This document discusses how regions can become powerhouses for gaming. It provides background on the author and their experience covering the gaming industry. It then analyzes factors that contribute to strong gaming regions like San Francisco, Los Angeles, Tokyo, including technology sectors, universities, culture, leadership, and government support. Examples are given of how regions like Silicon Valley, Japan, Canada, and Europe developed gaming industries. Emerging regions like China, Israel, and India are also discussed. The document argues that while games can be made anywhere, having a critical mass of companies and culture in a gaming hub tilts the odds in a region's favor.
The document provides a year-end review and outlook for IGDA Austin, a volunteer organization that supports game developers in Austin, Texas. In 2015, IGDA Austin hosted over 15 events including career fairs, panels, and networking events. They had over 100 members and helped connect job seekers with local employers. Going forward, their goals are to provide resources for developers and help Austin become a top city for indie game development through partnerships with local stakeholders. Austin has over 40 game studios and is described as a vibrant hub for the game industry.
Austin Game Devs is a community of creative thinkers and makers who are passionate about building great game companies. An affiliate of the International Game Developers Association, we produce monthly panels, speakers and workshops to empower game makers with the tools and techniques to take their vision to market. We provide a forum for industry veterans and community leaders to meet and share insights about the role the local $1B game industry plays in contributing to Austin's creative environment. We serve as the voice of thousands of game developers throughout Austin, representing their interests and ensuring their concerns are heard. Our 2016 goal is to showcase new voices in the Austin game development community, bringing fresh ideas to the fore.
This document summarizes the Well Played book series and journal published by ETC Press that analyzes and critiques video games. It discusses how the series examines gameplay, narrative, design, and literacy through presentations, books, conferences, and a peer-reviewed journal. As an example, it provides a live play session analysis of the indie games Monument Valley and Crossy Road, discussing their simple yet engaging gameplay, aesthetics, and progression systems that contributed to their commercial success. The overall goal of Well Played is to explore the value and meaning of video games through critical analysis and discussion of player experience.
Innovation of a different kind in the traditional toys marketDudi Peles
This document discusses the evolution of the video game and toy industries over several decades. It notes that while new toys are introduced every year, the major players in the toy industry have not changed in decades. In contrast, the video game industry has seen significant changes and consolidation, with a few major companies now dominating the market. It suggests that new technological developments are driving structural changes in industries, creating new opportunities for entrepreneurs.
The document discusses the major players in the games industry, including console manufacturers like Nintendo, Sony, and Microsoft, as well as publishers and developers. It then analyzes the strengths and weaknesses of Nintendo's Wii, Microsoft's Xbox 360, and Sony's PlayStation 3 consoles and strategies. The document also discusses trends in downloadable content (DLC) for games, providing examples of both high-quality DLC that enhances games as well as low-quality "horse armor"-style DLC that offers little value.
The 3DO Company was founded by Trip Hawkins in 1991 to develop a new game console to rival Nintendo and Sega. The 3DO console launched in 1993 at a high price of $699 but sold poorly due to this price, limited exclusive games, and the crowded console market. While the 3DO's low royalty rates attracted third-party games, flaws in the business model that relied on licensees to manufacture the console led to inconsistent distribution and marketing. The company shifted to game publishing for other consoles but continued to struggle before declaring bankruptcy in 2003.
[Updated 2/27/17] Brian Solis, principal analyst of Altimeter, a Prophet Company, has tracked the autonomous industry for two years and has assembled the most comprehensive report on “The State of The Autonomous Driving.” The updated report features the latest developments among companies driving the future, including 76 automakers, startups and universities. The report also includes an infographic that organizes all of the companies by technology focus and its open to third party creative commons use. This report will be updated regularly, if you would like to contribute updates please contact Brian via email at brian@altimetergroup.com
The New Little Bird Influencer Marketing Platform Little Bird
Little Bird is a platform that helps businesses identify influential social media users and target audiences more effectively for digital marketing campaigns. Typical solutions use metrics like followers and demographics to find influencers, but Little Bird uses social graph analysis to group people and companies into topic-based networks on Twitter. This allows marketers to discover influential users within these networks, see relevant content, and implement more successful influencer marketing programs. Customers like Dun & Bradstreet and Jama Software saw increases in traffic and connections using Little Bird's network and influencer data.
The document provides a year-end review and outlook for IGDA Austin, a volunteer organization that supports game developers in Austin, Texas. In 2015, IGDA Austin hosted over 15 events including career fairs, panels, and networking events. They had over 100 members and helped connect job seekers with local employers. Going forward, their goals are to provide resources for developers and help Austin become a top city for indie game development through partnerships with local stakeholders. Austin has over 40 game studios and is described as a vibrant hub for the game industry.
Austin Game Devs is a community of creative thinkers and makers who are passionate about building great game companies. An affiliate of the International Game Developers Association, we produce monthly panels, speakers and workshops to empower game makers with the tools and techniques to take their vision to market. We provide a forum for industry veterans and community leaders to meet and share insights about the role the local $1B game industry plays in contributing to Austin's creative environment. We serve as the voice of thousands of game developers throughout Austin, representing their interests and ensuring their concerns are heard. Our 2016 goal is to showcase new voices in the Austin game development community, bringing fresh ideas to the fore.
This document summarizes the Well Played book series and journal published by ETC Press that analyzes and critiques video games. It discusses how the series examines gameplay, narrative, design, and literacy through presentations, books, conferences, and a peer-reviewed journal. As an example, it provides a live play session analysis of the indie games Monument Valley and Crossy Road, discussing their simple yet engaging gameplay, aesthetics, and progression systems that contributed to their commercial success. The overall goal of Well Played is to explore the value and meaning of video games through critical analysis and discussion of player experience.
Innovation of a different kind in the traditional toys marketDudi Peles
This document discusses the evolution of the video game and toy industries over several decades. It notes that while new toys are introduced every year, the major players in the toy industry have not changed in decades. In contrast, the video game industry has seen significant changes and consolidation, with a few major companies now dominating the market. It suggests that new technological developments are driving structural changes in industries, creating new opportunities for entrepreneurs.
The document discusses the major players in the games industry, including console manufacturers like Nintendo, Sony, and Microsoft, as well as publishers and developers. It then analyzes the strengths and weaknesses of Nintendo's Wii, Microsoft's Xbox 360, and Sony's PlayStation 3 consoles and strategies. The document also discusses trends in downloadable content (DLC) for games, providing examples of both high-quality DLC that enhances games as well as low-quality "horse armor"-style DLC that offers little value.
The 3DO Company was founded by Trip Hawkins in 1991 to develop a new game console to rival Nintendo and Sega. The 3DO console launched in 1993 at a high price of $699 but sold poorly due to this price, limited exclusive games, and the crowded console market. While the 3DO's low royalty rates attracted third-party games, flaws in the business model that relied on licensees to manufacture the console led to inconsistent distribution and marketing. The company shifted to game publishing for other consoles but continued to struggle before declaring bankruptcy in 2003.
[Updated 2/27/17] Brian Solis, principal analyst of Altimeter, a Prophet Company, has tracked the autonomous industry for two years and has assembled the most comprehensive report on “The State of The Autonomous Driving.” The updated report features the latest developments among companies driving the future, including 76 automakers, startups and universities. The report also includes an infographic that organizes all of the companies by technology focus and its open to third party creative commons use. This report will be updated regularly, if you would like to contribute updates please contact Brian via email at brian@altimetergroup.com
The New Little Bird Influencer Marketing Platform Little Bird
Little Bird is a platform that helps businesses identify influential social media users and target audiences more effectively for digital marketing campaigns. Typical solutions use metrics like followers and demographics to find influencers, but Little Bird uses social graph analysis to group people and companies into topic-based networks on Twitter. This allows marketers to discover influential users within these networks, see relevant content, and implement more successful influencer marketing programs. Customers like Dun & Bradstreet and Jama Software saw increases in traffic and connections using Little Bird's network and influencer data.
The document summarizes the progress of Team TRACE over 10 weeks in developing a solution to address forced labor in global supply chains. They initially thought brands just needed more data, but learned remediation is complex, brands lack resources and expertise. They then developed an idea for a platform connecting brands to NGOs for help, but received negative feedback. In weeks 7-10, they partnered with the Sustainable Apparel Coalition to create a platform for brands to pool resources and collaborate on remediating problematic factories, helping workers and saving brands money.
This document provides an overview of video games including their history, evolution, genres, major companies and consoles. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have dominated the market like Nintendo, Sony and Microsoft, as well as popular game genres and franchises. Career opportunities in the video game industry are also briefly touched on.
This document provides an overview of video games including their history, evolution as an industry, genres, major consoles and developers. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have shaped the industry like Nintendo, Sony, and Microsoft, as well as popular game franchises and the skills required for game design.
This document provides an overview of the UK video game industry in 2009, including key trends, players, and market segments. It notes that traditional boxed retail game sales were down 5.7% year-over-year due to the recession, while pre-owned game sales and downloadable content grew. The Wii had emerged as the console market leader with its broad appeal, selling 50 million units worldwide compared to 21 million PS3 and 30 million Xbox units. The document also discusses the growth of online multiplayer gaming and cloud gaming services, and notes that the Wii and DS helped expand gaming to new and more female audiences through titles like Wii Fit and Brain Training.
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
Mario is from Kyoto and Fez is from Montreal: Colocation and collaborationCreativeslides
This document summarizes a workshop on game development locations and collaboration spaces. It includes a quiz about where different game studios are located globally. It then discusses factors like critical mass, spontaneity, and comfort that make coworking spaces successful for indie game developers. The document profiles Arch Creatives, a nonprofit coworking hub for indie game developers in Leamington Spa, UK, describing how they organized and fund their space to support the local game development community. Finally, workshop participants break into groups to propose their own ideas for an indie game coworking hub.
Presented at the first MTN sponsored Video Game conference in Ghana in August 2019. Offers a high level plan for growing the industry on the continent.
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.
The document discusses trends in the Asian virtual goods market, including the rise of social games and how companies like Tencent in China have pioneered business models centered around online and virtual goods that generate billions in revenue. It also compares the market capitalization and revenues of major Asian online gaming companies to their Western counterparts.
Tenshi gamification for gamers march 2012jonathannewth
This document discusses gamification and its use in non-game environments. It provides background on the speaker, Jonathan Newth, and outlines the history of video game consoles from the 1970s to today. It then discusses how the gaming world has changed with mobile, social, and online games becoming prominent. The rest of the document discusses what gamification is, examples of gamification mechanics like rewards and leveling up, and how these techniques can be used to engage gamers in non-game contexts. It finishes with lessons learned from digital games and a vision of future convergence between virtual and real worlds.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document summarizes the evolution of game development from the 1960s-1970s to present day. It outlines how in the early days, game scope was limited, costs were high, platforms were few, and the market was niche. Over time, development budgets and team sizes soared, numerous platforms emerged, and financial models changed. However, some things stayed the same - a bad game remains unpopular, simple designs are still effective, small studios can still succeed, and hardcore fans endure. The business now rivals the movie industry in financial terms.
The document summarizes the progress of Team TRACE over 10 weeks in developing a solution to address forced labor in global supply chains. They initially thought brands just needed more data, but learned remediation is complex, brands lack resources and expertise. They then developed an idea for a platform connecting brands to NGOs for help, but received negative feedback. In weeks 7-10, they partnered with the Sustainable Apparel Coalition to create a platform for brands to pool resources and collaborate on remediating problematic factories, helping workers and saving brands money.
This document provides an overview of video games including their history, evolution, genres, major companies and consoles. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have dominated the market like Nintendo, Sony and Microsoft, as well as popular game genres and franchises. Career opportunities in the video game industry are also briefly touched on.
This document provides an overview of video games including their history, evolution as an industry, genres, major consoles and developers. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have shaped the industry like Nintendo, Sony, and Microsoft, as well as popular game franchises and the skills required for game design.
This document provides an overview of the UK video game industry in 2009, including key trends, players, and market segments. It notes that traditional boxed retail game sales were down 5.7% year-over-year due to the recession, while pre-owned game sales and downloadable content grew. The Wii had emerged as the console market leader with its broad appeal, selling 50 million units worldwide compared to 21 million PS3 and 30 million Xbox units. The document also discusses the growth of online multiplayer gaming and cloud gaming services, and notes that the Wii and DS helped expand gaming to new and more female audiences through titles like Wii Fit and Brain Training.
GDC China 2014 Slides: Unlocking World Game Markets From ChinaCharlie Moseley
What makes 95% of games developed in China unable to find success overseas? Learn the secret to unlocking worldwide markets from China in this session delivered by the Creative Director of one of China’s most successful game developers, Tap4Fun.
From game design and production, to localization and marketing, this is a comprehensive overview of the necessary ingredients you’ll need to overcome China’s cultural borders and take on the world.
Mario is from Kyoto and Fez is from Montreal: Colocation and collaborationCreativeslides
This document summarizes a workshop on game development locations and collaboration spaces. It includes a quiz about where different game studios are located globally. It then discusses factors like critical mass, spontaneity, and comfort that make coworking spaces successful for indie game developers. The document profiles Arch Creatives, a nonprofit coworking hub for indie game developers in Leamington Spa, UK, describing how they organized and fund their space to support the local game development community. Finally, workshop participants break into groups to propose their own ideas for an indie game coworking hub.
Presented at the first MTN sponsored Video Game conference in Ghana in August 2019. Offers a high level plan for growing the industry on the continent.
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.
The document discusses trends in the Asian virtual goods market, including the rise of social games and how companies like Tencent in China have pioneered business models centered around online and virtual goods that generate billions in revenue. It also compares the market capitalization and revenues of major Asian online gaming companies to their Western counterparts.
Tenshi gamification for gamers march 2012jonathannewth
This document discusses gamification and its use in non-game environments. It provides background on the speaker, Jonathan Newth, and outlines the history of video game consoles from the 1970s to today. It then discusses how the gaming world has changed with mobile, social, and online games becoming prominent. The rest of the document discusses what gamification is, examples of gamification mechanics like rewards and leveling up, and how these techniques can be used to engage gamers in non-game contexts. It finishes with lessons learned from digital games and a vision of future convergence between virtual and real worlds.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
This document summarizes the evolution of game development from the 1960s-1970s to present day. It outlines how in the early days, game scope was limited, costs were high, platforms were few, and the market was niche. Over time, development budgets and team sizes soared, numerous platforms emerged, and financial models changed. However, some things stayed the same - a bad game remains unpopular, simple designs are still effective, small studios can still succeed, and hardcore fans endure. The business now rivals the movie industry in financial terms.
This document discusses the future of virtual worlds and online socialization. It notes that Asia is leading in many aspects of virtual goods markets and online games. The future may see virtual worlds transitioning to focus more on social entertainment and game mechanics. Understanding user behavior from offline social psychology, zoology, and anthropology can provide insights for online behavior. With awareness of risks and a focus on benefits, online socialization could become an important skill and virtual worlds may help address issues with offline socialization by providing additional digital spaces for engagement.
Battletech, Virtual World, and the Failure of LBVR in the 90s, What It Means ...Charlie Fink
I was COO of the first Location Based Virtual Reality center, Virtual World (aka Battletech), from 92-95. The deck looks at the history of this themed attraction, which featured cab based simulation, it's initial, explosive popularity and its rapid decline. Today's tech is flat-out amazing, but the cruel gravity of retail remains the same.
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
C1 sb assassins creed iii liberation AL media studiesKBucket
This document provides an overview of the video game Assassin's Creed III: Liberation. It was developed by Ubisoft and released in 2012 for the PlayStation Vita handheld console. The game is set in 18th century New Orleans and features Aveline de Grandpré as the first female protagonist in the Assassin's Creed franchise. The document discusses the Vita platform, features of the game that utilize the Vita's touchscreen and sensors, release details, and the later HD remasters for other consoles. It also provides context about the Assassin's Creed franchise and publisher Ubisoft.
Here are a few key points from the article:
- Aveline de Grandpré is one of the first prominent black female protagonists in a major video game.
- The developers wanted to create a believable mixed-race character for 18th century New Orleans and researched historical tropes around race at the time.
- They avoided trying to represent the entire black experience through one character, instead showing different perspectives through other characters she interacts with.
- It was important to the developers to create a strong female protagonist who was not defined by her gender or race alone.
So in summary, the developers took a thoughtful approach to representation by grounding Aveline's character in historical context but avoiding
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Flat to tilted: How to turn your region into a gaming powerhouse
1. Flat to Tilted: How to make your
region into a gaming
powerhouse
Dean Takahashi
Lead writer for GamesBeat
VentureBeat
2. Background
• I have covered technology news for 25 years and games for 20 years
• VentureBeat: founded 11 years ago. 12 million readers a month
• GamesBeat: Started 9 years ago when I joined
• GamesBeat events: GamesBeat Summit on May 1-2, 2017 in Berkeley,
CA; GamesBeat 2017 on Oct. 2-4, 2017 in Bay Area
• Web site: GamesBeat channel and subchannels for AR/VR, esports, PC
gaming, and other game stories. We do reviews, news, and
interviews.
• I wrote two books, “Opening the Xbox” (2002) and “The Xbox 360
Uncloaked” (2006)
4. The places I’ve been
• I have been lucky to talk to game developers about the economic
growth of games in Helsinki, London, Marseilles, Shanghai, Tel Aviv,
Los Angeles, San Francisco, Seattle, Dallas, New York, Montreal,
Amsterdam, Berlin, Tokyo, Osaka, Fukuoka, Hamburg, and Las Vegas.
• This is my fourth trip to Berlin
• All of that has taught me that the world is flat when it comes to
making games. I borrowed that idea from best-selling author Thomas
Friedman of the New York Times.
• Competition is global. And it’s a non-zero-sum game
6. My favorite game of all time
• The Last of Us by Naughty Dog, made in Los Angeles
7. That makes me qualified to say this: You can
make a game anywhere
• Siberian brothers employ 100 in Yakutsk; 30 million downloads
• MyTona made 15 games, and their last one was a big hit
• Mobile games can be made anywhere
• Globalization has helped games spread
• Costs are shifting and so are audiences
• Workforces are educated
• The world is flat
8. But strong regions tilt the odds in your favor
• San Francisco, Los Angeles, Seattle, Tokyo, Kyoto, New York are strong
• Regions have their advantages in rich history, culture, and costs
• Related industries can help a region thrive, like the proximity to
Hollywood
• Science fiction, tech, and games: That’s the theme of our conference
• It works best if you have a gaming hub. Example: Japan has strong
hubs for gaming, while India is only emerging.
10. The origins of strong game regions
• Silicon Valley started in 1940s
• Atari and Homebrew Computer Club started in 1970s
• Taito’s Space Invaders kickstarted Japan in 1978, Pac-Man in 1980
• Nintendo and Sega rise in Japan in 1980s
• Ocean Software in UK in 1980s
• Demo Scene in Helsinki started in 1990s
• Id Software started in 1990s in Dallas
• 3D animation software started in 1980s in Montreal
11. Ingredients for a strong region
• Strong technology sector
• Entertainment industry
• Good universities
• Favorable business climate
• Cultural engagement
• Leadership
• Specialization
• Government support
• Legal protection
• Financial support
• International talent
12. How Silicon Valley beat Boston in tech
• Regional Advantage: Culture and Competition in Silicon Valley and
Route 128
• Silicon Valley won, as it embraced the horizontal business model,
while Boston stayed with the older vertical model. Horizontal firms
like Intel and Microsoft won the PC market, while vertical companies
like Digital Equipment lost.
• Annalee Saxenian’s Regional Advantage book captured this story
• The platform owners hold the power
• Bay Area platforms: Oculus, Facebook, Google, Apple, Intel
• The Bay Area has stronger venture capital investment
15. U.S. game industry
• Strong regions: San Francisco, Seattle, Los Angeles, New York, Dallas,
Austin, Boston
• Top states: California, Texas, Washington, New York, Massachusetts
• 1641 companies, 546 in California
• 406 universities with full game programs
• Silicon Valley
• 150,000 jobs
• Jobs grew four times the rate of U.S. economy 2009-2012
• $94,747 average salary (source: The ESA)
• Trump is not an advantage
20. Top 10 public game companies in 2014
(Newzoo)
• 1. Tencent
• 2. Sony
• 3. Microsoft
• 4. EA
• 5. Activision Blizzard
• 6. Apple
• 7. Google
• 8. King
• 9. Nintendo
• 10. Ubisoft
21. Nothing stays the same
• The game business and its leaders are always changing
• But games are always growing, topping $100 billion and reaching
billions
• Supercell with 200 employees is valued at $10 billion
• Ubisoft with 10,000 employees is valued at $3.7 billion
22. Top public game companies in 2015 (Newzoo)
• 1. Tencent
• 2. Sony
• 3. Activision Blizzard
• 4. Microsoft
• 5. Apple
• 6. EA
• 7. NetEase
• 8. Google
• 9. Bandai Namco
• 10 Mixi
23. Top 10 public game companies 1H 2016
(Newzoo)
• 1. Tencent
• 2. Sony
• 3. Activision Blizzard
• 4. Microsoft
• 5. Apple
• 6. EA
• 7. NetEase
• 8. Google
• 9. Bandai Namco
• 10. Mixi
24. Japan
• Long history with Sony, Nintendo, and Sega
• Strong third-party companies
• Arcade industry
• Succeeded without a real Hollywood
• Strong gaming culture
• Influential throughout the world
25. Canada
• Government help
• Better measurement
• 472 active studios, 143 new since 2013 (ESA of Canada)
• $3 billion annual revenue, up 31% since 2013
• 20,400 game jobs in Canada; 36,500 equivalent full-time jobs
• Major companies with Canadian studios: EA, Capcom, Ubisoft, Activision
Blizzard, Microsoft, Nintendo, Sony, Disney, Warner Bros., Square Enix,
Sega, and Bandai Namco
• Home grown: BioWare (EA), Ludia, Behaviour, Relic Entertainment
• Costs are 25% of U.S.
• 1/10th the size of U.S., but 1/3 as many studios
26. New platforms disrupt the old order
• Virtual reality
• Augmented reality
• Mobile
• Television
• Toys to life
• Esports
• These are all opportunities to change the world order
27. China is coming on strong
• Urging worldwide expansion
• Strong shows like ChinaJoy
• Strong in PC and mobile. Not much console
• Big push into VR
• Financial power and geographic arbitrage
• Tencent has bought stakes in Supercell, Actvision Blizzard, Riot
Games, and Epic
• Problems with censorship, trade restrictions
• 6,111 game studios (SuperData)
28. Israel, Finland, and others
• Israel specialized in online gambling, social casino, marketing tech,
mobile
• Finland specialized in mobile
• Canada is broad-based across Montreal, Vancouver, Edmonton,
Quebec City, and Toronto
• Technology, entertainment, and games inspire each other
• How do you become fast?
• How do you create a gaming culture? Finland has to export
29. Europe’s game industry
• German has 450 games companies with 30,231 employees
• United Kingdom has 2,088 companies, 12,000 employees
• Spain has 480 companies, 4,460 employees
• Netherlands has 455 companies, 3,030 employees
• Finland has 290 companies, 2,700 employees
• Sweden has 236 companies, 3,709 employees
• France 300 companies, 5,000 employees
30. Natural attrition
• Regions can suffer
• Layoffs affect places such as Boston, Austin
• Geopolitics matter in Israel, Ukraine
• Silicon Valley has become too expensive
• Immigration policies should be friendly
• Political climate should be stable and welcoming
• Some companies in Canada failed, like Roadhouse and United Front
Games. But Kabam’s Vancouver is driving enterprise value
• Mino Games decided to leave SF and move to Montreal
31. What’s coming next
• Emerging territories of AR, VR, toys-to-life, Internet of Things, drones,
robotics, esports, retro and more
• VR is strong in the U.S. and China
• Silicon Valley is strong in AI
• Massive simulations enabled by the cloud
• The intersection of sci-fi, tech, and games
• Westworld
33. New regions
• Iran has 150 game companies with 2,500 game developers
• Israel has 200 game companies with thousands of employees
• Lithuania has 30 companies with 400 employees
• India? Brazil, Russia?
• It’s almost impossible to count them all. But I would love to do it.
34. The game developer map that matters
• San Francisco: Pokemon Go, Game of War, The Sims, Star Wars, Plants vs
Zombies
• Los Angeles: The Last of Us, Uncharted, Crash Bandicoot, Call of Duty, Diablo,
Hearthstone, World of Warcraft, StarCraft, Overwatch, God of War, League of
Legends
• Dallas: Doom, Quake, Age of Empires
• Montreal: Assassin’s Creed, Fallout Shelter, Deus Ex
• Edmonton: Mass Effect, Dragon Age
• Vancouver: Need for Speed, Gears of War
• Maryland: Civilization, Fallout, Skyrim
• New York: Grand Theft Auto, Red Dead Redemption
• Seattle: Halo, Half Life
• Tokyo: Final Fantasy, Pokemon, Kingdom Hearts, Sonic, Ico, Gran Turismo, Tekken
35. Game developer map continued
• Osaka: Resident Evil, Street Fighter
• Kyoto: Mario, Zelda, Wii Sports, Mario Kart, Nintendogs
• Helsinki: Angry Birds, Clash of Clans, Clash Royale
• Stockholm: Candy Crush Saga, Minecraft, Battlefield
• Moscow/Honolulu: Tetris
• Florida: Fifa, Madden
• England: Tomb Raider
• Boston: Rock Band
• South Korea: CrossFire
36. Reducing your region’s risk
• Multiple territories make sense
• Wider talent pools
• Cultural expertise
• Diversity works
• No one has a monopoly on good ideas
• Diversify your game types
• Get government involved
• Market the game industry
37. Games find a way
• Conclusions
• You can’t just think about building a company. You have to build a
region. And that region has to produce blockbusters.
• You can build a video game economy, but it takes time
• Cost isn’t the only advantage
• A gaming hub needs veterans, fresh talent, a culture of fun, low costs,
a critical mass of companies, and government support
• If games have this, they will take over the world