This talk I held at the Community Manager Conference 2010 which focusses on the common error to mix up support with community management. Created and held on an ipad
hi5 IGDA Leadership Forum 2010: The “Socialization” of Games hi5
This document discusses the differences and commonalities between social games and other multiplayer games. It notes that social games spread virally via social networks, have shallow content, and are popular primarily within social networks. In contrast, other multiplayer games can be bootstrapped, subscription-based, have deeper content, and attract audiences outside social networks. The document examines what "pixie dust" social networks bring to games, and considers whether the social aspect, real identities, or achievement walls are driving factors. It then covers concepts like virality, engagement, viral value, and developing a social network value equation to determine how to monetize users. The document proposes an alternative platform called Sociopath that could enable games to access social functionality
1) Most social games struggle to retain and re-engage users, with only the top 0.07% achieving lasting engagement at scale.
2) While social games engage millions of users for billions of minutes each month, the average social game performs no better at retention than other apps and websites.
3) Certain game mechanics like levels, rules, and feedback loops can be effective standalone tools to structure processes and increase engagement, but building engaging experiences is difficult and game mechanics alone cannot fix broken businesses or engagement issues.
The document discusses gamification and user engagement in social games. It notes that while social games can appear very engaging, the average social game has low retention and engagement rates. Only the top games are truly good at keeping users engaged over time, similar to top websites. The document cautions against seeing gamification as a magic solution, as building engaging games and game mechanics is very difficult. It provides some suggestions for effective uses of game mechanics, like using levels to structure content or processes, and emphasizes the need for testing, learning from failures, and iteration.
The document discusses the communication platform Discord. It provides background on Discord's founder and timeline, including being founded in 2015. It discusses Discord's financials, showing growth in monthly active users from 2016-2020. Discord is currently valued at $3.5 billion after raising $380 million total in funding. The business model includes a free service with optional subscription and merchandising. Leadership includes CEO and co-founder Jason Citron and CTO and co-founder Stan Vishnevskiy. The document predicts Discord's continued success and potential sale in the future.
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
Social games are multiplayer games played on social platforms that allow direct or indirect interaction between players. Massively multiplayer online (MMO) games support large numbers of simultaneous players interacting in virtual worlds through internet connections, often requiring monthly fees. Both social games and MMOs are engaging and addictive, can be monetized, and reward social interaction. Good times to play include when free from other obligations and looking to relax with friends or earn money. The most played social games and MMOs have the highest numbers of subscribers. Marketers have promoted products in these games, like 7-Eleven opening a virtual store in a social game to gift players who purchase from real stores.
Game Development - Driving Vietnam's and Your Own Futureaction.vn
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
hi5 IGDA Leadership Forum 2010: The “Socialization” of Games hi5
This document discusses the differences and commonalities between social games and other multiplayer games. It notes that social games spread virally via social networks, have shallow content, and are popular primarily within social networks. In contrast, other multiplayer games can be bootstrapped, subscription-based, have deeper content, and attract audiences outside social networks. The document examines what "pixie dust" social networks bring to games, and considers whether the social aspect, real identities, or achievement walls are driving factors. It then covers concepts like virality, engagement, viral value, and developing a social network value equation to determine how to monetize users. The document proposes an alternative platform called Sociopath that could enable games to access social functionality
1) Most social games struggle to retain and re-engage users, with only the top 0.07% achieving lasting engagement at scale.
2) While social games engage millions of users for billions of minutes each month, the average social game performs no better at retention than other apps and websites.
3) Certain game mechanics like levels, rules, and feedback loops can be effective standalone tools to structure processes and increase engagement, but building engaging experiences is difficult and game mechanics alone cannot fix broken businesses or engagement issues.
The document discusses gamification and user engagement in social games. It notes that while social games can appear very engaging, the average social game has low retention and engagement rates. Only the top games are truly good at keeping users engaged over time, similar to top websites. The document cautions against seeing gamification as a magic solution, as building engaging games and game mechanics is very difficult. It provides some suggestions for effective uses of game mechanics, like using levels to structure content or processes, and emphasizes the need for testing, learning from failures, and iteration.
The document discusses the communication platform Discord. It provides background on Discord's founder and timeline, including being founded in 2015. It discusses Discord's financials, showing growth in monthly active users from 2016-2020. Discord is currently valued at $3.5 billion after raising $380 million total in funding. The business model includes a free service with optional subscription and merchandising. Leadership includes CEO and co-founder Jason Citron and CTO and co-founder Stan Vishnevskiy. The document predicts Discord's continued success and potential sale in the future.
Effective Testing of Free-to-Play Gamesemily_greer
The document discusses different types of testing that can be done prior to launching a mobile game globally. It describes internal team playtests, in-person playtests with outsiders, remote playtests on services like UserTesting, friends and family tests, closed beta tests with broader groups of players, and soft launches in select countries. The key is to use multiple testing methods in order to gather both qualitative and quantitative feedback from varied player demographics to maximize the chances of success upon global launch.
Social games are multiplayer games played on social platforms that allow direct or indirect interaction between players. Massively multiplayer online (MMO) games support large numbers of simultaneous players interacting in virtual worlds through internet connections, often requiring monthly fees. Both social games and MMOs are engaging and addictive, can be monetized, and reward social interaction. Good times to play include when free from other obligations and looking to relax with friends or earn money. The most played social games and MMOs have the highest numbers of subscribers. Marketers have promoted products in these games, like 7-Eleven opening a virtual store in a social game to gift players who purchase from real stores.
Game Development - Driving Vietnam's and Your Own Futureaction.vn
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
Indie Game Developers and the Facebook of DoomKarl Bunyan
The document discusses the challenges facing independent Facebook game developers in 2010-2011. It outlines how the market has evolved since 2007, with pioneering low-quality games giving way to higher production value titles from major gaming companies. These companies now dominate through large marketing budgets, while indies have less access to viral channels and resources. However, the document provides some tips for indies, such as focusing on niche audiences, player retention over virality, optimizing revenue per user, and maintaining a portfolio of fast-released games to find opportunities between the major titles. While the coming year will be difficult, it asserts there are still opportunities for independent developers.
The document discusses the future of monetization in social games and gaming. It covers trends like freemium models with microtransactions and virtual goods becoming more popular. Hybrid models combining subscriptions, advertising, and microtransactions are also discussed. Maximizing lifetime user value through retention and monetization while keeping acquisition costs low is key to profitability. Understanding user demographics and testing various monetization strategies is important to find what works best. The social gaming industry is still growing and innovating with new models and markets emerging over time.
This document discusses strategies for marketing online multiplayer games in a changing market. It recommends using a multi-channel approach across online marketing, media partnerships, existing communities, and viral marketing. Specific tactics include search engine optimization, revenue share models, preparing graphics/content for media partnerships, leveraging existing user databases and communities, integrating social media APIs, and considering working with marketing specialists despite revenue sharing. The key is finding the right mix of channels tailored to each individual game.
This document discusses strategies for marketing online multiplayer games in a rapidly changing market. It recommends using a multi-channel approach across online marketing, media partnerships, existing communities, and viral marketing. Specific tactics include search engine optimization, revenue share models, preparing graphics/content for media partnerships, leveraging existing user databases and communities, integrating social media APIs, and considering working with marketing specialists despite revenue sharing. The key is finding the right mix of channels tailored to each individual game.
Communications Network Social Media Game presentationnewstips
Playing the social media game, created by Beth Kanter and David Wilcox and here remixed by Community Media Workshop can help with social media adoption and thinking through how to integrate Web 2.0 tools into your overall communications work. (hint: download the cards here: bit.ly/15IB3g)
The document discusses how brands can better connect with customers in today's media-saturated world by focusing on personal relationships rather than interruptive advertising. It notes that people spend a significant amount of time online yet digital marketing budgets remain low. The document advocates that technology allows people to maintain relationships and shares Microsoft's vision of integrating communications, content, and social experiences across various platforms and devices in a seamless way.
The document discusses the importance of various components needed to successfully operate a free-to-play online game beyond just the game itself, including optimized landing pages, community pages, forums, robust payment and support systems, community management, marketing, business development, analytics, and ensuring proper resources for ongoing live operations and development teams.
Gamification : digital marketing entertainment Digiworks
Gamification is the process of using game mechanics and game design techniques to engage and motivate people to achieve their goals. This presentation discusses how gamification can be used in digital marketing and communication for brands. It provides examples of how brands have incorporated gamification, such as through branded games and experiences. The presentation also outlines best practices for designing gamified experiences, including defining objectives, validating creative concepts, and ensuring gameplay loops and rewards systems align with brand values.
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
Social gaming insights and findings from the past year. This ppt contains info on some game apps/genres, niche games and optimization of virality.
Have any comments or feedback? Feel free to contact me via the my info mentioned in the ppt.
A much abridged version of the presentation would be uploaded soon.
The document provides tips for increasing the virility and user count of social games on Facebook. It recommends utilizing all available Facebook platform features, incentivizing user cooperation and sharing through publish2stream posts and incentives, and tracking metrics from publish2stream posts to optimize performance. Key aspects are using publish2stream posts to encourage users to "procreate and copulate" by completing actions, incentivizing clicks on different areas of posts to determine what works best, and tracking metrics like publish2stream ratios and click-through rates to improve strategies. The goal is to make the social game the "alfa male" with maximum user count.
The document discusses how social media and video games are converging, with gaming becoming a prominent feature of social networks. It outlines how social technologies in games enhance relationships and foster online communities. Games are inherently social, and companies are leveraging this by engaging fans through social media and facilitating feedback loops. Social games in particular offer accessibility and are highly addictive due to their social elements. The convergence of gaming and social media is helping to bridge cultural divides and make video games more mainstream.
1. The document discusses strategies for building strong brands and marketing games, including developing a brand identity, positioning the brand, and utilizing various media for promotion.
2. It emphasizes the importance of a multi-pronged approach to promotion, including events, viral marketing techniques, and leveraging online communities and media like YouTube and Facebook.
3. Viral marketing case studies of games like Bioshock and Halo 3 are presented that show how generating buzz through unique in-game elements and limited access can help drive word-of-mouth promotion.
This document discusses ways to make social games go viral on Facebook, including utilizing all Facebook platform features, incentivizing cooperation and sharing between users, integrating viral features into game mechanics, tracking metrics, and focusing on publicity. It also discusses optimizing publish-to-stream features and the potential for more complex niche games on Facebook in the future.
The End Of Paid Media, The Value Of Social CurrencyAdNerds
Since the so-called 'social media revolution', media no longer means paper. It means people. The same people who have more and more tools at their disposal to easily dodge your very expensive ads, banners and commercials. So, what can you do to earn their attention? And better yet, what can you do to earn their engagement?
Алекс Агостини,
Исполнительный директор, 6waves
"Новые тренды в Социальных Играх."
Как у издателя, у компании 6Waves есть много идей относительно изменений, которые происходят в индустрии игр и тех новых тенденций, которые повлияют на индустрию в будущем.
Целью данной презентации является раскрытие этих тенденций, для чего Алекс выделил 6 основных областей, где изменения являются существенными: игры,брендинг,оплата, монетизация, рынки пользователей,кросс- платформенность
SẼ CHAT - YOUNG MARKETERS ELITE DEVELOPMENT SEASON 4 thienvan94
This document outlines a marketing plan for Mocha Messenger, a chat application, to target Gen Z users in Vietnam. It identifies low awareness and lack of attractive features as issues. The plan is to reposition Mocha as a fun chat platform for Gen Z by adding features like games, stickers, and shared entertainment to activate fun in conversations. A campaign will launch new features through viral celebrity events and promote the message that "chatting is more fun with Mocha" to drive awareness and trials among 13-22 year olds. The goal is for Mocha to become the platform that delivers fun chat experiences through unique engagement features.
Myjive Inc: Social Media Marketing - Rethinking Traditional Marketing Plansmyjive
The document discusses the rise of social media and its importance for marketing. It debunks several myths about social media marketing, noting that while tools may be free, an effective social media campaign requires skills, time and $50k+ for the first few months. It also highlights how brands like Comcast, Dell and CafeMom have successfully used social media for marketing through engaging online communities and driving traffic to their sites.
The document discusses various topics related to social media, including different types of social networks and platforms, trends in social media revenue, new roles that have emerged for community managers and social media experts, and metrics for measuring engagement on social networks and microblogs. It also provides contact information for the author and encourages questions.
- Researchers identified two clusters of social media users: Meformers and Informers
- Meformers make up 80% of the population and focus more on maintaining relationships
- Informers are 20% of the population and play a stronger leadership role by shaping discussions, setting context, and influencing others
- Informers have more friends/followers and a higher degree of mentions compared to Meformers
Dissecting the monetization of World of Tanks.
This is my most booked talk from the past and has been held in various edits on GDC USA, Nordic, Casual Connect & more.
The talk finds the cause why World of Tanks has such a high conversion of 25-30% and sheds light on their systems and monetization mechanics.
More Related Content
Similar to Community Management vs. Support - Fight!
Indie Game Developers and the Facebook of DoomKarl Bunyan
The document discusses the challenges facing independent Facebook game developers in 2010-2011. It outlines how the market has evolved since 2007, with pioneering low-quality games giving way to higher production value titles from major gaming companies. These companies now dominate through large marketing budgets, while indies have less access to viral channels and resources. However, the document provides some tips for indies, such as focusing on niche audiences, player retention over virality, optimizing revenue per user, and maintaining a portfolio of fast-released games to find opportunities between the major titles. While the coming year will be difficult, it asserts there are still opportunities for independent developers.
The document discusses the future of monetization in social games and gaming. It covers trends like freemium models with microtransactions and virtual goods becoming more popular. Hybrid models combining subscriptions, advertising, and microtransactions are also discussed. Maximizing lifetime user value through retention and monetization while keeping acquisition costs low is key to profitability. Understanding user demographics and testing various monetization strategies is important to find what works best. The social gaming industry is still growing and innovating with new models and markets emerging over time.
This document discusses strategies for marketing online multiplayer games in a changing market. It recommends using a multi-channel approach across online marketing, media partnerships, existing communities, and viral marketing. Specific tactics include search engine optimization, revenue share models, preparing graphics/content for media partnerships, leveraging existing user databases and communities, integrating social media APIs, and considering working with marketing specialists despite revenue sharing. The key is finding the right mix of channels tailored to each individual game.
This document discusses strategies for marketing online multiplayer games in a rapidly changing market. It recommends using a multi-channel approach across online marketing, media partnerships, existing communities, and viral marketing. Specific tactics include search engine optimization, revenue share models, preparing graphics/content for media partnerships, leveraging existing user databases and communities, integrating social media APIs, and considering working with marketing specialists despite revenue sharing. The key is finding the right mix of channels tailored to each individual game.
Communications Network Social Media Game presentationnewstips
Playing the social media game, created by Beth Kanter and David Wilcox and here remixed by Community Media Workshop can help with social media adoption and thinking through how to integrate Web 2.0 tools into your overall communications work. (hint: download the cards here: bit.ly/15IB3g)
The document discusses how brands can better connect with customers in today's media-saturated world by focusing on personal relationships rather than interruptive advertising. It notes that people spend a significant amount of time online yet digital marketing budgets remain low. The document advocates that technology allows people to maintain relationships and shares Microsoft's vision of integrating communications, content, and social experiences across various platforms and devices in a seamless way.
The document discusses the importance of various components needed to successfully operate a free-to-play online game beyond just the game itself, including optimized landing pages, community pages, forums, robust payment and support systems, community management, marketing, business development, analytics, and ensuring proper resources for ongoing live operations and development teams.
Gamification : digital marketing entertainment Digiworks
Gamification is the process of using game mechanics and game design techniques to engage and motivate people to achieve their goals. This presentation discusses how gamification can be used in digital marketing and communication for brands. It provides examples of how brands have incorporated gamification, such as through branded games and experiences. The presentation also outlines best practices for designing gamified experiences, including defining objectives, validating creative concepts, and ensuring gameplay loops and rewards systems align with brand values.
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
Social gaming insights and findings from the past year. This ppt contains info on some game apps/genres, niche games and optimization of virality.
Have any comments or feedback? Feel free to contact me via the my info mentioned in the ppt.
A much abridged version of the presentation would be uploaded soon.
The document provides tips for increasing the virility and user count of social games on Facebook. It recommends utilizing all available Facebook platform features, incentivizing user cooperation and sharing through publish2stream posts and incentives, and tracking metrics from publish2stream posts to optimize performance. Key aspects are using publish2stream posts to encourage users to "procreate and copulate" by completing actions, incentivizing clicks on different areas of posts to determine what works best, and tracking metrics like publish2stream ratios and click-through rates to improve strategies. The goal is to make the social game the "alfa male" with maximum user count.
The document discusses how social media and video games are converging, with gaming becoming a prominent feature of social networks. It outlines how social technologies in games enhance relationships and foster online communities. Games are inherently social, and companies are leveraging this by engaging fans through social media and facilitating feedback loops. Social games in particular offer accessibility and are highly addictive due to their social elements. The convergence of gaming and social media is helping to bridge cultural divides and make video games more mainstream.
1. The document discusses strategies for building strong brands and marketing games, including developing a brand identity, positioning the brand, and utilizing various media for promotion.
2. It emphasizes the importance of a multi-pronged approach to promotion, including events, viral marketing techniques, and leveraging online communities and media like YouTube and Facebook.
3. Viral marketing case studies of games like Bioshock and Halo 3 are presented that show how generating buzz through unique in-game elements and limited access can help drive word-of-mouth promotion.
This document discusses ways to make social games go viral on Facebook, including utilizing all Facebook platform features, incentivizing cooperation and sharing between users, integrating viral features into game mechanics, tracking metrics, and focusing on publicity. It also discusses optimizing publish-to-stream features and the potential for more complex niche games on Facebook in the future.
The End Of Paid Media, The Value Of Social CurrencyAdNerds
Since the so-called 'social media revolution', media no longer means paper. It means people. The same people who have more and more tools at their disposal to easily dodge your very expensive ads, banners and commercials. So, what can you do to earn their attention? And better yet, what can you do to earn their engagement?
Алекс Агостини,
Исполнительный директор, 6waves
"Новые тренды в Социальных Играх."
Как у издателя, у компании 6Waves есть много идей относительно изменений, которые происходят в индустрии игр и тех новых тенденций, которые повлияют на индустрию в будущем.
Целью данной презентации является раскрытие этих тенденций, для чего Алекс выделил 6 основных областей, где изменения являются существенными: игры,брендинг,оплата, монетизация, рынки пользователей,кросс- платформенность
SẼ CHAT - YOUNG MARKETERS ELITE DEVELOPMENT SEASON 4 thienvan94
This document outlines a marketing plan for Mocha Messenger, a chat application, to target Gen Z users in Vietnam. It identifies low awareness and lack of attractive features as issues. The plan is to reposition Mocha as a fun chat platform for Gen Z by adding features like games, stickers, and shared entertainment to activate fun in conversations. A campaign will launch new features through viral celebrity events and promote the message that "chatting is more fun with Mocha" to drive awareness and trials among 13-22 year olds. The goal is for Mocha to become the platform that delivers fun chat experiences through unique engagement features.
Myjive Inc: Social Media Marketing - Rethinking Traditional Marketing Plansmyjive
The document discusses the rise of social media and its importance for marketing. It debunks several myths about social media marketing, noting that while tools may be free, an effective social media campaign requires skills, time and $50k+ for the first few months. It also highlights how brands like Comcast, Dell and CafeMom have successfully used social media for marketing through engaging online communities and driving traffic to their sites.
The document discusses various topics related to social media, including different types of social networks and platforms, trends in social media revenue, new roles that have emerged for community managers and social media experts, and metrics for measuring engagement on social networks and microblogs. It also provides contact information for the author and encourages questions.
- Researchers identified two clusters of social media users: Meformers and Informers
- Meformers make up 80% of the population and focus more on maintaining relationships
- Informers are 20% of the population and play a stronger leadership role by shaping discussions, setting context, and influencing others
- Informers have more friends/followers and a higher degree of mentions compared to Meformers
Similar to Community Management vs. Support - Fight! (20)
Dissecting the monetization of World of Tanks.
This is my most booked talk from the past and has been held in various edits on GDC USA, Nordic, Casual Connect & more.
The talk finds the cause why World of Tanks has such a high conversion of 25-30% and sheds light on their systems and monetization mechanics.
This document discusses strategies for monetizing free-to-play online games through dual currency systems and item shops. It recommends a tier-based approach to player progression and item pricing to balance gameplay and monetization. Specific monetization methods are outlined like unlocking higher tiers, limiting resources, and accelerating production through time-limited boosts. Guidance is provided on bottom-up item pricing, defining average customer lifetime value, and optimizing gem package prices based on player testing data. The goal is to integrate monetization naturally into the game's economy and progression systems.
A post mortem about one of the highly anticipated but "launch failed" pojects I did. This is THE talk I was sued about by the publisher as I was too honest.
The document discusses free-to-play (F2P) games and business models. Some key points include:
1) F2P games have no upfront costs, instead making money through optional in-app purchases. This lowers barriers to entry and allows more flexible monetization based on individual spending.
2) Popular F2P titles in Europe generate millions of active users and substantial revenue per month through microtransactions for items, upgrades, and other features.
3) Successful F2P game design requires understanding player retention, conversion rates, and lifetime value to ensure customer acquisition costs are recouped over time through optional spending. Proper monetization is closely tied to the in
Taylor Swift: Conquering Fame, Feuds, and Unmatched Success | CIO Women MagazineCIOWomenMagazine
From country star to global phenomenon, delve into Taylor Swift's incredible journey. Explore chart-topping hits, feuds, & her rise to billionaire status!
Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
Follow us on: Pinterest
Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
Jason Kozup is a versatile figure whose impact spans numerous sectors. From the realms of entertainment and security, he has thrived as a producer, actor, stuntman, model, and aerospace defense contractor, showcasing excellence across the board.
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
SERV is the ideal spot for savory food, refreshing beverages, and exciting entertainment. Each visit promises an unforgettable experience with daily promotions, live music, and engaging games such as pickleball. Offering five distinct food concepts inspired by popular street food, as well as coffee and dessert options, there's something to satisfy every taste. For more information visit our website: https://servfun.com/
Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
How OTT Players Are Transforming Our TV Viewing Experience.pdfGenny Knight
The advent of Over-The-Top (OTT) players has brought a seismic shift in the television industry, transforming how we consume media. These digital platforms, which deliver content directly over the internet, have outpaced traditional cable and satellite television, offering unparalleled convenience, variety, and personalization. Here’s an in-depth look at how OTT players are revolutionizing the TV viewing experience.
Explore Treydora's VR economy, where users can trade virtual assets, earn rewards, and build digital wealth within immersive game environments. Learn more!
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
Follow us on: Pinterest
Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
2. Teut Weidemann
Online Specialist
Digital Reality
In the Games Industry since 1985
Creating Communities since 1997
Consultant for online Entertainment
Working on 2 Browser Game MMO's
9. Again: Communication
Is One on One for Support
And one to 'all' for CM
Even when answering in forums
As 10x more users read only
This dictates how they phrase answers!
10. Support Talk
Is direct
Problem oriented
Template driven
Identical Problem
= identical
Solution!!
12. Information Sources
Support: CM:
Knowledge DB "Gut feeling"
FAQ Social Skills
Behaviour Bible Experience/History
with user
otherwise escalate to
upper levels Asset Matrix
13. Identity
Anonymous using nick names
Support: Changing ID
even for the same ticket
no direct access for users
CM: identifiable
direct access for users
Forum, PM, Email
CM gets instated as a company representative
19. Live from CM:
Expansion is anounced, but not free:
"Fantasy Online: In order to keep the game alive and
pay for further content we are charging a one time
fee of 20 Gems to enter the new Cave. When the
next zone is released it will become free."
20. Ways to admit
"we do not have a clue"
Madame et monsieur here is a way how you can help us to find
the bugs, please follow the instructions:
1. Install Firebug and NetExport for FireFox
a) Install latest firefox from the following link, if you don’t have
firefox installed
http://www.mozilla.com/en-US/firefox/all.html
b) Open the following link using Firefox
...
21. Q&A
BTW:
Digital Reality Publishing is looking for Games on:
Browser Games
Social Games
XBLA, PSN
iPhone, iPad
Contact: teut@digitalreality.eu