Bwin.party appoints former 3i chief philip yea as chairmanOliver Grave
Philip Yea, the former chief executive of 3i, has been appointed as the new chairman of Bwin.Party. Bwin.Party is shifting its focus from unregulated "grey markets" to regulated markets like the US, where online gambling has been legalized in some states. Yea's experience in managing expectations and presenting activities in a favorable light will help as Bwin.Party navigates political developments affecting its business. Some analysts see opportunities for Bwin.Party to leverage its technology and reduce costs to create shareholder value as it expands its US operations.
Mercury General spent $16 million to support Proposition 17 in California, which would have extended longevity discounts to drivers who switch insurers, but it lost by 4% of the vote. Despite outspending his opponent over 3 to 1, insurance commissioner candidate Steve Poizner also lost his primary race for governor. While little-known Brian FitzGerald, an attorney who spent little on his campaign, currently holds a narrow lead over Assemblyman Mike Villines in another primary race. Mercury may have been better off giving $250 rebates to 64,000 new customers rather than spending on the failed ballot measure.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes the Wii has been sold out for two Christmas seasons due to unpredicted demand outpacing production. It also examines Nintendo's competitors like Microsoft and Sony, strategies to expand their target demographic beyond young males, and need to diversify beyond solely focusing on gaming. The presentation identifies key challenges around logistics, competition, expanding markets, and online features to address through improved forecasting, operations management, and targeting untapped markets.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes current challenges with meeting high Wii demand. It also examines Nintendo's competitors like Microsoft and Sony, the need to expand their target market beyond core gamers, and the importance of increasing online features and diversifying beyond solely gaming. Key recommendations include improving production forecasting to reduce stock outs, implementing operations strategies to boost production, and further developing online components and broader target audiences.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
Bwin.party appoints former 3i chief philip yea as chairmanOliver Grave
Philip Yea, the former chief executive of 3i, has been appointed as the new chairman of Bwin.Party. Bwin.Party is shifting its focus from unregulated "grey markets" to regulated markets like the US, where online gambling has been legalized in some states. Yea's experience in managing expectations and presenting activities in a favorable light will help as Bwin.Party navigates political developments affecting its business. Some analysts see opportunities for Bwin.Party to leverage its technology and reduce costs to create shareholder value as it expands its US operations.
Mercury General spent $16 million to support Proposition 17 in California, which would have extended longevity discounts to drivers who switch insurers, but it lost by 4% of the vote. Despite outspending his opponent over 3 to 1, insurance commissioner candidate Steve Poizner also lost his primary race for governor. While little-known Brian FitzGerald, an attorney who spent little on his campaign, currently holds a narrow lead over Assemblyman Mike Villines in another primary race. Mercury may have been better off giving $250 rebates to 64,000 new customers rather than spending on the failed ballot measure.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes the Wii has been sold out for two Christmas seasons due to unpredicted demand outpacing production. It also examines Nintendo's competitors like Microsoft and Sony, strategies to expand their target demographic beyond young males, and need to diversify beyond solely focusing on gaming. The presentation identifies key challenges around logistics, competition, expanding markets, and online features to address through improved forecasting, operations management, and targeting untapped markets.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes current challenges with meeting high Wii demand. It also examines Nintendo's competitors like Microsoft and Sony, the need to expand their target market beyond core gamers, and the importance of increasing online features and diversifying beyond solely gaming. Key recommendations include improving production forecasting to reduce stock outs, implementing operations strategies to boost production, and further developing online components and broader target audiences.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
The Ultimate Gaming & eSports Career Guide: Discover the opportunities and sk...Rob Kingyens
The Ultimate Gaming & eSports Career Guide
Are you looking for a career in gaming? Learn about the opportunities and skills you need to work in the footwear industry in this guide.
You’ve probably heard about the explosive growth of esports and gaming, but do you know how to break into the field?
The total global gaming market was valued at $178 billion in 2021 and is forecasted to reach $269 billion by 2025. In January 2022, retail gaming revenue alone in the U.S. reached $4.68 billion. But the fastest-growing sector in gaming is eSports. The eSports industry’s global market revenue is forecast to grow to as much as $1.62 billion in 2024. There are an estimated 621 teams across the U.S. among varying levels of competition, representing more than 1120 players.
This comprehensive guide will provide an in-depth look at the gaming and eSports industry and a roadmap for how to start your career. In addition, the guide contains information about what jobs are available and the skills that you need.
The Ultimate Gaming & eSports Career Guide is your source to discover careers and learn entry points into the industry. In addition to providing information on different career paths available, we also offer exercises on how to begin your career and highlight important skills to help you succeed. In this guide, you can explore the jobs that drive the market, then search for your perfect career by area of interest, skills, companies, or industry experts.
Learn about your skills and interests, identify career options you might pursue, and implement a successful strategy to attain your desired career outcomes.
In this guide, you’ll find the following information:
• Overview of the gaming & eSports industry
• The future of gaming & eSports
• Gaming & eSports Career Library
• Career Planning Strategy to get into the gaming industry
You’ll also find simple exercises that help you:
• form a career planning strategy to get into the gaming industry
• find your passion for the gaming & eSports business and identify an area of interest to pursue
• learn the industry through top teams, companies, and its key players
identify your skills and match them to a place of interest
Looking to learn more about the gaming & eSports industry, the opportunities in gaming, or build the skills you need? Explore our gaming & eSports course — Gaming & eSports Industry Essentials — led by FIT Gaming to learn the ins and outs of the industry while building your expertise to break into the field.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
The document is a marketing research report comparing the PS3 and Xbox 360 game consoles. A survey of 88 respondents was conducted to understand perceptions, behaviors and demographics of console owners. Key findings include that most respondents have played video games for over 15 years, perceive the PS3 as more reliable but Xbox 360 has a more reliable online network. Respondents were willing to pay $20-50 annually for online access and exclusive titles influenced purchases. The report recommends PS3 improve its online network and Xbox 360 focus on reliability to help PS3 surpass it in sales.
The document summarizes how Digital Future engages the geek chic audience across multiple platforms. It describes Digital Future's large reach of over 32 million men online and through various publications. It then provides details on the geek chic audience demographics and behaviors, such as being mostly young, influential males who are early adopters of new technologies. Finally, it shares some of Digital Future's properties and examples of past marketing campaigns for clients such as Scion, Hyundai, and video game publishers.
1. The document discusses strategies for building strong brands and marketing games, including developing a brand identity, positioning the brand, and utilizing various media for promotion.
2. It emphasizes the importance of a multi-pronged approach to promotion, including events, viral marketing techniques, and leveraging online communities and media like YouTube and Facebook.
3. Viral marketing case studies of games like Bioshock and Halo 3 are presented that show how generating buzz through unique in-game elements and limited access can help drive word-of-mouth promotion.
A business plan presentation for a video game that allows you to play beer pong using the Nintendo Wii platform. This was created for my Entrepreneurship course at the University of Washington.
The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
This document discusses brand equity in the video game console market, specifically for Xbox, PlayStation, and Nintendo brands. It covers several topics:
- Brand equity is an important factor for gaming consoles to compete for market share. Brand equity of titles can impact the console brand equity.
- Polls show that specific console platforms can have strong brand equity separate from their primary brand. Nintendo was successful in invigorating its brand equity by departing from traditional console design.
- Maintaining brand equity across platforms is difficult for gaming companies due to the proliferation of titles across consoles. Strategic pricing and speed to market are not enough on their own.
The document discusses in-game advertising, which involves placing ads within video games. It provides details on the types of in-game ads, advantages like high reach and engagement, examples of campaigns from McDonald's and Obama, and tips for effective in-game advertising. The future of in-game advertising is predicted to involve games built around brands' social media plans and content unlocked through user engagement.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
This document provides an overview and comparison of the PlayStation 4 and Xbox One video game consoles. It discusses the key features of each system, including processing power, graphics capabilities, exclusive games, and accessories. The PS4 is reported to have more processing power at 6.0 teraflops compared to the Xbox One's 3.0 teraflops. However, the Xbox One is designed more as an all-in-one entertainment system. The document also notes that the PS4 has many more exclusive game titles than the Xbox One and is priced $100 lower starting at $499.
Player Engagement and In-Game AdvertisingTyler Pace
In this paper, we present an analysis of physiological engagement with advertising-rich video games. Physiological engagement was measured with OTOinsight’s Quantemo™ neuromarketing measurement platform. Analyzing the results from three separate physical traces in combination with eye tracking and interview data, we present a series of five insights for the design and dissemination of future in-game advertising.
Sony Corporation of America is headquartered in New York and is the principal U.S. business of Sony Group Corporation, which is based in Tokyo, Japan. Sony's main U.S. businesses include electronics, gaming, music, and pictures. For fiscal year 2020, Sony reported annual sales of approximately $76.67 billion USD and employs around 114,400 people globally. Some key factors that affect Sony's supply and demand include input prices, technology changes, and COVID-19 impacts on different business segments.
The global digital gaming market is forecasted to reach $272.2 billion by 2022, growing at a CAGR of 18.98% from 2016. The mobile gaming segment currently generates the most revenue, followed by console and PC games. Key trends driving growth include the shift to digital distribution, use of communication tools and virtual credits for monetization, adoption of AR/VR technologies, the rise of esports, and a growing number of women and non-millennial gamers. North America represents a major market, supported by increasing incomes, internet penetration, and interest in esports. Leading companies like Electronic Arts are focusing on esports and mobile gaming to capitalize on these trends.
- Massive is a leading in-game advertising network established in 2002 with over 110 game titles and 824 ad campaigns from 223 clients.
- Video games have become a major entertainment medium, surpassing the film industry in revenue. The audience is primarily males aged 13-34 with above average incomes.
- Dynamic in-game advertising allows ads to be customized by game, language, location, and updated in real-time, providing interactivity and engagement that increases advertising effectiveness.
The document provides an overview of Sony Playstation 3, including its mission, product categories, and marketing strategies. Some key points:
1) Sony aims to be a leading provider of networked consumer electronics and entertainment.
2) The Playstation 3 allows gaming and streaming movies/TV shows.
3) Sony segments customers and markets the Playstation 3 based on demographics and psychographics.
Launching PC & Console Titles in the Ever-Changing Games Market in 2023Harsha MV
The document discusses strategies for games to stand out in an increasingly crowded gaming market. It provides examples of games leveraging existing intellectual property (IP) and transmedia strategies to attract audiences. Additionally, it discusses the growing creator economy and how gaming brands can partner with influencers to build authentic connections and drive player engagement. Leveraging cultural relevance and community is highlighted as an important way for games to succeed.
The Ultimate Gaming & eSports Career Guide: Discover the opportunities and sk...Rob Kingyens
The Ultimate Gaming & eSports Career Guide
Are you looking for a career in gaming? Learn about the opportunities and skills you need to work in the footwear industry in this guide.
You’ve probably heard about the explosive growth of esports and gaming, but do you know how to break into the field?
The total global gaming market was valued at $178 billion in 2021 and is forecasted to reach $269 billion by 2025. In January 2022, retail gaming revenue alone in the U.S. reached $4.68 billion. But the fastest-growing sector in gaming is eSports. The eSports industry’s global market revenue is forecast to grow to as much as $1.62 billion in 2024. There are an estimated 621 teams across the U.S. among varying levels of competition, representing more than 1120 players.
This comprehensive guide will provide an in-depth look at the gaming and eSports industry and a roadmap for how to start your career. In addition, the guide contains information about what jobs are available and the skills that you need.
The Ultimate Gaming & eSports Career Guide is your source to discover careers and learn entry points into the industry. In addition to providing information on different career paths available, we also offer exercises on how to begin your career and highlight important skills to help you succeed. In this guide, you can explore the jobs that drive the market, then search for your perfect career by area of interest, skills, companies, or industry experts.
Learn about your skills and interests, identify career options you might pursue, and implement a successful strategy to attain your desired career outcomes.
In this guide, you’ll find the following information:
• Overview of the gaming & eSports industry
• The future of gaming & eSports
• Gaming & eSports Career Library
• Career Planning Strategy to get into the gaming industry
You’ll also find simple exercises that help you:
• form a career planning strategy to get into the gaming industry
• find your passion for the gaming & eSports business and identify an area of interest to pursue
• learn the industry through top teams, companies, and its key players
identify your skills and match them to a place of interest
Looking to learn more about the gaming & eSports industry, the opportunities in gaming, or build the skills you need? Explore our gaming & eSports course — Gaming & eSports Industry Essentials — led by FIT Gaming to learn the ins and outs of the industry while building your expertise to break into the field.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
The document is a marketing research report comparing the PS3 and Xbox 360 game consoles. A survey of 88 respondents was conducted to understand perceptions, behaviors and demographics of console owners. Key findings include that most respondents have played video games for over 15 years, perceive the PS3 as more reliable but Xbox 360 has a more reliable online network. Respondents were willing to pay $20-50 annually for online access and exclusive titles influenced purchases. The report recommends PS3 improve its online network and Xbox 360 focus on reliability to help PS3 surpass it in sales.
The document summarizes how Digital Future engages the geek chic audience across multiple platforms. It describes Digital Future's large reach of over 32 million men online and through various publications. It then provides details on the geek chic audience demographics and behaviors, such as being mostly young, influential males who are early adopters of new technologies. Finally, it shares some of Digital Future's properties and examples of past marketing campaigns for clients such as Scion, Hyundai, and video game publishers.
1. The document discusses strategies for building strong brands and marketing games, including developing a brand identity, positioning the brand, and utilizing various media for promotion.
2. It emphasizes the importance of a multi-pronged approach to promotion, including events, viral marketing techniques, and leveraging online communities and media like YouTube and Facebook.
3. Viral marketing case studies of games like Bioshock and Halo 3 are presented that show how generating buzz through unique in-game elements and limited access can help drive word-of-mouth promotion.
A business plan presentation for a video game that allows you to play beer pong using the Nintendo Wii platform. This was created for my Entrepreneurship course at the University of Washington.
The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
This document discusses brand equity in the video game console market, specifically for Xbox, PlayStation, and Nintendo brands. It covers several topics:
- Brand equity is an important factor for gaming consoles to compete for market share. Brand equity of titles can impact the console brand equity.
- Polls show that specific console platforms can have strong brand equity separate from their primary brand. Nintendo was successful in invigorating its brand equity by departing from traditional console design.
- Maintaining brand equity across platforms is difficult for gaming companies due to the proliferation of titles across consoles. Strategic pricing and speed to market are not enough on their own.
The document discusses in-game advertising, which involves placing ads within video games. It provides details on the types of in-game ads, advantages like high reach and engagement, examples of campaigns from McDonald's and Obama, and tips for effective in-game advertising. The future of in-game advertising is predicted to involve games built around brands' social media plans and content unlocked through user engagement.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
This document provides an overview and comparison of the PlayStation 4 and Xbox One video game consoles. It discusses the key features of each system, including processing power, graphics capabilities, exclusive games, and accessories. The PS4 is reported to have more processing power at 6.0 teraflops compared to the Xbox One's 3.0 teraflops. However, the Xbox One is designed more as an all-in-one entertainment system. The document also notes that the PS4 has many more exclusive game titles than the Xbox One and is priced $100 lower starting at $499.
Player Engagement and In-Game AdvertisingTyler Pace
In this paper, we present an analysis of physiological engagement with advertising-rich video games. Physiological engagement was measured with OTOinsight’s Quantemo™ neuromarketing measurement platform. Analyzing the results from three separate physical traces in combination with eye tracking and interview data, we present a series of five insights for the design and dissemination of future in-game advertising.
Sony Corporation of America is headquartered in New York and is the principal U.S. business of Sony Group Corporation, which is based in Tokyo, Japan. Sony's main U.S. businesses include electronics, gaming, music, and pictures. For fiscal year 2020, Sony reported annual sales of approximately $76.67 billion USD and employs around 114,400 people globally. Some key factors that affect Sony's supply and demand include input prices, technology changes, and COVID-19 impacts on different business segments.
The global digital gaming market is forecasted to reach $272.2 billion by 2022, growing at a CAGR of 18.98% from 2016. The mobile gaming segment currently generates the most revenue, followed by console and PC games. Key trends driving growth include the shift to digital distribution, use of communication tools and virtual credits for monetization, adoption of AR/VR technologies, the rise of esports, and a growing number of women and non-millennial gamers. North America represents a major market, supported by increasing incomes, internet penetration, and interest in esports. Leading companies like Electronic Arts are focusing on esports and mobile gaming to capitalize on these trends.
- Massive is a leading in-game advertising network established in 2002 with over 110 game titles and 824 ad campaigns from 223 clients.
- Video games have become a major entertainment medium, surpassing the film industry in revenue. The audience is primarily males aged 13-34 with above average incomes.
- Dynamic in-game advertising allows ads to be customized by game, language, location, and updated in real-time, providing interactivity and engagement that increases advertising effectiveness.
The document provides an overview of Sony Playstation 3, including its mission, product categories, and marketing strategies. Some key points:
1) Sony aims to be a leading provider of networked consumer electronics and entertainment.
2) The Playstation 3 allows gaming and streaming movies/TV shows.
3) Sony segments customers and markets the Playstation 3 based on demographics and psychographics.
Launching PC & Console Titles in the Ever-Changing Games Market in 2023Harsha MV
The document discusses strategies for games to stand out in an increasingly crowded gaming market. It provides examples of games leveraging existing intellectual property (IP) and transmedia strategies to attract audiences. Additionally, it discusses the growing creator economy and how gaming brands can partner with influencers to build authentic connections and drive player engagement. Leveraging cultural relevance and community is highlighted as an important way for games to succeed.