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Moving form Physically
Consumer Products to Digi-
Physi Consumer Products
or
What can we learn from the video games
industry about consumer product industries?
Dudi Peles
• Father (with a baby)
• CEO & Founder of Makeree
• Founder of Jivy Group, a private
entrepreneurial group focused on
funding and building startups
• Teacher at IDC, Kibbutzim Seminar,
TAU
• Active & founding member in
GameIS, Games For Peace
The internet brings change
Some industries have already changed radically
And some are only starting to change…
Services are changing faster then things
You can buy all of them online, but is that really a disruptive
change?
Let’s talk about
Video Games
Video games are consumer products, but they are not only
physical, they are half physical and half digital…
The video games industry have felt this change, earlier and
more powerful then may other industries
In 1992 it was clear video games are not just toys
http://vgsales.wikia.com/wiki/Video_game_industry
It was a $28 billion industry that was booming
In 1993 the “World wide web” turns to be public domain
Games turned multiplayer
1996 - $44 Billion
Games become bigger… - 2001 - $35 Billion
…and bigger. 2008 - $68 Billion
•Nintendo – 16.7 Billion
•Sony Computer
Entertainment – 14.0 Billion
•Microsoft Entertainment
Device Division – 8.2 Billion
•Electronic Arts – 4.2 Billion
•Activision Blizzard - 3.0 Billion
In 2008 video games market was at a peak
But 5 companies dominate 70% of the market.
2008-2012 – Some Numbers
•NASDAQ: +25%
•EA Stock: -61%
•Activision Blizzard Stock: -33%
•Xbox Division in Microsoft lifetime loss $7.8B
•Play Station Division in Sony lifetime loss $3B
•Nintendo Stock: -71%
http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next
The biggest video games companies 2012
•Nintendo valued $17.7B (was $61.7B in 2008)
•Activision $13.3B
•Zynga $9.8B
•Gree $7.1B
•Nexon $6.3B
What happened?
2001
2007
2008
2008
2010
2011: EA buys Popcap for $1.3B
2016: Activision Blizzard buys King for
$5.9B
2016: Tencent buys Supercell for $10.2B
2017
New platforms led to new opportunities, traditional
companies were not able to take advantage of
Developed by a team of over 1,000 people for over 4 years,
with an investment of $265M
A game like GTA 4 is
produced using the
same methodology
physical consumer
products are created.
Requirements / Analysis
Design
Implementation / Construction
Verification / Testing
Deployment
Maintenance
While small games for the new platforms were developed
more like startups
Plan Design
Implementation /
Construction
TestDeployment
Evaluate
Agile
To close the cycle you need Data
Clash Royale was updated 30 times in 2 years
Back to Consumer
Products
Lets go back to the traditional industries
Some of the obvious changes have already happened
But manufacturing is
still done like this
Requirements / Analysis
Design
Implementation / Construction
Verification / Testing
Deployment
Maintenance
Not all products can or will be connected
How do you close the cycle for non connected products?
My answer: Instructions
There is no more “Traditional industries”, they are all
changing, and with this change comes opportunity
Thank you
dudi@makeree.com

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Moving form Physically Consumer Products to Digi-Physi Consumer Products