 2009 Gaming industry estimate at US$34 billion
• Split across Asia, Europe and the United States
• Target customers are “hardcore gamers” and “omni gamers” (convenience gamers)
• Mobile games generated US$5.4 billion in 2008
• Predicted to reach US$10 by 2013
• Major rivals – Electronic Arts, Gameloft, Namco, Glu Mobile, Oberon Media.
• Cumulatively generates 70% of worldwide revenue
25. Game Distribution
• Present games to wireless carriers months before release
• Carriers choose games and present it on download listings
• Thousands of platform devices available
• Digital chocolate covered 1500 of the most popular devices
• Built relationships with major carriers to gain visibility
• Compensated according to number of downloads and negotiated revenue share
agreement
• Fees received 30-90 days after downloaded
• No reliable feedback provided
26. Through Consumer
Marketplaces
• Mid 2008 – launch of Apple’s App Store
• Gains access to tens of millions of preset Apple App accounts
• Launch of Google Android Market, RIM/Blackberry (App
World), Nokia (Ovi)
• More difficult payment procedure
• Different systems (operating, touch and swipe features)
• Predicted to gain proper presence by 2010
28. Game Development Process
Creativity Model
Ideation
Consolidation (YDC ?)
Planning for innovation
Commercialization
29. Analysis
• Fall in efficiency
(no.) &
effectiveness
(quality)
• Loosing focus
• Inadequate
competency for
Social Games
30. Recommendation
Current Situation
Increase capacity of skilled developers
Initiate creative game development in Bangalore
Increase productivity
Idea and game development contests
Increase development work for other platforms (Android/RIM)
31. Recommendation
Social Gaming
Form few tracks of group of volunteering employees
Increase capacity with related skilled developers
Wait and watch for an opportunity to acquire the correct firm
Acquire a firm with correct technical capability and cultural blend
Merge the operations of the acquired firm and social gaming team