Yengage Japanese Ad Agency Credential And Case StudiesJustin Endo
Yengage is a Japanese advertising agency that helps market foreign mobile games and Apps in Japan. Services include User Acquisition, Performance Marketing, PR, Creative Production, and Influencer Marketing. This is Yengage's agency credential and public case studies. Visit https://yengage.net for more information.
How to make your social app a success mahak sharma_in_mobiMahak Sharma
The document discusses strategies for making social apps successful. It covers topics like marketing social apps, user acquisition, tracking conversions, increasing app store ranks, and taking social apps global. Key points include choosing the right marketing channels for user acquisition, optimizing across channels, leveraging social media and pre-launch marketing, creating effective app landing pages, and localizing apps for different countries and platforms to increase downloads and revenues.
Infinity Events is a leading event management company in India that offers a one-stop solution for various events including musical shows, sports, exhibitions, fashion shows, seminars, and holidays. It aims to become the top player in the entertainment industry by providing exceptional service, creativity, and production expertise. The company's areas of expertise include event promotion, management of sports and fashion shows, seminar and conference planning, and hotel reservations and travel services. Some of Infinity Events' notable clients include Satyam Computers, IBM, nVidia Graphics, and HSBC.
ADWAYS Session 3. Monetising in Southeast AsiaADWAYS KOREA
Coda helps game publishers in Southeast Asia increase revenue and decrease user acquisition costs. Coda provides alternative payment methods popular in the region like e-wallets, carrier billing, and convenience stores. This allows publishers to access a larger paying user base and increases average transaction values. Coda also helps publishers acquire paying users more cost-effectively through Facebook ads targeted to its database of customers who have used alternative payment methods in the past. Partnering with Coda allows publishers to optimize their monetization and user acquisition strategies for the Southeast Asian market.
Entrepreneurship presentation on projectZohaib Ahmed
- The document outlines a business plan for a partnership called Youth Fun Land that aims to establish an entertainment market in Multan, Punjab providing various games and activities.
- The partners are Arshad Hayat, Zohaib Ahmed, Bilal Leghari, and Ali Raza. They plan to provide services like snooker, table tennis, computer games, shooting games, and more in a friendly environment.
- The objectives include generating loyal customers, creating a positive brand image, encouraging future investment, and eventually expanding offerings over the long term. Short term goals focus on covering initial expenses and improving operations.
The document outlines a product strategy for a mobile game called 2Patti Loot targeted at North Indian traders in Bangalore. It discusses developing a mobile version of the popular 3Patti card game to keep traders occupied during downtime. Key points include:
- The game will have 6 variations of 3Patti/Teen Patti to engage players.
- The total addressable market is estimated at 20 million players across India, Pakistan and the US aged 19-54.
- The MVP will focus on single player gameplay in portrait mode for flexibility.
- Key competitors offer landscape mode only so portrait mode is a unique value proposition.
- A monthly marketing plan is outlined to boost app
Yengage Japanese Ad Agency Credential And Case StudiesJustin Endo
Yengage is a Japanese advertising agency that helps market foreign mobile games and Apps in Japan. Services include User Acquisition, Performance Marketing, PR, Creative Production, and Influencer Marketing. This is Yengage's agency credential and public case studies. Visit https://yengage.net for more information.
How to make your social app a success mahak sharma_in_mobiMahak Sharma
The document discusses strategies for making social apps successful. It covers topics like marketing social apps, user acquisition, tracking conversions, increasing app store ranks, and taking social apps global. Key points include choosing the right marketing channels for user acquisition, optimizing across channels, leveraging social media and pre-launch marketing, creating effective app landing pages, and localizing apps for different countries and platforms to increase downloads and revenues.
Infinity Events is a leading event management company in India that offers a one-stop solution for various events including musical shows, sports, exhibitions, fashion shows, seminars, and holidays. It aims to become the top player in the entertainment industry by providing exceptional service, creativity, and production expertise. The company's areas of expertise include event promotion, management of sports and fashion shows, seminar and conference planning, and hotel reservations and travel services. Some of Infinity Events' notable clients include Satyam Computers, IBM, nVidia Graphics, and HSBC.
ADWAYS Session 3. Monetising in Southeast AsiaADWAYS KOREA
Coda helps game publishers in Southeast Asia increase revenue and decrease user acquisition costs. Coda provides alternative payment methods popular in the region like e-wallets, carrier billing, and convenience stores. This allows publishers to access a larger paying user base and increases average transaction values. Coda also helps publishers acquire paying users more cost-effectively through Facebook ads targeted to its database of customers who have used alternative payment methods in the past. Partnering with Coda allows publishers to optimize their monetization and user acquisition strategies for the Southeast Asian market.
Entrepreneurship presentation on projectZohaib Ahmed
- The document outlines a business plan for a partnership called Youth Fun Land that aims to establish an entertainment market in Multan, Punjab providing various games and activities.
- The partners are Arshad Hayat, Zohaib Ahmed, Bilal Leghari, and Ali Raza. They plan to provide services like snooker, table tennis, computer games, shooting games, and more in a friendly environment.
- The objectives include generating loyal customers, creating a positive brand image, encouraging future investment, and eventually expanding offerings over the long term. Short term goals focus on covering initial expenses and improving operations.
The document outlines a product strategy for a mobile game called 2Patti Loot targeted at North Indian traders in Bangalore. It discusses developing a mobile version of the popular 3Patti card game to keep traders occupied during downtime. Key points include:
- The game will have 6 variations of 3Patti/Teen Patti to engage players.
- The total addressable market is estimated at 20 million players across India, Pakistan and the US aged 19-54.
- The MVP will focus on single player gameplay in portrait mode for flexibility.
- Key competitors offer landscape mode only so portrait mode is a unique value proposition.
- A monthly marketing plan is outlined to boost app
Thomas Scovens has created a personal brand exploration document to outline his background, skills, goals and strategy for pursuing a career in video game marketing. He has lived in various cultures which has helped him assimilate quickly. His goals are to network in the industry, land an entry-level translation position at Nintendo, and eventually establish an ambassador program between Japanese and Western video game studios. His strategy involves attending industry events, building his digital marketing presence through blogs and social media, and completing his entertainment business degree.
FRIENDCHISKU is a marketplace that answers the needs of business seekers/franchisees to choose their business with more than 500 franchises and business opportunities that become members of Friendchiseku will be selected by advisors according to their needs and desires. friendchiseku also helps franchisees to re-purchase raw materials so they don't get confused and bothered to look for their business stock needs later.
The QuiZZer app marketing plan aims to launch an app containing over 4,000 trivia questions in various categories. The target customers are college students and young professionals aged 18-40. The plan outlines conducting market research on competitors, segmenting the market, setting goals of 5 million downloads and $10 million revenue within 3 years. The strategies include developing the app, creating question content, and promoting through social media and app stores. Tactics cover offering offline play, user-generated questions, and tracking scores. The plan details infrastructure, processes, and exhibits needed for implementation.
The App Marketing Company provides mobile app marketing services to help game developers increase engagement, daily active users, and ranking visibility through user acquisition and retention campaigns. They offer incentives campaigns on networks like Line and AppDriver to boost new user installs and rankings for new games. For quality users and retention, they suggest non-incentive campaigns using BlackBerry Messenger, which has over 50 million active users in Indonesia. They also assist with community development by creating and promoting game channels on BlackBerry Messenger. Their services help optimize smartphone marketing and provide analytics tools to track metrics like DAU, MAU, and in-app purchases.
The document proposes a solution for distributing video advertisements through a platform that rewards users for viewing and sharing the ads. The platform aims to stimulate viral sharing of ads through a game-like experience. It argues this approach can effectively reach large online audiences among users of social networks, games, and deal-sharing services while keeping barriers to entry low. The target customers are brands seeking new ways to promote through social media and interactive campaigns.
The digital marketing plan outlines Innervate's goals to attract video game companies to its community engagement platform and increase new subscribers. The plan details strategies for search engine optimization and paid search, content creation, social media engagement, measurement of tactic performance, retargeting of visitors, and budgeting to acquire new customers. The overarching goal is to get visitors to the website to spend time learning about Innervate and ultimately become paying subscribers to the service.
From Bootstrap into Indonesia's Biggest Gaming Company | Arief WhidiyasaJessica Tams
Agate started in 2009 with 18 co-founders working 90-hour weeks on $5 monthly salaries and $10,000 in initial capital. It has since grown to 105 crews operating in 5 cities across 3 countries, having built around 200 games. In 2017, it raised $1 million in VC funds. Agate focuses on developing games for both corporate clients and gamers, and operates serious games and entertainment games divisions. It aims to be a sustainable, respected game development company through building successful products/IPs/brands, developing a loyal customer base, gaining a stake in platforms/middleware, investing in talent growth, and continuously improving processes.
myHistoria is a social networking website that connects people professionally, emotionally, and socially in one platform. It allows users to advertise businesses beyond geographical boundaries and supports digital India initiatives. Key features include an online wallet for transactions, opportunities to support non-profits through verified donations, and customized news feeds without irrelevant information. The founders believe myHistoria offers a more authentic experience than other social networks through features like classified photos and verified donations. The business model involves charging fees on transactions and promotions to generate revenue.
There were some game developers gathering in some places in Indonesia. This condition is an indicator of how big is Indonesian game market and how it supported by the Indonesian government. For game developers, revenue is our biggest reason in this industry. Start thinking about Native Ad Placement in Game will be the answer of gaining revenue.
Facebook was originally created to connect people rather than be a company, but it may now disconnect users and undermine democracy, while a new platform called PVLSE aims to truly connect people through local social activities and find meaningful work to achieve goals and a fulfilling life. PVLSE operates like an UBER for activities, sports, food and wellbeing by connecting users through interests and allowing all to earn by offering services on their marketplace.
The document summarizes a business plan for SyncWorld, a company that aims to create a network for multiplayer mobile gaming experiences. Key points include:
1) SyncWorld will develop role-playing games delivered via mobile phones that allow players to solve mysteries and complete missions together or competitively.
2) Their target market is the growing number of teenagers and young adults with data-enabled phones in Japan.
3) The business model involves free memberships to gain initial users, monthly subscriptions to develop paying customers, and premium annual memberships to increase commitment. Revenue will come from subscriptions, advertising, outsourcing game development, and commissions.
4) SyncWorld expects to break even within a year and
ADWAYS Session 2. Southeast Asia mobile market insight&new market channelsADWAYS KOREA
Quest Drop Pte Ltd is a marketing company that helps games launch and acquire users in Southeast Asia. It provides various user acquisition services including influencer marketing, digital marketing, localization, and local marketing. Local marketing involves advertising on transportation systems like trains and buses, outdoor media placements, television commercials, and hosting roadshows and events. Quest Drop has case studies that show influencer campaigns and local marketing can drive high volumes of quality users in Southeast Asia in a cost-effective manner compared to solely using digital channels like Facebook ads.
Intel is considering ways to improve their social media presence, search engine optimization (SEO), online advertising, inbound marketing, and mobile apps. For social media, they aim to establish stronger fan relationships and regular online activities. For SEO, they plan to focus more attention and spend $2,500-5,000 per month. A new type of micro movie advertisement is proposed. For inbound marketing, they could create technical blog posts. Finally, consolidating existing apps into a single, easy to use mobile app is suggested.
This document provides guidance for launching a mobile game successfully in a highly competitive market. It recommends: 1) Choosing the right platform, category, and tracking tools before launch; 2) Testing the game in a small beta launch to understand user retention and monetization; and 3) Using a combination of paid user acquisition and organic marketing for the full launch, while closely monitoring key metrics like retention, conversion, and lifetime value to optimize the game. The overall message is that careful planning, testing, and data-driven optimization are needed to succeed among the many new games released each week and compete with the top-grossing companies dominating the market.
How We Made A Social Media Success Of A Gaming EventSaurabh Pandey
We had 10 days and zero advertising budget to promote the first of its kind Gaming event targeted at school students across 6 cities in India. The idea was to create awareness and engagement among school students about the event on social media
DWS15 - Game Summit - Mobile Gaming - Sean Kauppinen - IDEAIDATE DigiWorld
This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
Peak Games is a Turkish gaming company that has grown to serve 25 million players globally. They focus on cross-platform social games and spend millions on Facebook advertising annually to acquire new users and reengage existing players. Through rigorous testing of audiences, creatives, and platforms like Social.com, Peak Games has optimized their advertising to improve user engagement and lifetime value. Key tactics include separate campaigns for each creative, accounting for demographics like gender and location, and utilizing image design and text formats best suited to different ad types.
1. The company provides a one-stop solution for developers to publish, market, and monetize their games in China through partnerships, proven processes, and technology platforms.
2. Key offerings include full publishing services, an open publishing platform (OPP) allowing self-publishing, and tools like RevenueX and KTplay to optimize existing games and drive community engagement.
3. The company has successfully transformed indie games into long-term franchises with hundreds of millions of downloads and years of sustainable revenue through their expertise in live operations, localization, and marketing.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
11. Strategyn’s Jobs-To-Be-Done (JTBD) Framework with Job Map
12. Design Sprint Framework
13. The Double Diamond
14. Lean Six Sigma DMAIC
15. TRIZ Problem-Solving Framework
16. Edward de Bono’s Six Thinking Hats
17. Stage-Gate Model
18. Toyota’s Six Steps of Kaizen
19. Microsoft’s Digital Transformation Framework
20. Design for Six Sigma (DFSS)
To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
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Thomas Scovens has created a personal brand exploration document to outline his background, skills, goals and strategy for pursuing a career in video game marketing. He has lived in various cultures which has helped him assimilate quickly. His goals are to network in the industry, land an entry-level translation position at Nintendo, and eventually establish an ambassador program between Japanese and Western video game studios. His strategy involves attending industry events, building his digital marketing presence through blogs and social media, and completing his entertainment business degree.
FRIENDCHISKU is a marketplace that answers the needs of business seekers/franchisees to choose their business with more than 500 franchises and business opportunities that become members of Friendchiseku will be selected by advisors according to their needs and desires. friendchiseku also helps franchisees to re-purchase raw materials so they don't get confused and bothered to look for their business stock needs later.
The QuiZZer app marketing plan aims to launch an app containing over 4,000 trivia questions in various categories. The target customers are college students and young professionals aged 18-40. The plan outlines conducting market research on competitors, segmenting the market, setting goals of 5 million downloads and $10 million revenue within 3 years. The strategies include developing the app, creating question content, and promoting through social media and app stores. Tactics cover offering offline play, user-generated questions, and tracking scores. The plan details infrastructure, processes, and exhibits needed for implementation.
The App Marketing Company provides mobile app marketing services to help game developers increase engagement, daily active users, and ranking visibility through user acquisition and retention campaigns. They offer incentives campaigns on networks like Line and AppDriver to boost new user installs and rankings for new games. For quality users and retention, they suggest non-incentive campaigns using BlackBerry Messenger, which has over 50 million active users in Indonesia. They also assist with community development by creating and promoting game channels on BlackBerry Messenger. Their services help optimize smartphone marketing and provide analytics tools to track metrics like DAU, MAU, and in-app purchases.
The document proposes a solution for distributing video advertisements through a platform that rewards users for viewing and sharing the ads. The platform aims to stimulate viral sharing of ads through a game-like experience. It argues this approach can effectively reach large online audiences among users of social networks, games, and deal-sharing services while keeping barriers to entry low. The target customers are brands seeking new ways to promote through social media and interactive campaigns.
The digital marketing plan outlines Innervate's goals to attract video game companies to its community engagement platform and increase new subscribers. The plan details strategies for search engine optimization and paid search, content creation, social media engagement, measurement of tactic performance, retargeting of visitors, and budgeting to acquire new customers. The overarching goal is to get visitors to the website to spend time learning about Innervate and ultimately become paying subscribers to the service.
From Bootstrap into Indonesia's Biggest Gaming Company | Arief WhidiyasaJessica Tams
Agate started in 2009 with 18 co-founders working 90-hour weeks on $5 monthly salaries and $10,000 in initial capital. It has since grown to 105 crews operating in 5 cities across 3 countries, having built around 200 games. In 2017, it raised $1 million in VC funds. Agate focuses on developing games for both corporate clients and gamers, and operates serious games and entertainment games divisions. It aims to be a sustainable, respected game development company through building successful products/IPs/brands, developing a loyal customer base, gaining a stake in platforms/middleware, investing in talent growth, and continuously improving processes.
myHistoria is a social networking website that connects people professionally, emotionally, and socially in one platform. It allows users to advertise businesses beyond geographical boundaries and supports digital India initiatives. Key features include an online wallet for transactions, opportunities to support non-profits through verified donations, and customized news feeds without irrelevant information. The founders believe myHistoria offers a more authentic experience than other social networks through features like classified photos and verified donations. The business model involves charging fees on transactions and promotions to generate revenue.
There were some game developers gathering in some places in Indonesia. This condition is an indicator of how big is Indonesian game market and how it supported by the Indonesian government. For game developers, revenue is our biggest reason in this industry. Start thinking about Native Ad Placement in Game will be the answer of gaining revenue.
Facebook was originally created to connect people rather than be a company, but it may now disconnect users and undermine democracy, while a new platform called PVLSE aims to truly connect people through local social activities and find meaningful work to achieve goals and a fulfilling life. PVLSE operates like an UBER for activities, sports, food and wellbeing by connecting users through interests and allowing all to earn by offering services on their marketplace.
The document summarizes a business plan for SyncWorld, a company that aims to create a network for multiplayer mobile gaming experiences. Key points include:
1) SyncWorld will develop role-playing games delivered via mobile phones that allow players to solve mysteries and complete missions together or competitively.
2) Their target market is the growing number of teenagers and young adults with data-enabled phones in Japan.
3) The business model involves free memberships to gain initial users, monthly subscriptions to develop paying customers, and premium annual memberships to increase commitment. Revenue will come from subscriptions, advertising, outsourcing game development, and commissions.
4) SyncWorld expects to break even within a year and
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Intel is considering ways to improve their social media presence, search engine optimization (SEO), online advertising, inbound marketing, and mobile apps. For social media, they aim to establish stronger fan relationships and regular online activities. For SEO, they plan to focus more attention and spend $2,500-5,000 per month. A new type of micro movie advertisement is proposed. For inbound marketing, they could create technical blog posts. Finally, consolidating existing apps into a single, easy to use mobile app is suggested.
This document provides guidance for launching a mobile game successfully in a highly competitive market. It recommends: 1) Choosing the right platform, category, and tracking tools before launch; 2) Testing the game in a small beta launch to understand user retention and monetization; and 3) Using a combination of paid user acquisition and organic marketing for the full launch, while closely monitoring key metrics like retention, conversion, and lifetime value to optimize the game. The overall message is that careful planning, testing, and data-driven optimization are needed to succeed among the many new games released each week and compete with the top-grossing companies dominating the market.
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We had 10 days and zero advertising budget to promote the first of its kind Gaming event targeted at school students across 6 cities in India. The idea was to create awareness and engagement among school students about the event on social media
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This document discusses both opportunities and challenges for developers in the mobile game market. It notes that the market for becoming the next big hit like Rovio or Supercell has likely closed, as the top-grossing games are all over a year old. However, niche games may still find success. To engage players, the document recommends focusing on social sharing features, video capture and streaming, community forums, guild systems, status/achievement systems, in-game rewards, events, and loyalty programs. It also discusses new monetization models like pay-for-saves or cable subscription models for mobile games.
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1. The company provides a one-stop solution for developers to publish, market, and monetize their games in China through partnerships, proven processes, and technology platforms.
2. Key offerings include full publishing services, an open publishing platform (OPP) allowing self-publishing, and tools like RevenueX and KTplay to optimize existing games and drive community engagement.
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[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
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16. Edward de Bono’s Six Thinking Hats
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3. TEAM
Founder and CEO : Kent Ohwada.
15 years experience at Sony Computer Entertainment.
Establish member of PlayStation Asia as sales and marketing executive.
Founder and project director of PlayStation Game Incubation Program.
Co-Founder and CTO : Shin Izawa
Has more than 20 years career in system development for Oracle, Rakuten, Pia. e.t.c.
Co-Founded company named “NOBOT” had acquired by KDDI with 10 million USD
Co-Founder and executive of software developer relations : Duke Chang
Has more than 20 years career in gaming industry.
Establish member of PlayStation Asia as game developer relations.
Co-Founder and external board : Hiromichi Takahashi
Famous game producer in Japan. Sold over 2 million copies sales on PlayStation.
CEO of game developer in Japan named TayuTau Inc.
Co-Founder and external board : Shinichi Okamoto
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4. OPPORTUNITY INDONESIA
• 50% of population is under 30 years old as “Generations of Games”
• 190% growing school attend ratio age 19~24 years old in this 10 year.
• 50% of population become “Rich” and “Middle” class in 2020.
Increase spent for Entertainment.
• 52% of mobile phone subscriber will use smartphone in 2017.
• Paid ratio for contents : 1.6USD~4.2 USD/month by Bazaar’s test marketing.
5. PROBLEMS INDONESIA
KFS of contents business
• How easy to touch contents (Distribution)
• How easy to pay for contents (Payment, Pricing)
• How easy to know contents (Promotion)
> Slow Mobile Internet, Bandwidth will full in 2017
> 3% credit card holder, 20% bank account, Expensive Alternative payment
> 80% user give up download games after click banner AD. World of Word of Mouth.
Cant’t enjoy rich contents
Cant’t enjoy good contents
Cant’t find good contents
+ Killer Contents
6. STRATEGY
“MLM like distribution” : Digital Contents Distribution by Professional Consumer
• Develop and organize personal distributor network
distributing digital contents, promoting contents, and correcting money.
• System
• “Pandemic” contents distribution : Smartphone to Smartphone contents distribution.
• Payment system from 1,000Rp. : Same model well known local payment system as Pulsa.
• Reward and revenue sharing program for “ProSumer” : Optimize for Word of Mouth
Note : We are NOT MLM. We will NOT provide multi level revenue sharing. Just allow resell between users.
7. STRATEGY
Why we choose MLM-like model?
• Easy to accept by customers
• Huge needs for Game & Education, love gathering : Acceptable by customer
• No physical stock, free to play model : Acceptable by distributor
• Business performance
• Optimized Business Model for word of mouth promotion
• Total cost of operation : Cheaper than existing business model
“MLM Model” Digital Contents Distribution by Human Networking.
Note : We are NOT MLM. We will NOT provide multi level revenue sharing. Just allow resell between users.
8. “PANDEMIC” DISTRIBUTION
DeviceDistributor
Server App
WiFi Direct
&
Bit Torrent
Contents
BAZAAR TOKYO(LTE) JAKARTA(3G)
358
48
11
Android App(46MB) Download test
Weekday 14:00 (Seconds)
“Pandemic” P2P Distribution System
30X FASTER
MOBILE
INTERNET
No need to wait for downloading. No need to pay for data charges.
9. ORIGINAL PULSA SYSTEM
① I want to buy
a Point.
② What is
your Phone
Number?
⑤Pay by Cash
Customer Distributor
To Bazaar Center
080-1111-1111
1000pts
③Send command
to transfer
From Bazaar
Center
You got a
1000pts
④Send Result
via SMS
User can purchase prepaid voucher from 1000Rp. through Bazaar Platform
BlockChain
SECURE
LOW COST
10. BUSINESS MODEL
Hybrid monetize model through Entertainment & Education
Fee model Profit Source Price range
Marketing
Objective
Synergy
Game
Free Game AD FREE Eye Catch
Will charge AD fee
to game company
In game purchase Pay par play 1000Rp.~
High Profitable
(Demands)
Provide free education
coupon
Education
Free Contents AD FREE Market Entry
Will charge AD fee
to contents provider
Paid Contents Subscription 50,000Rp./Lesson/
Sustainable Profit
Parents support
Provide free
Bazaar point
per subscription
11. REVENUE SHARING PROGRAM [DISTRIBUTOR]
• To be a distributor
• User can be a distributor charged Bazaar point more than 500,000Rp.
• Revenue sharing program
• Maximum 20% sales margin from Bazaar point.
• Reward to distributor
• New users recruiting bonus, free promotion goods, incentive dinner & travel.
• Advanced purchase discount, game event organize bonus
Easy to entry, Everybody has a chance
Target Distributor Monthly income 500,000Rp.
Sales Margin 20%
Monthly Sales amount 2,500,000Rp.
ARPU 50,000Rp./month/paid user
Target Paid User 50 paid user
12. REVENUE SHARING PROGRAM [DISTRIBUTOR]
COD
Bazaar Distributor End User
Point Transfer Point Transfer
COD
$ $
$
$
35% 35% 30%
Margine
License
Royalty
$
Publisher
Point Transfer
Expanding sales network, Bazaar support re-sell between users.
13. TEST MARKETING RESULT (GAMES)
n=5371 Google Play BAZAAR
Bazaar
Uniqueness
Attention Ratio 0.03% 90%
Word of mouth
Promotion
Install Ratio 20% 79% Fast Mobile P2P
Active User Ratio 10% 64% Game Competition Everywhere
ARPPU / Month < 1 USD 1.5~4.2USD
Low price
Simple purchase
Test Marketing by Bazaar (Nov.14 June.15)
Optimized Platform for “Game” and “Emerging Market” makes a higher KPIs
14. EXECUTION
• System development
• Mr.Izawa (Bazaar CTO)
• DSI (Local server management)
• Herman (System cording, interface design)
• Contents aggregation
• Mr.Duke (Bazaar Director) : Japan and US. Already got over 40 games at launch
• Ms.Novihana (Bandung) : Local game developer support.
• Local Marketing
• Ohwada & Sky Wang : Game Marketing Specialist in Asia
• Bandung Team : 4 part-time staff
• Qeon (MidPlaza) : Major game company in Indonesia
• Dr. Kamaga : Japanese teacher in Bandung. Has a strong relationship with university and high
school in west Jawa.
• Co-marketing company : local expendables company
Cosmetics, Drinks, snacks, telecom company, credit card, BizNet Home
Excellent team, Synergy between Indonesia and Japan
Mr.Izawa
Mr.Duke
Dr.Kamaga
15. EXECUTION
Focus on school marketing at initial phase. Same way with Facebook.
Target Age
15~24
Phase 1
(Aug/2016)
Phase 2
(Feb/2017)
Phase 3
(Sep/2017)
Target City Bandung Jakarta
Other Cities
(Expand city by city)
Initial Target
(4 month)
Target School 9 University 13 University
Target School Students 149,749 316,217
See Business Plan
Target users 70,000 143,000
Distributors 500 1000
Target Paid User 48,000 99,000
ARPPU 20,000Rp. 20,000Rp.
Potential
Market
Mobile FB User Age15-24 1,900,000 7,500,000 20,000,000
Number of University 41 49 4,332
Number of Univ. Students 236,662 703,466 4,000,000
30% 20% 23%
20%
16. EXECUTION
Target List: Make a heavy effort to catch 16% of user in major university at launch.
Bandung PIC Students
Universitas Pendidikan Indonesia DONE 33,128
Universitas Islam Bandung 10,357
Universitas Pasundan DONE 21,027
Universitas Telkom DONE 20,188
Institut Teknologi Bandung DONE 18,567
Universitas Islam Negeri Sunan Gunung Jati 14,179
Universitas Komputer Indonesia DONE 11,186
Universitas Katolik Parahyangan DONE 10,932
Universitas Kristen Maranatha DONE 10,225
TTL students top 9 univ. 149,749
TTL students in Bandung 236,662
Jakarta Students
Universitas Indonesia 38,722
Universitas Terbuka 57,294
Universitas Negeri Jakarta 31,936
Universitas Pembangunan Nasional Veteran Jakarta 27,486
Universitas Ibnu Chaldun 23,456
Universitas Islam Jakarta 22,384
Universitas Jakarta 20,672
Universitas Katolik Indonesia Atma Jaya 17,884
Universitas Krisnadwipayana 15,075
Universitas Kristen Krida Wacana 13,811
Universitas Muhammadiyah Jakarta 13,044
Universitas Nasional 13,024
Universitas Pancasila 10,761
Universitas Prof Dr Moestopo (Beragama) 10,668
TTL students top 13 univ. 316,217
TTL students in Jakarta 703,466
17. EXECUTION GAME TITLES
more than 60 titles is ready to launch
AAA AA A Company
Major
Publisher
5 5 20
Bandai Namco
SquareEnix-TAITO
Capcom, SEGA
Independent
Developer
15 15 Over 20 developers
Local Game
Developer
1 5
Digital Happiness
and othres
18. MID RANGE PLAN
Deliver contents to 1.4 billion generation of game in emerging countries
Age 15-24 Population in 2020
UN. World Population Prospects: The 2012 Revision
China:
267 million
SE Asia:
162 million
India:
353 million
M.Asia, M.E.:
217 million
Africa:
356 million
S. America:
105 million
Bazaar Platform is designed for
“Scaling out” and “Vertical Expansion”
Scaling out
- Small investment for Data Center
- Small investment for Secure Payment System
- Small promotion cost
Vertical Expansion
- Other contents distribution
- Financial service
- Ad business
- Job Bank
- Device business
20. OPPORTUNITY INDONESIA
Indonesia : 7% increase
Age 15-24 old in next 5 years
China : -17% decrease
Age 15-24 old in next 5 years
Japan: -4% decrease
Age 15-24 old in next 5 years
Male Female
Male Female
Male Female
21. PROBLEMS INDONESIA
JAPAN INDONESIA
16
32
Average of Installed Apps
INDONESIA MALAYSIA PHILIPPINS THAILAND VIETNAM
Game Marketsize / GDP
22. PROBLEMS INDONESIA
LTE bandwidth will full capacity until 2018 if national military doesn’t return 2.6GHz bandwidth.
23. AD COST COMPARISON
Bazaar’s AD platform makes super cost effective promotion in emerging country.
Assumptions of user
Accumulated User in next 6 month: 2293k
Frequency of media
Daily Spending time on mobile : 196 minutes*
Own Share : 20%
Daily Spending time on own service : 39.2 minutes
AD frequency : every 10 minutes
AD display time : 30 seconds
Daily AD display time on own service : 1.96 minutes
* Source : Nielsen
Daily Viewing time/day
2293k user: 11,235k minutes
TV AD cost /person/1minute (Prime Time) *
RCTI : Rp.60,000 / person
TVONE : Rp.110,000/ person
Daily Value (Base RCTI prime time AD)
2293k user: Rp.494,371 million = USD 37,500,000/day
BAZAAR INVESTMENT
1 MILLION USD/ALL
If you want archive same viewing time on TV…