This document discusses trends in online entertainment for kids. It finds that kids are spending more time gaming online than watching TV. Popular online games include casual games, virtual worlds, and social network games. Virtual worlds like Club Penguin are very popular, with Club Penguin being one of the largest virtual worlds. The document also covers monetization strategies for online kids' games, such as memberships, microtransactions, and advertising. While many kids are open to paying for online games, parents' perceptions of value and safety are barriers.
Using SoLoMo to get more from your community - Kikk Festival 2011Thomas Van Roy
The word has changed and is changing
Social media is part of the communication plan of brand, But ROI is still difficult to measure.
Smartphone are the thing you don't want to forget at home. We use it for everything, it's part of our life.
Those two big things lead to SoLoMo (Social Local Mobile)
How to use this trend to reinforce the relationship with your community
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
Waboba WRLDS connected IOT Toys pitch deck Erich Hugo
Ever wondered what will happen when we combine our love for video games with the toys we play with? at Waboba we have done it. Beach Toys for the digital age
Lee Stott presentation for Windows In Academia Event Birmingham City Uni http://blogs.msdn.com/b/uk_faculty_connection/archive/2013/02/23/windows-8-and-windows-phone-8-game-developement-in-education-event.aspx
Using SoLoMo to get more from your community - Kikk Festival 2011Thomas Van Roy
The word has changed and is changing
Social media is part of the communication plan of brand, But ROI is still difficult to measure.
Smartphone are the thing you don't want to forget at home. We use it for everything, it's part of our life.
Those two big things lead to SoLoMo (Social Local Mobile)
How to use this trend to reinforce the relationship with your community
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
Waboba WRLDS connected IOT Toys pitch deck Erich Hugo
Ever wondered what will happen when we combine our love for video games with the toys we play with? at Waboba we have done it. Beach Toys for the digital age
Lee Stott presentation for Windows In Academia Event Birmingham City Uni http://blogs.msdn.com/b/uk_faculty_connection/archive/2013/02/23/windows-8-and-windows-phone-8-game-developement-in-education-event.aspx
soZZial is a unique social gaming application providing real SOCIAL and ENTERTAINING gaming experience. We are raising funds to complete pivoting system and achieve cash-flow positive.
Presentation on virtual goods in Asia covering gaming, SNS, virtual worlds, social games across China, Japan and Korea. Given at the Virtual Goods Summit in San Francisco on October 2009.
Download it from www.plus8star.com
The Edison Research American Youth Study 2010 - Part One: Radio's FutureEdison Research
The Edison Research American Youth Study 2010 is a significant national study of the media and technology habits of today's 12-24 year olds. The first release from this data focuses on music discovery and consumption, terrestrial and internet radio usage and the most popular music formats in America. It was originally presented at the 2010 RAB/NAB Radio Show in Washington DC on September 29, 2010.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
A presentation delivered by Nic Mitham (KZero) for the Enne organised conference called 'Jornada Digital Contents: An EStrategy for the Economic Growth and Innovation' 21st October 2011 at Navarra University Spain.
Jordan Bitterman on The Makegood: The Future of VideoThe Makegood
Digitas’ Jordan Bitterman, Senior Vice President and Social Marketing Practice Director, provides his view on the future of video.
“Summary: Video is being freed – It’s moving to the cloud. Software is becoming just as important as hardware. Business models & technology are slowing the pace of change. Familiar names are emerging as the new video power players.”
soZZial is a unique social gaming application providing real SOCIAL and ENTERTAINING gaming experience. We are raising funds to complete pivoting system and achieve cash-flow positive.
Presentation on virtual goods in Asia covering gaming, SNS, virtual worlds, social games across China, Japan and Korea. Given at the Virtual Goods Summit in San Francisco on October 2009.
Download it from www.plus8star.com
The Edison Research American Youth Study 2010 - Part One: Radio's FutureEdison Research
The Edison Research American Youth Study 2010 is a significant national study of the media and technology habits of today's 12-24 year olds. The first release from this data focuses on music discovery and consumption, terrestrial and internet radio usage and the most popular music formats in America. It was originally presented at the 2010 RAB/NAB Radio Show in Washington DC on September 29, 2010.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
A presentation delivered by Nic Mitham (KZero) for the Enne organised conference called 'Jornada Digital Contents: An EStrategy for the Economic Growth and Innovation' 21st October 2011 at Navarra University Spain.
Jordan Bitterman on The Makegood: The Future of VideoThe Makegood
Digitas’ Jordan Bitterman, Senior Vice President and Social Marketing Practice Director, provides his view on the future of video.
“Summary: Video is being freed – It’s moving to the cloud. Software is becoming just as important as hardware. Business models & technology are slowing the pace of change. Familiar names are emerging as the new video power players.”
The 2024 Next Gen Attention Study - www.livewire.groupLivewire
Consumer attention is what every brand dreams of. As media consumption habits shift from being watchable to playable in younger generations, brands are stuck in their ways and beginning to lose their edge. The fundamental unit of marketing is being disrupted by shifting consumer behaviors and tech advancements.
This research study reveals the changing reality of attention in the next generation and showcases how gaming marketing is central to capturing it.
Everything is (Digital) Media. Devices & Technology may 2010 (with sources)...Hugues Rey
Everything is (Digital) Media. A deck about Technology, advertising & adoption by Hugues Rey. (based on desk research, real cases & Mediabrands studies)
Lee Rainie will give the keynote presentation on "Learning in the Digital Age: Where Libraries Fit In." Lee will discuss the way people use e-book readers and tablet computers and how those devices are fitting into users' digital lives. He will describe how three revolutions in digital technology – in broadband, mobile connectivity, and social media – have created a new social operating system that he calls "networked individualism." He will use the Project's latest findings to help describe how librarians can serve the new educational needs of networked individuals.
Lee Rainie will present a keynote discussion on networked learning at the The Free Learning 2.0 Conference on August 22. The conference is "a unique chance to participate in a global conversation on rethinking teaching and learning in the age of the Internet."
Similar to Dubit & Disney from the MRS Children 2010 Conference (20)
The Art of Discoverability (Peter Robinson, CMC 2017)Dubit
Content may be king – but what’s the key to the kingdom when there’s so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They’re overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017
Kids Can Handle the Truth: A Modest Proposal for the NY TimesDubit
On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as “kids take over the Times.” My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual “news” or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
Dubit's Casual Connect Presentation: Kids and Virtual RealityDubit
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
CMC2016 - How To Become a Top 5 Global Kids BrandDubit
This presentation from Dubit focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
Viewing Trends: What Do Kids Want? (MIP Jr. 2015)Dubit
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
It’s stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you’re lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they’ll follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
How Young Early Adopters Find and Share new Entertainment (Children's Media C...Dubit
Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
UX for Gamer Acquisition, Retention and ConversionDubit
A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
At Dubit we research, build, and launch digital experiences for kids brands.
Whether it’s a book, movie, toy or your secret idea that’s going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.
American kids and their gaming devices - from iPads to Gameboys Dubit
As part of a broader look into American children's online gaming habits, Dubit also investigated what devices they are using and to what extent they are used for gaming.
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
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Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
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5. Overview – Disney Online EMEA
The definitive marketing portal for Disney’s products
and services
• Entertainment destinations x 23 across the Region
• Web-only content focusing on video, games and
activities
• Premium services include Club Penguin, Toontown
and, coming soon, Pixie Hollow and Cars
• Offices in UK, France, Italy, Spain and Budapest
7. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
8. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
9. Time spent per week
5-7 8-11 12-15
20
18 17
16
16 14 14
14
hours / week
12
10
10
8 7 7
7 6 6
6 5
4
4
2
0
TV Radio Internet Games
10. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
12. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
13. Multi-platform
62% of 7-14s watch videos on the Internet
Use the Internet to watch TV shows on demand 55%
38% watch TV using digital/satellite on-demand TV
Have been to websites after on-air call for action 40%
60% play games with favourite TV characters
14. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
16. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
18. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
19. Online Games – UK Kids
Dubit Euro Games Tracker, 7-10s (January 2010)
20. Younger Kids 7-10 Gaming
Around 9 in 10 play games on the Internet; of these…
7-8s 56% 50% 32%
38% 15% 12%
9-10s 46% 33% 32%
49% 21% 19%
Note: % of all gamers
21. Older Kids 11-14 Gaming
Around 8 in 10 play games on the Internet
11-12s 38%
48% 41%
42% 33% 22%
13-14s
60% 56% 40%
46% 25% 21%
Note: % of all gamers
22. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
23. Gaming Trends: Types of Games
Casual
• Profiles
Virtual Worlds • Avatars
• Homes
• Pets
• Chat
SN Games • Minigames
Social Networks with Social Online games with
gaming dimension Gaming networking features
24. By
os
5%
8
3%
1
7r
ys 1y
4rs
4%
6 2%
4
Lvl& det e
ee avn r
s us Gl
irs
Cacr
hr t s
ae
P y gint t r
l aa soh s
a e
C awh t r le
ht it oh p yr
e a s
25. Disney’s Casual Games
• Up to 250 games in the catalogue
• Up to 50 new games a year
• Top games at 35,000 gameplays
per month
• 11 million page views a month
across EMEA
• Top games: Cars, Up, Bolt, Mickey
27. Club Penguin
Performance:
Proposition: •Largest MMOG in western market by
•A snow-covered virtual world where consumer spend in the Western market
kids can interact, play games and let place in 2008
their imaginations soar in a safe, ad- •Top global MMOG by unique visitors
free, online playground. (May 09)
Target audience: •The leading MMOG in the UK,
representing 19% market by spend in
•6-14 (7-11); boys and girls 2008
Languages: •Top UK kids web destination with 19%
•English, Portuguese, French, of all kids traffic in Oct 09
Spanish •News: Children’s “Best Website” Bafta
Price (monthly): 2009
•$5.95, £3.95, €4.95
28. Children’s Broadcast Media Consumption
Online TV
Media Convergence
Communication
& Networking
Trends
Online Gaming Formats
Monetisation
Casual Gaming
SN Gaming
Virtual Worlds
29. Business Models
Mic ro-
What kids are doing
Members hip (% of total)
trans ac tions
• 11% pay for subscriptions
• 13% buy virtual goods
Advertis ing
13-14s Increased autonomy
Of those who pay:
• 76% up to £5/month in membership
• 88% up to £5/month in virtual goods
• 11-12s biggest spenders in both
30. Would consider paying?
Dubit’s Euro Games tracker (7-10s, January 2010)
100%
90%
80%
70%
60%
50%
40%
30%
20%
25.9 27.0 24.8
10% 16.2 18.0 18.6
7.8 10.8
0%
UK France Germany Holland Sweden Finland Norway Denmark
31. Why not paid for games?
7-10s European Study (January 2010)
33. ‘Commercial’ Barriers
Perceptions
• Value for money of paid online games vs. tangible goods
• Easiness of payment methods - fears of using credit card
• Lack of knowledge about differences between paid / unpaid
• Different levels of kids’ allowances and autonomy
• Generational gaps – ‘virtual’ vs. ‘real’
• Free games available
Some touch points
• More active than watching TV / DVDs
• Some educational value – even if not ‘educational’
• Web savvy and gaming parents easier to reach
• Safe socialisation environment
• Brand reputation
34. And to wrap up…
• Research your audience: kids and parents
• Make it social, customisable, allowing progression
• Review suitable business models
• Consider eventual changes in regulation
• Include good safety mechanisms
• Invest in viral / word of mouth marketing
• Engage in continuous dialogue with kids and parents
INITIAL NOTE: The accompanying notes are based on the presentation delivered at the Market Research Society’s annual Children: Seen and heard 2010 conference, organised by Research conferences. Good morning to everyone, it’s nice to be here Today we’ll be talking about games, more precisely about online games This last decade was marked by an incredible rise in the importance of games compared to other forms of entertainment. They are now officially the fastest growing form of entertainment. Who hasn’t heard of Call of Duty, GTA or Word of Warcraft? Millions of people play games all around the world – games have never been so fun and entertaining But games are not just fun – their uses have expanded greatly: from brand engagement to education, games are even used in therapy – we will discuss opportunities and barriers and present you with our insight and recommendations. But before we tell you more about games let’s quickly introduce the organisations we work for…
Dubit is a full agency with an unique blend of Research, Marketing and Interactive teams, all under the same roof We’re one of the top European agencies specialising in youth and children and our vast array of work includes projects on areas such as media tracking, games research, public policy research, word of mouth campaigns and the design and production of virtual worlds and games. Dubit Research Team and Interactive Team have been working together in the development of research and insights about games, virtual worlds and how to engage with children and youth online. We have an extensive knowledge of the games market, business models and opportunities, as well a deep insight onto gamers, achieved through the regular tracking of gaming trends and gamer behaviours and preferences; through the testing of new games at design and beta stages; and through designing marketing strategies for successful launches of new gaming titles.
Method Just a quick note on methodology: the main source of data used in this presentation is taken from research undertaken by Dubit, in partnership with Disney, between December 2009 and January 2010. This included: A pan-European survey of kids’ online gaming in 8 EU countries A more detailed survey of UK children and focus groups with kids and parents in 3 European countries And focus groups with children and parents from the UK, France and Spain The samples used were drawn from online panels, thus they are of kids with access to the Internet What we’ll be presenting today is the result not just of the findings from these recent surveys, but more importantly of the insights generated by over 10 years of experience as a business researching and creating social games and virtual worlds, networking with major players in the industry and closely following major developments in the gaming world.
About Disney online
Let’s look at what we will be covering in this presentation
First we will see how kids are spending their time with the main forms of broadcast media. We will then take a closer look at TV watching and at what their doing Online . Media Convergence will be a recurring theme, and we will explore its special importance in linking TV and the Internet We will then drill down and explore what kids are doing online, by looking at Communication and Networking and Online Gaming – the main focus of this presentation – where we will be looking at Trends, Formats and the Monetisation of games. The presentation will include the identification of opportunities , barriers and recommendations .
Let’s start with an overview of broadcast media
The data is taken from OFCOM’s MEDIA LITERACY TRACKER 2009 The chart shows that: kids spend most of their time watching TV the overall consumption of media increases as they get older the time spent on the Internet rises exponentially for the older age group Kids as young as 5-7 - who often can hardly read - are using the Internet The qualitative stages of research have shown that children are being introduced to the Internet at an early age, typically 3-4 years of age, through parents, and using TV Channels’ websites such as Cbeebies (the main gateway) and Disney – these are child-friendly websites provided by brands that are trusted by parents. Media Convergence and Methodology Implications Please note that there is some overlap between different media platforms – for example, listening to the radio online counted towards the total hours listening to radio, but also towards Internet use; gaming could also be on games consoles or online, using the Internet; and so on… This overlap of these platforms is a striking illustration of how different media are converging: the same content can be accessed through a growing number of different platforms and gadgets and for kids content seems to be more important than platform . For instance, when you ask a kid ‘did you watch TV today?’ they might say yes when they were never near a TV set - they might have used one of the many on-demand TV services available on the Internet. Importantly, kids can now watch their favourite characters on TV, on mobiles, on children TV’s website – for them the most important is that they’re watching the characters they love. From a research methodological perspective this convergence is very important since the intermingling of formats and platforms make our job a lot harder! Add to this Multi-tasking – when kids are both watching TV, listening to music and playing games - and you have a true challenge for research! Surveys that track the consumption of new media simply through questions are becoming increasingly complex, especially for children, and rely on memory or the ability of children and parents to rationalise and split what they do into neat separate boxes. At Dubit we believe that the best way to tackle these issues is trough the use of an in-depth mix of quantitative / qualitative methods, using media diaries and in-house ethnography, something we’re currently developing.
Let’s now look at children’s TV channels
We can see how gender and especially age are significant factors Disney – favoured by girls; Cartoon Network – favoured by boys; this is linked to the strong presence of specific characters that appeal more to specific genders, e.g. Hannah Montana and the Disney Princesses for Disney. The 13-14 group differs radically from the rest with E4 jumping to the top of the table (52% say it’s one of their favourite 3 channels) – this ‘transitional’ age group, nearer to the teenage stage, reveal media consumption choices in tune with their developmental stage and a growing interest in socialising, real characters and the search for less ‘childish’ content.
Let’s now look in more detail at media convergence between TV and the Internet – stats from our recent studies are used to illustrate this
Let’s now look at the new ways in which kids are watching TV – or rather watching ‘moving images’: whether ‘normal’ TV or a video on their favourite TV channel website. The Internet is used to watch TV shows on demand by more kids than digital/satellite on-demand TV (55% vs. 38%) Younger kids respond more promptly to on-air calls to action to go online - 44% of 7-8s – our studies reveal that they typically go onto websites of the TV channels they love to watch, often to follow their favourite characters. TV channels have been expanding their online content: kids can watch series online; do activities; play games with their favourite characters. Characters seem to be the most important element – previous research done by Dubit for Showcomotion 2008 has shown that characters and shows have more resonance than specific channels Kids love to keep in touch with their characters, and the Internet allows them to have a more active role – they can impersonate their characters in games, they can edit episodes and upload fan drawings – they are no longer just consumers but can also become content creators and active players In our focus groups we found out that kids are starting to use the Internet when they’re 3-4, helped by their parents, very often using Cbeebies Children’s TV/entertainment websites are usually the first point of introduction of kids to the Internet – media convergence in action again NOTES Why Cbeebies? BBC reputation Free No adverts Child-friendly interface Fun + Educational
Let’s now look at what kids are doing online…
The main points to take from the chart are: Gaming is the main activity for all but the older group. Overall 83% of 7-14 year-olds play games online - 30% play games everyday; 70% play at least a few days a week Younger kids are also watching videos, mostly on the TV websites they like, with their favourite characters (as we’ve seen the ‘glue’ between TV and online media convergence) Socialising becomes more intense as kids grow older and gain independence and a sense of identity; social tools in the web become more important as they get older – there is a great rise in the use of Chat and SNSs. However, as we will see, fun and socialising are increasingly being mixed... Depending on their age, kids don’t use Social Networking Sites simply to ‘socialise’.
Let’s now take a look at Online Communication and Networking We use figures from our studies, complemented by qualitative research
One-third of ids as young as 9-10 are using SNSs; one-third have a MSN account and one-fifth claim to have a Facebook account. Through the qualitative research we have found that many kids are using their parents’ or older siblings’ accounts, whilst in fewer cases they do have their own profile and simply lie about their age when signing up; for many there were doubts about the age limit. The fact that many kids are registering – in spite of the age limits – raises interesting questions about regulation and the provision of alternative online ‘spaces’ where they can socialise. In the qualitative stages we’ve asked them what they’re using SNSs for – especially for the younger ones the main reason to use them seemed to be ‘to play games’; lots of kids knew Farmville and other titles, and were often playing on mum’s farms or with siblings. They also used SNSs to keep in touch especially with family and close friends, by looking at photos and chatting. The figures for the use of IM and SNSs for the older age group 13-14 speak for themselves – their use is massive: for example, 86% have a Facebook account. They use SNSs to keep in touch with friends and also, as we will see, to play games. As for IM, some of the older kids have large numbers of ‘friends’ online, which some seem to ‘collect’, but they typically communicate with those people they know from real life.
Let’s now drill down into our main focus – Online Games – starting with main trends and preferences… The data used here is taken from Dubit’s Euro Games Tracker (7-10s, January 2010) and a more detailed study of UK kids’ media consumption (7-14s, December 2009) The focus here is on the UK.
This chart provides an overview of the main online games played by young people aged 7-10 in the UK. It shows that kids play a variety of titles but also that there is a strong concentration in the top titles – Club Penguin for example is played by 44% of kids who play any games – note that percentages shown are for ‘online gamers’.
We’ve asked two main questions here: a) which websites do you use to play games? And b) which of these individual titles / games do you play. Starting with the younger kids… Let’s have a look at the websites they’re using to play games… Surprise, surprise! TV channels websites – mostly for what is often termed casual gaming – again media covnergence As for individual titles, Club Penguin clearly dominates the tables, with Moshi Monsters, another virtual world, following behind; then two ‘pink’ titles: Barbie Girls and Stardoll. The most successful title, Club Penguin, provides an offer for both genders. Younger kids are mostly playing single player games on TV channels’ websites, but as they grow an appetite for communicating and socialising with others they go onto the more ‘social’ experiences – typically their first online networking experiences happen through games, and increasingly through playing on virtual worlds. Let’s now look at figures for the older age group…
SNSs games and casual flash games websites clearly dominate the preferences of the two age groups Club Penguin and Facebook’s Farmville and Café World are the most popular individual titles. Flash games websites are especially popular with boys and girls tend to use SNSs to play games slightly more than boys CBBC continues to be a reference for 11-12s and Club Penguin hangs on in the top three even for 13-14 year-olds … Something we have not mentioned yet is the ways in which kids get to know about new games… Friends are by far the most important reference across all age; TV shows are an important source for the youngest; Older kids use gaming websites and search online
Let’s now have a look at w hat we can learn from kids’ gaming preferences…
The most popular games and gaming websites we’ve seen above – and for the purpose of analysis - fall into 3 main categories: Casual games – essentially fast, single-player often Flash games – accessed through gaming websites, like Cbbc for younger kids, and Miniclip for older As for the most popular individual gaming titles, these fall into: Virtual Worlds – like Club Penguin ‘ Socially Networked’ games – like those played through SNSs or through ‘online communities’ such as Stardoll. The common points between Virtual Worlds and SN Games are: Profiles Avatars Homes Pets Chat Minigames Again we see a strong convergence – illustrated by the diagram – this time of formats, between social networks and online games. SNSs and application developers are investing heavily on the games offer on SNSs; whilst on the other hand games are becoming increasingly ‘social’, by offering communication and socialising tools. And even ‘casual’ games, and games that are essentially single player in nature, are becoming increasingly social. Miniclip, for example, are investing in the social capital that games have to offer – they’ve introduced player ‘profiles’, through which you can create your own profile, challenge other players, compare top scores, enter competitions and gain recognition through digital ‘medals’; there is also a Players’ Forum. Another example of this is Blizzard’s re-launch of what has been labelled Battlenet 2.0, a gamer off-game portal where you will also be able to build a profile, network, create groups, challenge others, and so on… Let’s now look at kids’ preferences, but from another perspective…
The diagram shows kids’ preferences in terms of game design and game features. They were asked what they thought was most important to make a good game. The chart shows that the social side of games is definitely important – especially for older kids – but also that features such as having good characters and good game mechanics (levels, challenges, missions and quests, etc.) are absolutely essential in creating a successful game. Let’s now see how Disney’s online gaming offer fits within this universe of games
See slides
See slides
See slides
Let’s now look at commercial opportunities and now games are being monetised.
The main three business in use by the games industry are: Micro-transactions (selling of virtual goods) Membership (or subscription) Advertising (in-website, in-game) Which of these is the best option? That’s a question which requires an analysis of your own brand, your target population and the games or websites that you intend to monetise, and obviously knowing what your audience’s behaviour. Let’s look at what kids are doing – do they pay? Would they like to pay for membership / virtual goods? – see figures above. Parents of kids 7-12 typically have the final say but there is a huge jump towards having more autonomy for 13-14 year-olds, allied to higher allowances / pocket money.
We have also asked those who do not pay for any games / goods whether they would like to… Data is taken from Dubit’s Euro Game sTracker As we can see in the chart (green means YES), there are significant slices of kids who would like to pay for online games - in the UK alone, 25.9% represent over 600k kids! We also asked kids why they were not paying for games….
Results vary across countries, but the common theme is that parents are the main ‘barrier’ to paying for online games. We carried out qualitative research to understand what parents think about this….
This slide shows a screen shot of an online group with parents, taking place in Dubit’s Clickroom, a virtual focus groups and viewing facility. Note: a short 3 minute video-clip of this focus group, focusing on parental reactions to paying for online games, is available on request The main findings from the qualitative research are discussed in the next slide
Perceptions Value for money of paid online games vs. tangible goods Most parents are still apprehensive about paying for onine content – either for them or their kids. Parents find it easier to justify spending £10 on a DVD that their kids watch 10-15 times than spending £5 on an online game that they can play every day of the month. The justification for ‘not paying’ is often ‘irrational’ when it comes to discussion of value for money, and after reflection some parents to admit that online games may indeed offer good value for money when compared to other forms of entertainment, e.g. cinema or DVDs. Easiness of payment methods - fears of using credit card Membership cards as a good alternative Lack of knowledge about differences between paid / unpaid Especially in terms of safety measures, for example by not knowing that some virtual worlds offer high-level safety features, e.g. 24/7 moderation Generational gaps – ‘virtual’ vs. ‘real’ Parents who are also gamers find it easier to relate to their kids’ requests to pay for online games; for many others, the ‘virtual’ is not really ‘real’, so it is a waste of money Free games available If there are free games, why pay?
For a more detailed list and tailored recommendations get in touch with us – we offer a full games research and consultancy service
Note: a short form report based on this presentation will be soon available on request; Dubit will also be releasing data from its recent Euro Games Tracker in 8 EU countries