Delivered at Casual Connect Europe 2016
Synchronous multiplayer is a fast growing field on mobile. While it presents great opportunity for user engagement, it involves extra requirements for design and technology. The speakers will discuss GameDuell’s approach to creating casual multiplayer games for mobile. They will share how they managed challenges in the production of prototypes and the recently released Grand Gin Rummy. The talk will be concluded with five suggestions for an engaging multiplayer experience on mobile.
Giovanni Marocchi presented on opportunities for public administration, industry, and finance with blockchain technology. The presentation discussed using blockchain to create a platform for issuing certificates rewarding good environmental actions. This could involve foundations establishing protocols for projects supporting energy transition, with investors financing such projects and receiving dividends, while producers generate certificates for reducing emissions inspected according to the foundation's protocols. The goal is to gradually reduce fossil fuels through renewable energy growth.
This document defines and describes different types of weather conditions including clear, sunny, rainy, cloudy, snowy, windy, icy, stormy, and tornado. It was prepared by Wajihah binti Rahim, Nur Badriah binti Mat Zain, Nurul Inayah binti Mokhtar, and Natyalah Phengmusor.
This document provides pricing and product details for Vision Grip promotional items. Vision Grips cost $0.99 each for orders of 200-5000 units placed through June 30th to September 30th with promo code GO1237. They have a chrome trim and can be imprinted with black or blue ink within a 3.18" by 1.6" area. Minimum order is 200 units, production takes 5 days, and items ship from Shelbyville, TN.
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Giovanni Marocchi presented on opportunities for public administration, industry, and finance with blockchain technology. The presentation discussed using blockchain to create a platform for issuing certificates rewarding good environmental actions. This could involve foundations establishing protocols for projects supporting energy transition, with investors financing such projects and receiving dividends, while producers generate certificates for reducing emissions inspected according to the foundation's protocols. The goal is to gradually reduce fossil fuels through renewable energy growth.
This document defines and describes different types of weather conditions including clear, sunny, rainy, cloudy, snowy, windy, icy, stormy, and tornado. It was prepared by Wajihah binti Rahim, Nur Badriah binti Mat Zain, Nurul Inayah binti Mokhtar, and Natyalah Phengmusor.
This document provides pricing and product details for Vision Grip promotional items. Vision Grips cost $0.99 each for orders of 200-5000 units placed through June 30th to September 30th with promo code GO1237. They have a chrome trim and can be imprinted with black or blue ink within a 3.18" by 1.6" area. Minimum order is 200 units, production takes 5 days, and items ship from Shelbyville, TN.
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
This document discusses the need for contractual stability in esports through the use of smart contracts. It notes that esports currently lacks professionalism due to localized paper solutions being used in a global digital world, which can lead to problems with payments, data issues, and adversarial relationships. The document proposes that a smart contract platform could automate payments and obligations to align interests, source data directly from participants, and increase transparency through standardized contract terms. This would help address current problems and bring more professionalism to the esports industry.
Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
The Growth Loop: How Monetization and User Acquisition will Merge in 2019 | N...Jessica Tams
The document discusses how ad monetization and user acquisition will merge in 2019. It outlines a growth loop model with two main components: 1) increasing advertiser eCPM by optimizing install performance (IPM) through creative testing and localization, and refreshing creatives regularly, and 2) decreasing cost per install (CPI) by measuring lifetime value accurately, bidding based on return on ad spend at the source level and position level, and constantly updating parameters. The overall goal is to drive revenue by balancing eCPM and CPI based on return on ad spend targets for different regions.
Failure: Sowing the Seeds of Innovation | Peter Molyneux, Milo BygraveJessica Tams
The document discusses innovation in gaming and other industries, noting that innovation does not always mean completely new ideas but can involve iterating on existing concepts. It provides examples of innovative games across different eras and highlights that failure and iteration are often core parts of the innovation process, as stated by Henry Ford. The document concludes by inviting questions about its topics on innovation.
Video Game Subscriptions – Deconstruction and Game Design | Chris EarlyJessica Tams
This document discusses video game subscriptions as a business model for publishers and platforms. It outlines how music and video streaming services led to the rise of subscriptions. Video games present unique challenges because they involve multiple stakeholders - publishers, platforms, and games. Subscriptions can provide predictable revenue but publishers lose some control over their content. The document analyzes the different types of revenue sharing models - license fees, development fees, and revenue sharing - and how game design should consider the incentives of each model. It argues publishers need to maximize player engagement like time spent and sessions to earn more from revenue sharing agreements.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
This document discusses the need for contractual stability in esports through the use of smart contracts. It notes that esports currently lacks professionalism due to localized paper solutions being used in a global digital world, which can lead to problems with payments, data issues, and adversarial relationships. The document proposes that a smart contract platform could automate payments and obligations to align interests, source data directly from participants, and increase transparency through standardized contract terms. This would help address current problems and bring more professionalism to the esports industry.
Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
The Growth Loop: How Monetization and User Acquisition will Merge in 2019 | N...Jessica Tams
The document discusses how ad monetization and user acquisition will merge in 2019. It outlines a growth loop model with two main components: 1) increasing advertiser eCPM by optimizing install performance (IPM) through creative testing and localization, and refreshing creatives regularly, and 2) decreasing cost per install (CPI) by measuring lifetime value accurately, bidding based on return on ad spend at the source level and position level, and constantly updating parameters. The overall goal is to drive revenue by balancing eCPM and CPI based on return on ad spend targets for different regions.
Failure: Sowing the Seeds of Innovation | Peter Molyneux, Milo BygraveJessica Tams
The document discusses innovation in gaming and other industries, noting that innovation does not always mean completely new ideas but can involve iterating on existing concepts. It provides examples of innovative games across different eras and highlights that failure and iteration are often core parts of the innovation process, as stated by Henry Ford. The document concludes by inviting questions about its topics on innovation.
Video Game Subscriptions – Deconstruction and Game Design | Chris EarlyJessica Tams
This document discusses video game subscriptions as a business model for publishers and platforms. It outlines how music and video streaming services led to the rise of subscriptions. Video games present unique challenges because they involve multiple stakeholders - publishers, platforms, and games. Subscriptions can provide predictable revenue but publishers lose some control over their content. The document analyzes the different types of revenue sharing models - license fees, development fees, and revenue sharing - and how game design should consider the incentives of each model. It argues publishers need to maximize player engagement like time spent and sessions to earn more from revenue sharing agreements.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Hello, we are GameDuell. You may know us from our Skillgaming platform, but we are also developing F2P games. Currently we have Grand Gin Rummy – a competitve card game – in soft launch and we have another multiplayer arcade game in production.
Why do we think, that the competitive aspect is so important? We believe that the strongest emotions in gaming come from multiplayer interactions. It‘s about the emotion of winning against others. Reaching the legendary rank in Hearthstone for example is clearly more fulfilling than solving the very hardest level in Candy Crush.
And the same is true for casual competitive games. Winning a mini tournament in 8 Ball Pool is more exciting than a large upgrade in HayDay. The goal of casual competitve games is to bring this emotions to as many players as possible.
Looking at different multiplayers games we decided for us to focus on the casual side. The main opportunties we see, are the braod reach of the casual audience, the gameplay innovations and the relativly few competitors.
In this presentation we now want to share our 5 tips for casual competitve games.
And we will use Grand Gin Rummy as our primary example, as it shows, how we solved some of the challenges. The game is based on the popular Gin card game and offers different fast paced multiplayer modes in an interesting 1920th hotel setting.
Let me begin with with the first tip, how to solve liquidity. Liquidity is always needed so that players can find new opponents quickly whenever they desire to play.
First you need to understand the liquidiy threshold for your game. How many players per day do you need to avoid churn because of waiting times? This is the formula that we use to calculate our daily player threshold.
For Grand Gin Rummy this gives us a threshold of 144 thousand players per day. One of the biggest challenges is to acquire this amount of players already in soft launch. If you are applying this formula to your games, it can really help to identify the biggest potentials to lower the minimum liquidity. If you want to improve the worst hour factor for example, it could help to soft launch in different time zone clusters to get a more stable liwquidity throughout the day. If you want to improve the fragmentation factor you could try to focus on fewer game modes.
One measure that we took is our internal cross-platform framework – the Duelltool – which allows us to release on multiple platforms that all contribute to a shared pool of players. And another liquidity measure ties in with our second tip.
Bound session length. What we mean with this, is that sessions are designed in a way, so that players can predict their time commitment. This is particularly important in multiplayer games, because leaving a game is hurting the experience for the other players as well. And apart from a few trolls nobody likes to do this.
One bad example of bound session length is the otherwise great game Hearthstone. The time commitment here is very uncertain, depending on the types of deck and how fast the players are making their decisions. In Hearthstone this leads to lesser diversity as faster decks are more efficient in ranking up, even if the win rates are worse.
A mechanic that helps players to understand their commitment are time limits. They are most effective in real-time games, if the entire game has a limit and not only a turn. But time limits can also reduce stress, because players know exactly when the pressure of the competition ends.
For Grand Gin Rummy we took a combination of measures to reduce the session lenght. We optimised the animation timings, because all these milliseconds add up to passive minutes without interactions. We also added bonus points per round, which reduces the amount of rounds per game. Both led to a better experience and to players starting more matches, which again helps to reduce the liquidity threshold.
But the session length can also be a factor to improve liquidity. And this can be one of the least harmful ways to do so.
When building any time of multi-player game – especially for mobile – ping will be a major issue, since it can ruin the player experience. Developing design that reduces the impact of poor connectivity can avoid many big technical obstacles down the road of release.
Of course the simplest way to deal with ping is to make the game turn-based, which is what we did with Grand Gin Rummy, since that’s the way gun rummy is actually played. However, we did choose to make the game synchronous, turn-based: Meaning that both players are live. Many turn-based games opt for asynchronous, like Outwitters here, since this reduces the complexity and expense. We do believe though that synchronous MP gives a more engaging experience and higher completion rates.
But if you want to avoid turn-based, one way to still be ping resilient is to add a delay to player actions. This delay can either be a few seconds or hours, but it allows the game server to sync data and know what’s coming up. As an extension of these real-time interaction delays, it’s also great to have predictable AI behavior. Meaning that the players issue commands to AI which act predictably and can be supported or obstructed by the two players. The example here is from the soft-launched game Clash Royale.
Something that consistently comes up when we design games for this market is the social aspect. Multiplayer games are by definition social, but when I bring “social game” it has some strong preconceptions on design, etc.
I don’t want this to be taken as a critique against the typical “social game”. What they do very well, and which many multiplayer games fail on, is to incentivize playing with friends. In Hearthstone for example, if you have limited time to play and want to maximize output, then you should avoid playing with friends since this doesn’t give any gold. Of course they do it to avoid cheating, but to me it feels like a missed opportunity to drive more play amongst friends.
To illustrate I have my favorite example of a great social game: Flappy Golf. The graph here is from Summer 2014 when the game did really well on the download chart despite not having any marketing support. The developer own explanation is that it spread through-out the week days in schools and workplaces, which is highlighted by these dips that happen on every weekend. The game can be downloaded quickly and has little on-boarding time, which makes it perfect for virality when friends ask you to join in on the game.
And this is something we encountered with another card we have: When we included tournaments we found out that a few players were gaming the matching algorithm to get matched with themselves and be able to cheat. So we had to update the match-making to disable players on the same network to get matched. In our design however, we didn’t include the option to play with friends, and by updating the match-making we essentially barred friends from connecting in the game. They were using a feature we didn’t include, and then we had to disable that, which from a user perspective is a shitty experience.
The final issue is monetization. Obviously we all need to make money, but I believe there are some extra hurdles to cross when design for casual, synchronous multiplayer.
The biggest one is the development of elder game. Most mobile games monetize on elder game, but elder game often requires heavy systems and that the player understands the systems. Typically more casual minded players are less prone to engage with systems and try to maximize their performance. When we prototype new games this part is often the deal breaker. However, some games, like 8ball pool, manage to add in these layers in for example the cues that can be bought and recharged, even if the concept seems to veer a little from any real world analogy.
Boosters are another typical monetization mechanic that has serious issues in synchronous multiplayer, because it’s basically hard to convince the opposing player that this isn’t cheating. The best known example of successful boosters are probably the extra moves from CCS, but another game – also from King- Shuffle Cats lets players do a mulligan with soft currency. However, this is something we chose not to do in our card game, because we feared player backlash.
Mobile games have typically monetized player activity via various energy mechanics. But for multiplayer games it is better to decrease the incentive to play over time rather than adding in a paywall. Hearthstone does this well by making daily quests the fastest route to more gold, and once they are finished the return on time invested is rather small.