Why Game Publishing is Broken and how We Can Fix It TogetherYaniv Nizan
Game publishing evolved long ago when they were a necessity. Digital publishers of today are offering game dev tools, insights and user profiling that are mainly based on their size. If small game developers would apply a "shared economy" approach to game publishing we have a chance of creating together, better tools, more insights and bigger success for anyone involved.
Develop:Brighton 2017 – What The Bleep Am I Doing? Being a Gamedev Without a ...Steve Crouse
Slides on Pixel Maniacs' Steve Crouse's talk on becoming a game developer – held at Develop Brighton 2017, as part of the Indie Bootcamp sessions.
Talk available at https://youtu.be/9skMITA3MFQ
How to develop a successful casual social game by Rajat agarwallaNASSCOM
If you want to make your social game go viral it is important to understand the nature of the social platform you are using. Viral channels on Facebook change frequently. Therefore, every viral feature needs to be socially acceptable through interaction between users in a game needs.
Wildcard Consulting is organizing the Game Biz-Dev Party Seoul on August 23rd to connect game startups with publishers and investors. Approximately 33 startups will demonstrate their games to around 400 decision-makers. The event will have networking, business meetings, and a space for 5-minute pitches. Past events have attracted over 3000 total attendees. Confirmed sponsors include major game companies like Nexon, Com2us and Gamevil.
Hunting Godzilla - Ben Holmes - Slush 2015Index Ventures
An Investor's Perspective on Games. At Slush 2015 in Helsinki, Index Ventures partner Ben Holmes, shared his learnings from investing in games companies from Playfish to King and Supercell.
The document discusses Google Analytics and provides an overview of key metrics and factors that website owners should monitor according to the presenter, including site visits, bounce rate, actions/conversions, and time on site. The presenter recommends improving SEO or online marketing to address low visits, making the homepage more compelling to reduce the bounce rate, focusing on conversions if the action rate is too low, and adding interactivity to increase time on site for low durations. The presenter will be speaking later and hosting a happy hour, and is offering prizes to attendees who leave their business card.
The document discusses Google Analytics and provides an overview of key metrics and factors that website owners should monitor according to the presenter, including site visits, bounce rate, actions/conversions, and time on site. The presenter recommends improving SEO or online marketing to address low visits, optimizing the homepage to reduce a high bounce rate, making the website more compelling to increase conversions, and adding interactivity to extend time on site for low durations. The presenter will be speaking later and hosting a happy hour, and is offering incentives to attendees who leave their business card.
Why Game Publishing is Broken and how We Can Fix It TogetherYaniv Nizan
Game publishing evolved long ago when they were a necessity. Digital publishers of today are offering game dev tools, insights and user profiling that are mainly based on their size. If small game developers would apply a "shared economy" approach to game publishing we have a chance of creating together, better tools, more insights and bigger success for anyone involved.
Develop:Brighton 2017 – What The Bleep Am I Doing? Being a Gamedev Without a ...Steve Crouse
Slides on Pixel Maniacs' Steve Crouse's talk on becoming a game developer – held at Develop Brighton 2017, as part of the Indie Bootcamp sessions.
Talk available at https://youtu.be/9skMITA3MFQ
How to develop a successful casual social game by Rajat agarwallaNASSCOM
If you want to make your social game go viral it is important to understand the nature of the social platform you are using. Viral channels on Facebook change frequently. Therefore, every viral feature needs to be socially acceptable through interaction between users in a game needs.
Wildcard Consulting is organizing the Game Biz-Dev Party Seoul on August 23rd to connect game startups with publishers and investors. Approximately 33 startups will demonstrate their games to around 400 decision-makers. The event will have networking, business meetings, and a space for 5-minute pitches. Past events have attracted over 3000 total attendees. Confirmed sponsors include major game companies like Nexon, Com2us and Gamevil.
Hunting Godzilla - Ben Holmes - Slush 2015Index Ventures
An Investor's Perspective on Games. At Slush 2015 in Helsinki, Index Ventures partner Ben Holmes, shared his learnings from investing in games companies from Playfish to King and Supercell.
The document discusses Google Analytics and provides an overview of key metrics and factors that website owners should monitor according to the presenter, including site visits, bounce rate, actions/conversions, and time on site. The presenter recommends improving SEO or online marketing to address low visits, making the homepage more compelling to reduce the bounce rate, focusing on conversions if the action rate is too low, and adding interactivity to increase time on site for low durations. The presenter will be speaking later and hosting a happy hour, and is offering prizes to attendees who leave their business card.
The document discusses Google Analytics and provides an overview of key metrics and factors that website owners should monitor according to the presenter, including site visits, bounce rate, actions/conversions, and time on site. The presenter recommends improving SEO or online marketing to address low visits, optimizing the homepage to reduce a high bounce rate, making the website more compelling to increase conversions, and adding interactivity to extend time on site for low durations. The presenter will be speaking later and hosting a happy hour, and is offering incentives to attendees who leave their business card.
This document provides information on publishing indie games on Steam and self-publishing. It discusses deciding between working with a publisher or self-publishing, and factors to consider like funding needs, skills, and ownership. For self-publishing, it outlines distribution platforms like Steam, Itch.io, and Indie Game Stand, and their revenue splits. For Steam, it covers the Greenlight and Early Access programs, curators, and definitions. The document emphasizes planning ahead, informing yourself on industry trends, and having both a creative vision and business focus.
The document describes a fantasy football league between two teams of employees to promote sales, team building, and accountability. The teams will compete based on sales metrics, with the winning team receiving a tailgate lunch party and individual MVPs earning prizes. It provides the qualifications, prizes, potential decorations, and overall budget for setting up the fantasy football league competition in the office.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
So you finally made it to the front page of Digg. Question is will your web site stay up or crash and burn? Answer is it will unless you have really planned for it.
Where the Whales live: the pyramid model of F2P designNicholas Lovell
Is monetization ruining F2P games? Funnel-driven design that aims to filter out freeloaders and squeeze the whales is not an inevitable result of the free-to-play business model. We need to build new models for visualizing how we can incorporate the full breadth of the customer demand curve. The pyramid is a way of putting into practice the goal of free-to-play game design: let anybody access your game, and allow people who love what you do to spend lots of money on things they truly value.
This document provides an overview of livestreaming and selling products. It discusses Chisa Pennix-Brown, the instructor, and defines livestreaming as multimedia shared in real time. It then outlines goals for livestreaming like increasing brand recognition and sales. Tips are provided on promotion, equipment, apps to use like Instagram Live and Facebook Live, appearance, introducing yourself during the livestream, and selling services and products. Lastly, it discusses sharing the livestream after and thanking participants.
eSports for Competitive Mobile & Indie Games | David HiltscherJessica Tams
Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
Where have all the GameStar readers goneHeiko Klinge
Germany’s biggest PC gaming magazine GameStar has lost more than 200.000 readers over the past years. But the gamers have not vanished, they just gather at different places. And these places are often overseen or even ignored by most market attendants. An inside view into the games media industry and into the heads of gamers with some surprising facts and figures.
Kiyat Games uses a standardized 2-week process to evaluate new games being considered for their portfolio. The process involves an initial check to ensure the game files run properly, followed by an initial filter looking at graphics, theme, and quality. Selected games then go through a more in-depth evaluation where the Kiyat Games testing team provides both subjective and objective feedback on the game's graphics, genre, content, playability, monetization, and social features. This feedback is compiled into a report sent to the game developer along with Kiyat Games' recommendations.
This document outlines plans for a LIDS Fan Experience activation at Super Bowl XLVII. It describes creating an immersive fan experience with pre-game, in-game, and post-game components. This includes an Ultimate Fan Challenge with trivia, skills tests, and a touchdown dance competition. A social scoreboard would track team support and drive competition between fan bases. The activation also aims to drive sales and promote LIDS through interactive shopping experiences and a digital showroom.
The document discusses best practices for social media marketing at Cartoon Network. It notes that kids are pioneers on digital platforms and demand cool new content. The numbers show Cartoon Network's large social media following across platforms like Facebook, Instagram, and Twitter. It recommends understanding your target audiences, having a strategic plan for each platform focusing on things like visuals, engagement and shares. It also suggests testing content to optimize interactions and integrating social media into all campaigns.
SPSCambridge18 - Modern news publishing with SharePointMaarten Eekels
Presentation I did for SharePoint Saturday Cambridge 2018 on modern news publishing in SharePoint Online, Communication Sites, Hub Sites, Site Theming, Site Designs, and the PnP Starter Kit
You walk into a restaurant and your phone buzzes–a personalized “hello” triggered by beacon technology. You notice a digital menu on a tablet kiosk and see your favorite meals pop up for quick ordering. Suddenly, you hear one of your favorite songs play through the loud speakers, while a range of interactive entertainment crosses the TV screens prompting you to engage.
This presentation looks at how connected in-store technology is enabling a new era of personalized guest experiences, on-premise marketing channels and powerful innovation opportunities at each of your locations.
How to Create a Media Kit for Business Lady Bizness
This document provides guidance on creating an effective media kit to promote a business, person, product, or service. It recommends including key contact details, a 50-200 word bio, relevant photos in common file formats, examples of previous news coverage, and storing the kit online for easy access and sharing on social media platforms. The overall goal is to combine essential information into a single, downloadable PDF to help pitch stories and increase visibility.
Matthew Wilson, Director of Business Development, Rovio EntertainmentWhite Nights Conference
1. The mobile games market has grown significantly since 2008, driven by milestones like the release of app stores and introduction of in-app purchases.
2. Successful mobile game publishers have evolved from a focus on launching games to providing ongoing services and partnering with developers. This includes assistance with marketing, user acquisition, monetization, and ongoing support.
3. When choosing development partners, mobile game publishers like Rovio evaluate metrics like retention, monetization, and cost of user acquisition to identify games with potential. Ensuring the terms of the publishing contract appropriately allocate revenue and costs is also important for incentivizing ongoing support.
Codemasters is the largest independent video game developer and publisher in Europe, based in Leamington Spa, UK. It was founded in 1986 by British brothers David and Richard Darling after developing and selling games from their youth. One of Codemasters' biggest successes was Micro Machines in 1991. Though they regret not expanding more, Codemasters published popular game franchises and was one of the few British firms to self-publish, selling for £84 million in 2007.
This document provides information on publishing indie games on Steam and self-publishing. It discusses deciding between working with a publisher or self-publishing, and factors to consider like funding needs, skills, and ownership. For self-publishing, it outlines distribution platforms like Steam, Itch.io, and Indie Game Stand, and their revenue splits. For Steam, it covers the Greenlight and Early Access programs, curators, and definitions. The document emphasizes planning ahead, informing yourself on industry trends, and having both a creative vision and business focus.
The document describes a fantasy football league between two teams of employees to promote sales, team building, and accountability. The teams will compete based on sales metrics, with the winning team receiving a tailgate lunch party and individual MVPs earning prizes. It provides the qualifications, prizes, potential decorations, and overall budget for setting up the fantasy football league competition in the office.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
You've assembled a bunch of super fun gameplay objectives, figured out in-game action, and conjured a bunch of awesome and engaging characters. You're ready to go, right? Well, not quite. Sooner or later, you're going to have to figure out what your business model is, and how you are going to monetize your hit game. Social Point CMO, Pepe Cantos, talks you through the essentials of game monetization, with examples and tips for success.
The document discusses strategies for creating the perfect in-game store to engage and monetize users. It recommends that stores should be a core part of the game, keep users engaged for long periods by giving them reasons to return. It also suggests including everyday shopping to complete the story, enhance gameplay and provide immediate return on investment. Stores should be located where users frequent like every level or after winning events. Mystery mechanics like unlocking hidden items and surprise boxes can also be used.
So you finally made it to the front page of Digg. Question is will your web site stay up or crash and burn? Answer is it will unless you have really planned for it.
Where the Whales live: the pyramid model of F2P designNicholas Lovell
Is monetization ruining F2P games? Funnel-driven design that aims to filter out freeloaders and squeeze the whales is not an inevitable result of the free-to-play business model. We need to build new models for visualizing how we can incorporate the full breadth of the customer demand curve. The pyramid is a way of putting into practice the goal of free-to-play game design: let anybody access your game, and allow people who love what you do to spend lots of money on things they truly value.
This document provides an overview of livestreaming and selling products. It discusses Chisa Pennix-Brown, the instructor, and defines livestreaming as multimedia shared in real time. It then outlines goals for livestreaming like increasing brand recognition and sales. Tips are provided on promotion, equipment, apps to use like Instagram Live and Facebook Live, appearance, introducing yourself during the livestream, and selling services and products. Lastly, it discusses sharing the livestream after and thanking participants.
eSports for Competitive Mobile & Indie Games | David HiltscherJessica Tams
Delivered at Casual Connect Europe 2016
This talk outlines feature requirements and strategies to develop an active user base around competitive titles early in the life cycle. You learn about simple tools to engage early adopters and foster player liquidity even with low concurrent user numbers and budgets, as well as the decision making process of selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.
Where have all the GameStar readers goneHeiko Klinge
Germany’s biggest PC gaming magazine GameStar has lost more than 200.000 readers over the past years. But the gamers have not vanished, they just gather at different places. And these places are often overseen or even ignored by most market attendants. An inside view into the games media industry and into the heads of gamers with some surprising facts and figures.
Kiyat Games uses a standardized 2-week process to evaluate new games being considered for their portfolio. The process involves an initial check to ensure the game files run properly, followed by an initial filter looking at graphics, theme, and quality. Selected games then go through a more in-depth evaluation where the Kiyat Games testing team provides both subjective and objective feedback on the game's graphics, genre, content, playability, monetization, and social features. This feedback is compiled into a report sent to the game developer along with Kiyat Games' recommendations.
This document outlines plans for a LIDS Fan Experience activation at Super Bowl XLVII. It describes creating an immersive fan experience with pre-game, in-game, and post-game components. This includes an Ultimate Fan Challenge with trivia, skills tests, and a touchdown dance competition. A social scoreboard would track team support and drive competition between fan bases. The activation also aims to drive sales and promote LIDS through interactive shopping experiences and a digital showroom.
The document discusses best practices for social media marketing at Cartoon Network. It notes that kids are pioneers on digital platforms and demand cool new content. The numbers show Cartoon Network's large social media following across platforms like Facebook, Instagram, and Twitter. It recommends understanding your target audiences, having a strategic plan for each platform focusing on things like visuals, engagement and shares. It also suggests testing content to optimize interactions and integrating social media into all campaigns.
SPSCambridge18 - Modern news publishing with SharePointMaarten Eekels
Presentation I did for SharePoint Saturday Cambridge 2018 on modern news publishing in SharePoint Online, Communication Sites, Hub Sites, Site Theming, Site Designs, and the PnP Starter Kit
You walk into a restaurant and your phone buzzes–a personalized “hello” triggered by beacon technology. You notice a digital menu on a tablet kiosk and see your favorite meals pop up for quick ordering. Suddenly, you hear one of your favorite songs play through the loud speakers, while a range of interactive entertainment crosses the TV screens prompting you to engage.
This presentation looks at how connected in-store technology is enabling a new era of personalized guest experiences, on-premise marketing channels and powerful innovation opportunities at each of your locations.
How to Create a Media Kit for Business Lady Bizness
This document provides guidance on creating an effective media kit to promote a business, person, product, or service. It recommends including key contact details, a 50-200 word bio, relevant photos in common file formats, examples of previous news coverage, and storing the kit online for easy access and sharing on social media platforms. The overall goal is to combine essential information into a single, downloadable PDF to help pitch stories and increase visibility.
Matthew Wilson, Director of Business Development, Rovio EntertainmentWhite Nights Conference
1. The mobile games market has grown significantly since 2008, driven by milestones like the release of app stores and introduction of in-app purchases.
2. Successful mobile game publishers have evolved from a focus on launching games to providing ongoing services and partnering with developers. This includes assistance with marketing, user acquisition, monetization, and ongoing support.
3. When choosing development partners, mobile game publishers like Rovio evaluate metrics like retention, monetization, and cost of user acquisition to identify games with potential. Ensuring the terms of the publishing contract appropriately allocate revenue and costs is also important for incentivizing ongoing support.
Codemasters is the largest independent video game developer and publisher in Europe, based in Leamington Spa, UK. It was founded in 1986 by British brothers David and Richard Darling after developing and selling games from their youth. One of Codemasters' biggest successes was Micro Machines in 1991. Though they regret not expanding more, Codemasters published popular game franchises and was one of the few British firms to self-publish, selling for £84 million in 2007.
Big data paris 2011 is cool florian douetteauIsCoolEnt
IsCool Entertainment is a social game publisher based in Paris, France. It is the #1 French publisher in terms of audience and revenue, with 450k daily active users and €9.1 million in revenue in 2010. It has 80 employees and publishes 4 live games on Facebook with over 2.8 million fans. To analyze its big data from 18 million daily user actions and 7 billion annual actions, IsCool uses a mixed approach, combining SaaS analytics platforms for common metrics, an internal data warehouse for detailed metrics and modeling, and data mining tools. It stores 10GB of daily log files in Hadoop and extracts 1GB to its columnar database for analytics.
What is a Good Game? (From the Perspective of a Game Publisher) | Christopher...Jessica Tams
VNG is Vietnam's largest game publisher. They focus on publishing games that have one of three gameplay styles: 1) MMORPGs, 2) casual games, and 3) MOBA, card, and SLG games. They look for games that feature popular IPs from Disney, Chinese dramas, and novels. They also create their own original IPs. Their goal is to enrich the variety of game genres and themes they offer users beyond just hardcore martial arts games. They work with suppliers around the world to obtain games to publish on their platform in Vietnam.
Brazil's mobile gaming market is booming, and we can help you get the most out of it.
From product analysis to customer acquisition and marketing funding, Leela is the first Mobile Game Publisher focused in Brazil, formed by a team of industry veterans and backed up by Gazeus, Brazil's biggest social/mobile game developer.
FL Mobile is a leading Chinese mobile game publisher and operator with a user base of 87 million and monthly active users of 16 million. It has strong partnerships with top game companies and distribution capabilities through various channels including mobile operators, retailers, and advertising networks. FL Mobile also has marketing and promotion experience, including celebrity endorsements, that have led to successful game launches and high rankings.
Activision Blizzard is a leading global video game publisher headquartered in California. It has strong franchises like Call of Duty, World of Warcraft, and Guitar Hero. However, it relies heavily on a small number of successful franchises and faces threats from delays in new releases, loss of interest in current games, and rising development costs.
Teamtop Games is a global mobile and browser game developer and publisher headquartered in Guangzhou, China. It was founded in 2010 and owns 10 in-house game development studios. Teamtop Games publishes games through global partners and covers 90% of Chinese mobile game distribution channels. Some of Teamtop's popular games include Yitien, Dragon Knight, Fire Rush, Romance of Heroes, and Fantasy Arena.
Palestra GamerTalks InfNet - 2015 - Mercado e Oportunidades para empresas de ...Carlos Estigarribia
O documento fornece informações sobre a indústria de jogos eletrônicos no Brasil. Apresenta dados sobre receitas, base de usuários, empresas e pólos de desenvolvimento no país. Detalha os tipos de jogos produzidos, a estrutura típica de estúdios e custos de produção. Fornece ainda detalhes sobre empresas de jogos no Rio de Janeiro e o ecossistema de apoio nessa cidade.
Mobile Game Asia 2015 Ho Chi Minh City: The role of a game publisher in VietnamGameLandVN
Bài chia sẻ của ông Lê Hồng Minh, Tổng Giám đốc VNG, về chủ đề "Vai trò của nhà phát hành game tại thị trường Việt Nam" tại hội thảo Mobile Game Asia 2015 diễn ra tại TP.Hồ Chí Minh, Việt Nam.
VNG was originally a PC game publisher that saw great success for 8 years, but then faced challenges as the environment rapidly changed with the rise of mobile gaming. To adapt, VNG built an integrated game business model across PC and mobile to publish their franchises on multiple platforms and find continued growth in the new mobile era.
Ubisoft is a large French video game publisher and developer with studios in 17 countries and over 5,000 employees. It is the third largest video game publisher in Europe and fourth largest in America. Some of Ubisoft's most successful franchises include Assassin's Creed, Tom Clancy's Rainbow Six, and Prince of Persia. The Just Dance series on the Wii console has also seen strong sales, with the first game selling over 4 million copies and Just Dance 2 selling over 5 million. Ubisoft has faced some controversies over the years related to copy protection issues and lawsuits.
This document provides a business plan for a Dosa restaurant. It outlines objectives to keep food costs below 35% of revenue and expand marketing. The plan details the restaurant's mission to provide excellent food and service. It will feature indoor and outdoor seating with a unique Indian design. The menu will focus on dosas and other South Indian cuisine. The plan analyzes the target market and identifies competitors. It proposes strategies for marketing, sales, management, hiring staff, and financial projections.
SF Game Dev Meetup (Oct 2019): To Self-Publish Or Not To Self-Publish, David ...David Piao Chiu
To self-publish or not to self-publish, that is the question. The mobile F2P space is more competitive than ever. Millions of existing apps already in the app stores, thousands of new games launching each week and the costs of user acquisition keeps increasing. Should developers partner with a publisher or launch the game on their own?
This presentation will explore the case of self-publishing versus working with a publisher. We will explore the pros and cons for each one, questions the developer should be asking themselves and their potential publishing partner. Moreover, it will cover best practices for self-publishing, common mistakes to avoid to maximize your success. This will include best practices for improving retention, IAP monetization, ad monetization and virality.
Common Business Terms And Publisher/Developer Expectations -- Daniel Wiggins, Director, Business Development at Kabam (The White Nights: Mobile Games Conference 2014 http://www.wnconf.com).
SPS NYC - End User Adoption - Microsoft Teams and Planner - Without Change Th...Heather Newman
We all want to be quicker, more productive and collaborate rapidly on any device at any time. The good news is that our technology continues to innovate at the speed of light. The bad news is true adoption is sorely lacking, we often stick to what we know. Join Heather Newman, Microsoft MVP and Chief Marketing Officer of Content Panda, as she uses real-world use cases to provide you the blueprint for a metamorphic change in employee productivity and simple tips and tricks for using Microsoft Teams and Microsoft Planner on the go. You’ll leave this session with a clear understanding of how your employees can leverage both Microsoft Teams and Planner together with OneNote, OneDrive and SharePoint. Shazam!
Your Game is None of Your Business | Randall RobbinsJessica Tams
Delivered at Casual Connect USA 2016. How can you validate if your game is worth playing before you write a single line of code? How can you get people to sign up to play your game before a demo is even ready? How many units do you need to ship in order to pay for the initial development of your next game? How many signups do you need this month? The purpose of this talk is to take a step back and view the “Business” as being your product, not the game.
The Games Industry Analytics Forum returned for its third gathering of the year in San Francisco and its 10th meet-up, on Monday August 10th.
Featuring presentations and expert panel discussions, the GIAF is a unique opportunity for practitioners looking to generate insight and value from big data game analytics; one of the most important trends in games.
Talks at this GIAF:
Nurturing the player journey
Kady Srinivasan, Sr Director of Player Engagement - Mobile at Electronic Arts
Lean analytics
Will Perone, CTO at Wicked Fun
Analytics architecture at IMVU
Jon Watte, VP of Technology at IMVU
Using data to prove the value of haptics
Nick Thomas*, Head of Gaming at Immersion Corporation.
The event is free for game analytics practitioners. For more info on future GIAF events, visit www.deltadna.com/GIAF
*Slides from Immersion are not included in this slide deck at present
How To Find The Best Publishing Deal For Your Video Game | Louis Rene AuclairJessica Tams
The document provides advice on evaluating a game project and finding the best publishing deal. It examines the mobile games market and challenges for independent developers. Different publishing models like traditional, break-even, burn rate and financing are outlined with their advantages and disadvantages. The key is to understand one's strengths and leverage in negotiations while keeping focus on the game.
Licensing Games in Southeast Asia 101 | Robin NgJessica Tams
Delivered at Casual Connect Asia 2016
Southeast Asia is a quickly growing region where many publishers and game companies are expanding their publishing efforts. This creates strong competition for game developers in licensing or finding a publishing partner in SEA. This session will address the factors publishers look at in a game that makes them ideal for publishing in SEA and the kind of games that are appealing in the SEA region.
How to Succeed in the F2P Market: Stats, Best Practices and Common Mistakes |...Jessica Tams
Delivered at Casual Connect Asia 2016
Free-to-play games dominate the PC browser and mobile markets. But with ever-increasing UA costs and fierce competition from existing and new games, how can you compete in this crowded space? It is necessary to have a solid understanding of F2P to know what drives strong long term retention and monetization. This session will share real-world stats, best practices and common mistakes to avoid in order to maximize your chances of success.
1. The document discusses how to analyze and reduce competitive threats by setting up a team to gather information on the top 5 competitive threats, their strategies, and market share.
2. Key sources of information include websites, competitive intelligence, internal databases, past plans, and lost/new business. The team should identify competitors, their market presence, strategies, products/services, and map their breadth of offerings.
3. Ways to reduce the threat include not underestimating competition, changing pricing tactics, knowing contract expiration dates, improving account ownership, and delivering what is promised to customers.
Pandawa Games is an Indonesian game publisher founded in 2013 that focuses on online, mobile, and game platform games. The company publishes and operates games, handles game marketing, and supports gaming communities. Pandawa aims to provide fun and creative online content for gamers in Indonesia and become a leading game publisher recognized for its iconic titles. It has experience working with international developers and was a pioneer in publishing the first cross-platform MMORPG for mobile in Indonesia.
The document summarizes key concepts from a marketing presentation. It discusses defining marketing using the concepts of know, like, trust. It introduces the marketing hourglass as a framework and explores filling gaps in products and processes. It also covers the three pillars of enchantment - being likeable, trustworthy, and having a great cause. The purpose of business and how culture can be a strategy are discussed.
Anatomy of a successful pitch is discussed, including keeping it short and focused on the audience, problem to be solved, and team leading the solution. Key stakeholders for funding are identified along with what motivates their investments. Guidance is provided on crafting an compelling story around the market opportunity and solution, building traction, and ultimately securing funding to take the business to the next level.
The Marketing Playbook for API & SDK AdoptionKate Pietrelli
Beyond a doubt, the marketplace for application distribution is crowded, and fatigue is setting in among developers. How do you rise above the rest, and get developers to prioritize implementing your API or SDK over the competition? What are the best channels to market and what outcomes can you anticipate to achieve? Kate Pietrelli shares tactics and insights regarding API and SDK marketing for developers from traditional lead gen and demand programs to media and events to messaging strategies.
This document provides guidance on analyzing competition by:
1) Gathering information on the top 5 competitive threats including why they are a threat and how to reduce the threat.
2) Identifying key sources of information about competitors and mapping out each competitor's market presence, strategies, products/services.
3) Developing strategies to protect existing business by improving account ownership, visitation frequency, and ensuring promises are delivered.
The computer gaming industry is larger than the music and film industries combined. Online casual games have over 217 million monthly players who enjoy the games for 11-8 hours per week on average. Casual games are played globally on multiple platforms and have high player loyalty. SkillPod Media is an online gaming company with over 10 years of experience that provides a games platform and advertising solutions. Their platform allows for game management, high scores, tournaments and player profiles.
The Future of GameMaker: How It Changes The Way to Design Games
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Marketing a Mobile Action Game in Asia: Lessons Learnt
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Where's the Money, Lebowski? How to Spot And Fix an In-Game Economy Problem
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
The Wild Eight: How to Publish a Game on Steam Successfully
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Idols of the Game Design or Things That Can Ruin Your Fruitful Farms, Great Cities, and Other Genius Games
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
Analytics That Increased ARPU: Real Life Cases of Using Events in AppMetrica
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
“Video” Games: Exploring the Power of Video in Mobile Gaming Monetization
(White Nights Conference St. Petersburg 2017)
The official conference website — http://wnconf.com
This document analyzes data from over 120 million mobile users and 25,000 apps to evaluate mobile advertising formats and networks. It finds that rewarded videos generated the highest eCPMs, particularly from AdColony, Vungle, and Chartboost. Interstitials also increased and remained reliable, with top networks being OpenX, MoPub, and Amazon Ads. Video ads grew strongly, led by MoPub, Applovin, and Vungle. The document provides recommendations for implementing different ad formats effectively based on the analysis.
Cover Story - China's Investment Leader - Dr. Alyce SUmsthrill
In World Expo 2010 Shanghai – the most visited Expo in the World History
https://www.britannica.com/event/Expo-Shanghai-2010
China’s official organizer of the Expo, CCPIT (China Council for the Promotion of International Trade https://en.ccpit.org/) has chosen Dr. Alyce Su as the Cover Person with Cover Story, in the Expo’s official magazine distributed throughout the Expo, showcasing China’s New Generation of Leaders to the World.
Satta matka fixx jodi panna all market dpboss matka guessing fixx panna jodi kalyan and all market game liss cover now 420 matka office mumbai maharashtra india fixx jodi panna
Call me 9040963354
WhatsApp 9040963354
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
Tired of chasing down expiring contracts and drowning in paperwork? Mastering contract management can significantly enhance your business efficiency and productivity. This guide unveils expert secrets to streamline your contract management process. Learn how to save time, minimize risk, and achieve effortless contract management.
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART INDIA MATKA KALYAN SATTA MATKA 420 INDIAN MATKA SATTA KING MATKA FIX JODI FIX FIX FIX SATTA NAMBAR MATKA INDIA SATTA BATTA
❼❷⓿❺❻❷❽❷❼❽ Dpboss Matka Result Satta Matka Guessing Satta Fix jodi Kalyan Final ank Satta Matka Dpbos Final ank Satta Matta Matka 143 Kalyan Matka Guessing Final Matka Final ank Today Matka 420 Satta Batta Satta 143 Kalyan Chart Main Bazar Chart vip Matka Guessing Dpboss 143 Guessing Kalyan night
Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
Non Linear Optimization
Demonstrating Business Performance Improvement
Enhancing Adoption of AI in Agri-food: IntroductionCor Verdouw
Introduction to the Panel on: Pathways and Challenges: AI-Driven Technology in Agri-Food, AI4Food, University of Guelph
“Enhancing Adoption of AI in Agri-food: a Path Forward”, 18 June 2024
4. Why are We here?
• 400 Pitches
• 1/2 are Mobile
• 90% being
rejected
• 1% signed
• Help developers better
understand publisher’s
point of view
• Help to choose the
best publisher for the
game
4
7. What matters most for the Publisher?
Idea Prototype Alpha Soft-Launch Release
7
• Team
• Experience
• Portfolio
• Investors
• Market
Opportunity
• Fun to Play
• Core Gameplay
• References
• Target Audience
• Business
Model
• LTV• KPIs
- Acquisition
- Retention
- Monetization
• Publishing offers
• Press coverage
8. 8
Product Publisher contribution
• Casual Audience
• Platforms Business Development
• PR
• Сommunity Management
• Mid/Hardcore Audience
• UA Expertise
• Regional Clusters & Publishing Teams
• Multi Language Support
• Monetization Expertise
• Tech Expertise
Casual Games
Mid-core/Hard-core
Games
13. What we offer
• Worldwide publishing
• Flexible publishing terms
• Access to audience: 150+ M registered users
• Marketing and BizDev Expertize
• Infrastructure solutions (servers, platform, payment system, etc.)
• Global customer multi-language support
• Producing and technical expertise and support
13
14. “Special offer” for Mobile projects
• Apply for publishing at wglabs.com and pass the review
• Get up to $30K UA budget for Soft Launch*
• Reach required KPIs and Get
a Publishing Contract
*UA is being provided by WG Labs.
14
FOCUS: F2P, GaaS, Mid-core,
MMO, PvP based