The document is a confidential report providing an overview of the digital gaming industry for Fall/Winter 2020. It discusses the continued boom in the industry during 2020, with record viewership and mega deals. It also summarizes challenges securing next-gen consoles due to high demand and limited supply. Additionally, the report analyzes trends such as the growth of mobile gaming and the dominance of the US and China in the gaming market.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Get Free Report Sample Here:- https://bit.ly/3gJ7lmH
The global Gaming Laptop market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Gaming Laptop market will be able to gain the upper hand as they use the report as a powerful resource.
Global Gaming Software Market is expected to reach USD159.59 billion by 2026, growing at a CAGR of 10.81% in the next five years, owing to the rapid technological advancements and increasing customer engagement. https://bit.ly/3asbcka
NATO Modelling and Simulation (M&S) Group Symposium MSG177 Presentation - 23 ...Andy Fawkes
This paper examines aspects of the modern commercial gaming landscape that are applicable in the design and structure of military M&S systems. Two areas have been considered for analysis. First, “Architectures” - the game systems themselves, their accessibility, and exploitation of data. This includes design functions that enhance player emotional and psychological engagement through narrative and gamification, support for large numbers of concurrent players, and content and update delivery methods. Second, “Ecosystems” - which include third-party systems that enhance and supplement the gameplay experience and the methods by which the wider gaming community interacts. While the implementation of innovations in these areas is well understood, we explore whether they are being utilised to their full potential within the realm of military M&S systems, specifically for personalised training systems and decision support/planning tools. Drawing on a literature review and survey of gaming students familiar with the military, recommendations are made to inform future development of M&S systems and better accommodate the demands of a digital savvy war fighter in an era of more remote and distributed training.
Hi, thanks for the opportunity to present today, I’m tom evans, I’m a masters student at staffordshire university studying ideology in serious games and with me is Anthony Hadley, a PhD student also from staffordshire university researching scenario training for disaster management, and Andy Fawkes (from the simulation & training industry). Unfortunately our co-author Steve Webley, who lectures at Staffs in military philosophy and game design, couldn’t be with us today.
The aim of this presentation is to briefly highlight some of the developments in modern video games that we think are of interest to a military simulation and training audience.
The games industry is staggeringly huge and continually growing, with estimated revenues regularly exceeding twice the combined total of the film and music industries. But within this giant industry, today we want to focus firstly on user familiarity with and knowledge of gaming systems, and then go on to highlight a number of technological trends and industry standards that militaries could draw upon
In comparison to some existing research done by the ESA and Limelight that found that the average gamer plays a little over 6 hours a week, our own survey of both enrolled and recently graduated university students shows that in some groups that average can be over twice that amongst the more hardcore players. But from that what you should really takeaway is that not only will the next generation of warfighters will digital natives, but it’s quite likely that they will be gamers as well, and so will carry into their service many hundreds or thousands of hours of experience with these systems.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Get Free Report Sample Here:- https://bit.ly/3gJ7lmH
The global Gaming Laptop market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Gaming Laptop market will be able to gain the upper hand as they use the report as a powerful resource.
Global Gaming Software Market is expected to reach USD159.59 billion by 2026, growing at a CAGR of 10.81% in the next five years, owing to the rapid technological advancements and increasing customer engagement. https://bit.ly/3asbcka
NATO Modelling and Simulation (M&S) Group Symposium MSG177 Presentation - 23 ...Andy Fawkes
This paper examines aspects of the modern commercial gaming landscape that are applicable in the design and structure of military M&S systems. Two areas have been considered for analysis. First, “Architectures” - the game systems themselves, their accessibility, and exploitation of data. This includes design functions that enhance player emotional and psychological engagement through narrative and gamification, support for large numbers of concurrent players, and content and update delivery methods. Second, “Ecosystems” - which include third-party systems that enhance and supplement the gameplay experience and the methods by which the wider gaming community interacts. While the implementation of innovations in these areas is well understood, we explore whether they are being utilised to their full potential within the realm of military M&S systems, specifically for personalised training systems and decision support/planning tools. Drawing on a literature review and survey of gaming students familiar with the military, recommendations are made to inform future development of M&S systems and better accommodate the demands of a digital savvy war fighter in an era of more remote and distributed training.
Hi, thanks for the opportunity to present today, I’m tom evans, I’m a masters student at staffordshire university studying ideology in serious games and with me is Anthony Hadley, a PhD student also from staffordshire university researching scenario training for disaster management, and Andy Fawkes (from the simulation & training industry). Unfortunately our co-author Steve Webley, who lectures at Staffs in military philosophy and game design, couldn’t be with us today.
The aim of this presentation is to briefly highlight some of the developments in modern video games that we think are of interest to a military simulation and training audience.
The games industry is staggeringly huge and continually growing, with estimated revenues regularly exceeding twice the combined total of the film and music industries. But within this giant industry, today we want to focus firstly on user familiarity with and knowledge of gaming systems, and then go on to highlight a number of technological trends and industry standards that militaries could draw upon
In comparison to some existing research done by the ESA and Limelight that found that the average gamer plays a little over 6 hours a week, our own survey of both enrolled and recently graduated university students shows that in some groups that average can be over twice that amongst the more hardcore players. But from that what you should really takeaway is that not only will the next generation of warfighters will digital natives, but it’s quite likely that they will be gamers as well, and so will carry into their service many hundreds or thousands of hours of experience with these systems.
Prodigitaly offers comprehensive solutions to help you design, develop and market your game from start to finish. We specialize in providing comprehensive end-to-end solutions for affordable game development company. As one of the top game design and development companies in the industry, our team of 150+ artists, designers and developers have worked on numerous games for PC, consoles, web and mobile platforms. From 2D platformers to multi-player RPGs with VR integration to casual online, social and mobile games we’ve designed and developed a number of fun and exciting titles. We adapt to the latest tools and frameworks in the market and work with game engines like Unity3D, Cocos2d-x and Unreal as well as technologies like HTML5 and others to build high quality games.
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
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.
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
According to the BlueWeave Consulting latest market research report " A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the global social gaming market was worth USD 16.7 billion in the year 2020. The data yielded by the study reveals that the market is estimated to grow at a CAGR of 11.4%, earning revenue of around USD 36.1 billion by the end of 2027.
Report URL: https://www.blueweaveconsulting.com/global-social-gaming-market-bwc19349
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
This is an edited version of the presentation I did at the NY Games Conference. It is a discussion piece on the top trends in gaming that I'm observing for the coming year. This includes remarks on Smartphones, prepaid game cards, F2P, and Trading Card Games.
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
Good Gaming Inc is a development stage company. It owns and operates the e-Sports tournament and social networking platform. It also provides videos, blogs, and articles authored by world-renowned professional gamers. The company focuses on hosting multiple games online that subscribers can play for free or for fees depending on player level. It also offers social networking functionality, which helps gamers to interact, track each other and communicate.
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
Prodigitaly offers comprehensive solutions to help you design, develop and market your game from start to finish. We specialize in providing comprehensive end-to-end solutions for affordable game development company. As one of the top game design and development companies in the industry, our team of 150+ artists, designers and developers have worked on numerous games for PC, consoles, web and mobile platforms. From 2D platformers to multi-player RPGs with VR integration to casual online, social and mobile games we’ve designed and developed a number of fun and exciting titles. We adapt to the latest tools and frameworks in the market and work with game engines like Unity3D, Cocos2d-x and Unreal as well as technologies like HTML5 and others to build high quality games.
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
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.
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
According to the BlueWeave Consulting latest market research report " A recent study conducted by the strategic consulting and market research firm, BlueWeave Consulting, revealed that the global social gaming market was worth USD 16.7 billion in the year 2020. The data yielded by the study reveals that the market is estimated to grow at a CAGR of 11.4%, earning revenue of around USD 36.1 billion by the end of 2027.
Report URL: https://www.blueweaveconsulting.com/global-social-gaming-market-bwc19349
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
This is an edited version of the presentation I did at the NY Games Conference. It is a discussion piece on the top trends in gaming that I'm observing for the coming year. This includes remarks on Smartphones, prepaid game cards, F2P, and Trading Card Games.
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
Good Gaming Inc is a development stage company. It owns and operates the e-Sports tournament and social networking platform. It also provides videos, blogs, and articles authored by world-renowned professional gamers. The company focuses on hosting multiple games online that subscribers can play for free or for fees depending on player level. It also offers social networking functionality, which helps gamers to interact, track each other and communicate.
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
Panel Discussion: Is content eating the world?The GSMA
Matthew Iji (GSMA Intelligence), Jim Long (Didja, Inc) and Rob Topol (Intel Corporation) - Once upon a time, we were told that “software is eating the world.” Today we could say the same thing for content. Mobile video drives a need for network upgrades. Service providers are snapping up media companies. Gaming gets called out as a beneficiary of new mobile technologies. The intersection of content and the mobile ecosystem is clear. But questions remain about where it’s going and how universal it is.
Learn more by contacting us at info@gsmaintelligence.com.
7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.
The gaming industry is arguably one of the most important and innovative sectors in tech today. Its importance to culture, social networking, and entertainment cannot be understated. The term “entertainment industry” is no longer reserved for Hollywood and
the movie industry. Gaming is now providing the most immersive and awe-inspiring forms of entertainment to more than two billion people around the globe.
Data and the Future of Gaming Post COVIDData Con LA
Data Con LA 2020
Description
Given the lock down, consumption for gaming has increased dramatically across the world. We see major changes in how data is used in running the game, marketing the game, and monetizing gameplay.
*Size of gaming and how behaviors have changed since COVID
*Data it's role of games as a service games (in game telemetry)
*What are people playing around the world during lock down and what does it say about them?
*How data is used for marketing and how does it translate to in game
Speaker
Kunny Berdow, Google, Principal Analytical Lead
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Gaming in India has been catalyzed by better smartphones, increased internet access, popular titles, influencers, and the global pandemic. To dive deeper into this space, Sequoia India partnered with BCG to assess the current mobile gaming market in India, and its prospects for expansion in a report titled ‘Mobile Gaming: $5B+ Market Opportunity.
The Five Biggest Gaming Technology Trends In 2022Bernard Marr
Technology in the world of gaming is evolving fast, and games have long been the place where we see tech innovations in action. Here, we look at the biggest gaming tech trends in 2022, including cloud gaming, VR, the metaverse, NFTs, and esports.
Similar to Forbes digital gaming report fall 2020_v2 (20)
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
State of ICS and IoT Cyber Threat Landscape Report 2024 preview
Forbes digital gaming report fall 2020_v2
1. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
IndustryReport–Fall/Winter2020
C O N F I D E N T I A L
DIGITAL GAMING
2. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Click to edit Master title style
CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Agenda
I
Digital Gaming
Overview
II
The Forbes
M+A Group
Overview
III
Appendix
1
3. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
I. Digital Gaming Overview
2
4. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
3
TheGreatGamingBoomof2020Continuedw/MegaDeals,ViewershipRecords,andNext-GenMadness
DIGITAL GAMING OVERVIEW
Source(s): Twitch Tracker, Newzoo, Konvoy Ventures, The Esports Observers, The Verge
Apple and Epic continue to feud over Apple’s app store practices (see our August 31st Flash Report for more info)
Mobile game continue to grow in popularity as spending is up 15% YoY
Buyers of Next-Gen consoles had problems trying to preorder as links were broken, carts were being emptied, and inventory quickly sold out due to bots
Keeping in line with the preorders, there has been mass hysteria from consumers trying to secure Next-Gen consoles due to minimal supply and unprecedented demand
Microsoft makes the largest acquisition in gaming, ZeniMax (Bethesda) for $7.5 billion, since Supercell was acquired by Tencent in 2016
Unity and Corsair had big IPOs in Q3 (see our September 25th Flash Report for more info)
The market continues to see through esports, as its biggest players see an average decline in stock price of 58% since 10/2019
COVID shows no signs of slowing and as people continue to isolate, gaming is serving as a primary social catalyst in 2020 and beyond
“The wild ride that has been the Great Gaming Boom of 2020 continued in Q3 and through the early part of Q4 (as of publishing) with drama, deals, and
unprecedented consumer demand. The heavyweight bout between Apple and Epic rages on, while Unity blew away expectations with their IPO, and
Microsoft got serious, acquiring ZeniMax (Bethesda). Consumers are scrambling for the Next-Gen consoles and heading into Christmas, the supply /
demand curve is horribly askew as PlayStation 5s are selling for over $1k (double retail) on the secondary market as retailers lack inventory and Sony’s
production concerns from a few months ago appear to be coming to fruition. Buckle up as this ride is showing no signs of slowing down.”
JJ Lane – Head of Digital Gaming Group
x
5. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
4
DigitalGamingOverview
Digital gaming consists of console, PC, and mobile games
and encompasses esports, streaming, and sponsorships.
Gaming is becoming more mainstream, merging the
casual and competitive scenes, reaching larger audiences
than ever before.
Mobile gaming is continuing to grow in popularity as the
mobile device population continues to boom.
Digital gaming is expected to reach $164.6B in revenue in
2020.
The U.S. and China are dominating the gaming universe
with nearly 50% of revenue market share.
DIGITAL GAMING OVERVIEW
~2.7 Billion
Gamers
Worldwide
33
Average Age of
a Gamer
+4.7 Billion
Hours Streamed
in 3Q 2020
Source(s): Newzoo, Twitch Tracker
x
6. CONFIDENTIAL
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Fall Guys and Among Us Took the World by Storm
Fall Guys launched on July 23rd and within a month had over 135 million
hours watched on Twitch
At its peak it had 713k concurrent viewers on August 28th
In less than two weeks after setting viewership records, viewership
dropped to 100k concurrent viewers as Among Us became increasingly
popular
Among Us has been increasing in viewership, hitting an average of 200k in
September
Discord is seeing lifetime highs for downloads every day since September
5th due to the popularity of Among Us and its need for communication
5
GetUptoSpeedinGamingforYourVirtualChristmasPartyTalkingPoints
DIGITAL GAMING OVERVIEW
Source(s): CapitalIQ, VGChartz. MSN, Polygon
x
The Next Gen Consoles Have Arrived…But In Limited Supply
Battle of Heavyweights Extends Beyond Gaming The 7 Days that Changed Gaming
vs.
The dispute began over Apple’s 30% fee for in-app purchases and other
restrictions
– Epic introduced a bypass for purchases on IOS and Android and then
got itself removed from the App Store and Google’s Play Store
Judge denies Epic’s motion to add Fortnite back to App Store and Apple
accuses the lawsuit of being a “marketing campaign”
The Apple and Epic court date is set for May 3, 2021 and could have
implications across the entire app industry
Unity debuted on the NYSE on September 18th. At open, the share price
was up 44% and closed at $68 a share, with an EV of $18 billion. As of
12/30, the EV increased 118%
Three days later, Microsoft announced its acquisition of Zenimax Studios
and its game publisher Bethesda Softworks for $7.5 billion at an
estimated 6.0x EV / Revenue multiple
On September 23rd, Corsair debuted its IPO for $17 a share and looked to
raise $238 million. The stock declined 16% on its first day of trading and
as of 12/7 it was sitting at ~$38 a share
The PS5 launched on 11/12 and sold 2.1 – 2.5 million units in two days
– 75% of PS5s sold were the higher priced model
Xbox Series X launched on 11/10 and sold 800k – 925k units in 24 hours,
making it the biggest launch in Xbox history
Sony outspent Microsoft 3 to 1 in launch ads
The resale market is getting wild with several threats from buyers as they
are faced not being able to get the next gen console or paying double
MSRP
Supply chains issues are causing the delays for the consoles
7. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
94
96 96
92
Jun-20 Jul-20 Aug-20 Sep-20
1,629
1,574
1,620
1,586
Jun-20 Jul-20 Aug-20 Sep-20
2.3
2.1
2.2
2.2
Jun-20 Jul-20 Aug-20 Sep-20
6
LargeandEver-ExpandingMarket
DIGITAL GAMING OVERVIEW
Source(s): Twitch Tracker as of 9/30/2020, Konvoy Ventures
2.2 million
Average Concurrent Viewers
1.6 billion
Average Hours Watched
(Viewers in Millions) (Hours in Millions)
210 million
North American Gamers94.5K
Average Concurrent Streamers
(Streamers in Millions)
Average concurrent viewers on Twitch sees a slight
decrease from 2Q, but still at record numbers
The average number of streamers increased in 3Q
Greater than 1/3 of the North American population is
playing video games
Hours watched on Twitch remained strong in 3Q
x
8. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
$20.0
$17.4
2020 3Q 2019 3Q
7
DiverseGamingDemographics
DIGITAL GAMING OVERVIEW
($ in Millions)
x
21.0%
38.0%
26.0%
9.0%
6.0%
< 18 18 - 34 35 - 54 55 - 64 +65
Video
Game
Player Ages
73.0%
43.0%
19.0%
25.0%
Console Handheld
System
VR Device Mobile VR
Video Game Players by Age Mobile Game Spending is up 15% in YoY Devices Owned by Gamers
When People Play Years Spent Playing Video Games Why People Play(1)
After Work or School
51%
Waiting for
Appointment
30%
During a Break From
Work or School
26%
During a Commute
16%
21.0%
29.0%
25.0%
9.0%
1 - 5 6 - 14 15 - 24 +25
Connect With
Family and Friends
62.5%
Relaxation
80.0% 84.5%
Brain Stimulation
Note: (1) Percentages vary based on age range and gender
Source(s): Venture Beat, Theesa
9. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
49%
25%
4%
22%
Source(s): Newzoo, Konvoy Ventures, Company Websites
DigitalGamingIndustryOutlook
DIGITAL GAMING OVERVIEW
U.S. and China Dominate the Global Gaming Market
2020 Total
$159.3B
+9.3% YoY
EUROPE, MIDDLE EAST & AFRICA
$35.0B
+11.2% YoY
NORTH-AMERICA
$40.0B
+8.5% YoY
LATIN AMERICA
$6.0B
+10.3% YoY
ASIA-PACIFIC
$78.4B
+9.9% YoY
CHINA TOTAL
$40.9B
U.S. TOTAL
$36.9B
49%
of all consumer spending on
gaming in 2020 came from
the U.S. and China.
$19.3 $20.4 $21.5 $22.6
$41.5 $43.0 $47.0 $51.0
$137.9
$151.9
$165.9
$180.3
2018 2019 2020 2021
Music
Films
Videogames
Global Gaming Is on the Rise With the Help of Smartphones
($ billions)
Gaming Sales Continue To Outpace Music and Movie Sales
[CELLRANGE] [CELLRANGE] [CELLRANGE] [CELLRANGE] [CELLRANGE]
[CELLRANGE] [CELLRANGE] [CELLRANGE] [CELLRANGE] [CELLRANGE][CELLRANGE] [CELLRANGE] [CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
[CELLRANGE]
2018 2019 2020 2021 2022
Smartphone Tablet Console Browser PC Boxed/Downloaded PC
$138.7
$164.6$152.1
$178.2
($ billions)
$196.0
The Top 5 Gaming Markets Are Nearing 1 Billion Combined Players
(Players in millions)
37.5
44.6
65.9
176.1
644.0
U.K.
Germany
Japan
U.S.
China
8
x
10. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
DigitalGamingUniverse(1/5)
DIGITAL GAMING OVERVIEW
Hardware Augmented & Virtual Reality Streaming and Content
Technology
Fantasy Sports and Betting
esports Betting
9
Source(s): Konvoy Ventures, GP Bullhound Report
x
11. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
DigitalGamingUniverse(2/5)
DIGITAL GAMING OVERVIEW
Developers
Publishers
User Generated Content
Major Games
Game Development
Related Services
Data Analytics Peer to Peer
Sponsors and Sponsorship Services
10
Source(s): Konvoy Ventures, GP Bullhound Report
x
Distribution
12. CONFIDENTIAL
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DigitalGamingUniverse(3/5)
DIGITAL GAMING OVERVIEW
Engines Cloud Gaming
Additional Game Development & Services
11
Source(s): Konvoy Ventures, GP Bullhound Report
x
13. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
DigitalGamingUniverse(4/5)
DIGITAL GAMING OVERVIEW
Teams Leagues/Organizers Competitions
Community
Conferences and Exhibitions Events
Professional Scene
Tournament Platforms Coaching Service Providers
Merchandise
Communications and Forums News Reporting Venues
12
Source(s): Konvoy Ventures, GP Bullhound Report
x
14. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
DigitalGamingUniverse(5/5)
DIGITAL GAMING OVERVIEW
Advertising Payments
Other Gaming Services
13
Source(s): Konvoy Ventures, GP Bullhound Report
x
15. CONFIDENTIAL
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$776.4
$957.5 $973.9
$1,598.2
2018 2019 2020 2023
Source(s): The Esports Observer, Newzoo, and CapitalIQ as of 12/7/2020
TheProfessionalSceneContinuestoExpandinSizeandPopularity…
DIGITAL GAMING OVERVIEW
Representative Companies
Professional esports
organization.
Game developer and
content provider
Value EV/Revenue
$400M 11.4x
$70M 15.4x
($ in thousands
esports Revenue Growth
1
2
3
Prize Pools Awarded in 1H 2020
$10.2M
$5.2M
$6.9M
14
15.5% CAGR
x
16. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
$0.00
$2.00
$4.00
$6.00
$8.00
$10.00
$12.00
$14.00
12/1/2019 1/1/2020 2/1/2020 3/1/2020 4/1/2020 5/1/2020 6/1/2020 7/1/2020 8/1/2020 9/1/2020 10/1/2020 11/1/2020
$400 $400 $320 $240 $210 $185 $175 $170 $165 $160
11.4x 13.8x
13.3x
6.9x
19.1x 20.6x
10.9x
21.3x
7.5x
16.0x
0.0x
5.0x
10.0x
15.0x
20.0x
$0
$100
$200
$300
$400
$500
Team
SoloMid
Cloud 9 Team Liquid FaZe Clan Immortals
Gaming Club
Gen.G Fnatic Envy Gaming G2 Sports 100 Thieves
…ButtheCurrentesportsModelMayBeaBubbleWaitingtoBurst
DIGITAL GAMING OVERVIEW
Teams Are Being Valued Like Tech Companies…
($ millions)
Median
EV/Revenue
Note(s): (1) TTM period is 12/31/2019 – 11/30/2020
Source(s): Twitch Tracker, Forbes, CapitalIQ, and Company Websites
...But Fail to Generate Revenue and Appear Overvalued…
15
Value EV/Revenue
13.6x
x
…While the Publicly Traded esports Companies Have Seen a Dramatic Decline Over the Last Year(1)
$88.0
$69.0
$52.0
$35.0
$2.0
MLB NHL NFL NBA Esports
esports
-96.0%
-56.3%
-16.5%
52.7%
17. CONFIDENTIAL
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While the 9th Generation Looks More Crowded Than EverRecord Setting 9th Generation Console Launch
November 10, 2020 November 12, 2020Release Date
Manufacturer
PS5Xbox Series XConsole
Projected Sales(1) 42 million 64 million
Note: (1) Projected unit sales through 2024
Source(s): Company Websites, Forbes, Omdia Analysis, Bezinga
TheConsoleMarketisExplodingwiththeLaunchoftheNext-GenXboxandPlayStation…
DIGITAL GAMING OVERVIEW
16
x
800k – 925k (24 hours) 2.1 – 2.5 (first two days)Launch Day Unit Sales
May 2021 March 2021Readily Available Date
Secondary Market $835 $1,024
MSRP $499 $499
18. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
10.0+
10.0+
13.3
16.0+
10.7
12.2
18.1
18.6
20.0
22.4
26.7
Game Sales Are At Record Highs
…WhileSoftwareStillPullsUsersBetweenPlatforms
DIGITAL GAMING OVERVIEW
PC Gaming Market Value Forecasts
(Units sold in millions)
Microsoft has stopped
disclosing sales numbers
for 1st party software
Mario Kart 8
Super Smash Bros. Ultimate
Mario Odyssey
Breath of the Wild
Pokémon Let’s Go
Splatoon 2
Spider-man
Horizon: Zero Dawn
Uncharted 4
God of War
Halo 5
Gears of War 5
Forza
= Sony
= Nintendo
= Microsoft
($ billions)
$26.6
$28.0
$29.6
$31.4
$33.6
2016 2017 2018 2019 2020
17
Gaming Market Value Forecasts
4.8% CAGR
Source(s): Newzoo, Company Websites
Animal Crossing: New Horizons
x
19. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
6.63
6.97
8.35
9.2
16.0
Rubius
Myth
shroud
Tfue
Ninja
60 77 86 95 101
120 107 105 100
126
210 209
4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q
2017 2018 2019 2020
789 952 1,044 1,120 1,162 1,287 1,267 1,265 1,206 1,468 2,370 2,165
27
36 39 43 46
56 49 48 45
58
96 95
0
20
40
60
80
100
120
0
500
1,000
1,500
2,000
2,500
4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q
2017 2018 2019 2020
1,740 2,037 2,279 2,444 2,563 2,776 2,767 2,794 2,661
3,210
5,175 4,780
4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q
2017 2018 2019 2020
StreamingViewershipContinuestoGrow
DIGITAL GAMING OVERVIEW
Twitch Exceeds 1.2B Average Concurrent Viewers in 2018
(Hours in millions)
Top Streamers Are Gaining Millions of Followers
(Viewers and Channels in thousands)
(Followers in millions)
18
Source(s): Twitch Tracker as of 9/30/20
Twitch Average Viewers and Channels Stays Flat in 3Q3Q Continues Strong Trend in Hours Watched
Viewers Channels
Twitch Exceeds 1.2B Average Concurrent Viewers in 2018
(Hours in millions)
Hours of Content Produced Stays Elevated
x
20. CONFIDENTIAL
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$584.1
$163.3
$543.7
$158.0
Sponsorship Media Rights
2020 2019
Sponsorship and Media Revenues Are Adjusted Down
MainstreamBrandsContinuetoInvestinVideoGames
DIGITAL GAMING OVERVIEW
Select Endemic Sponsors
Select Non-Endemic Sponsors
($ millions)
19
Source(s): The Esports Observer, Newzoo
7.4%
YoY Growth
3.3%
YoY Growth
x
21. CONFIDENTIAL
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0.00%
50.00%
100.00%
150.00%
200.00%
250.00%
300.00%
350.00%
400.00%
450.00%
500.00%
Sep-01-2015 Sep-01-2016 Sep-01-2017 Sep-01-2018 Sep-01-2019 Sep-01-2020
GamingFurtherSeparatesItselfFromtheBroaderMarket
DIGITAL GAMING OVERVIEW
20
Source(s):CapitalIQ as of 12/7/20; Note: (1) Activision Blizzard, Electronic Arts, Take Two Interactive, Ubisoft, Zynga, CD Projekt, Embracer Group, Stillfront Group, Paradox Interactive, Glu Mobile, Kahoot!, Ten Square Games, Frontier Developments, Team17
Group, Codemasters Group, Rovio Entertainment, Sumo Group, and G5 Entertainment
x
Index Value Growth
424.8%
170.1%
92.9%
Gaming Index(1) S&P 500NASDAQ Composite
22. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
29.9x
6.7x
29.8x
20.2x 21.2x 19.1x
65.1x
23.0x 20.4x
11.1x 10.0x 5.8x
27.2x
1.0x 2.0x 3.0x 4.0x 5.0x 6.0x 7.0x 8.0x 9.0x 10.0x 11.0x 12.0x 13.0x 14.0x
5.4x 0.9x 7.6x
5.8x 5.2x
2.7x
22.6x
10.6x 3.4x 3.7x
1.6x 0.9x
15.2x
1.9x
1.0x 2.0x 3.0x 4.0x 5.0x 6.0x 7.0x 8.0x 9.0x 10.0x 11.0x 12.0x 13.0x 14.0x
SelectPublicCompanies
DIGITAL GAMING OVERVIEW
Median EV/Revenue
Median: 4.5x
Game Development – Mobile Games
Game Development – Developer/Publisher
Technology - Hardware
Technology – Streaming/Content
Median EV/EBITDA
Median: 20.4x
Game Development – Mobile Games
Game Development – Developer/Publisher
Technology - Hardware
Technology – Streaming/Content
21
NM
Source(s):CapitalIQ as of 12/7/20; Note: “NM” only applies to multiples less than zero.
x
23. CONFIDENTIAL
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7.3x
6.3x
6.0x*
5.4x 5.2x 5.2x
3.6x 3.4x
2.8x
0.8x
Candywriter Big Blue Bubble ZeniMax Media Saber Interactive Funcom Pipeworks Eko Software Storm8 UMG Media roccat
Source(s): CapitalIQ as of 12/7/20, Company Websites ; “*” Deutsche Bank estimate
SelectPrecedentTransactions
DIGITAL GAMING OVERVIEW
EV/Revenue
Median: 5.2x
Target:
Acquirer:
22
x
24. CONFIDENTIAL
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II. The Forbes M+A Overview
23
25. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
TheForbesM+AGroup
THE FORBES M+A OVERVIEW
Senior-level
attention and
transaction
leadership
Focused,
dedicated
transaction
teams
Vertical and
industry
focused
expertise
Unbiased,
trusted
advisory
services
Quality of
service and
execution over
quantity
Track record
of successful
outcomes
Founded in 2004 with offices located in Denver, Colorado & Salt Lake
City, Utah
Transaction sizes ranging from $10M — $200M
Nationwide clientele with global market reach
Nationwide clientele with global market reach
Swarm transactions with senior advisors, with more than $85B and
250 years of combined experience
Rocky Mountain West boutique investment banking advisory firm focused on closely held companies with strong growth stories
and market dominant products or services.
Focused on Excellence in Execution…
Middle
Market
Leader
24
26. CONFIDENTIAL
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TheForbesM+ATransactionTeam
THE FORBES M+A OVERVIEW
Head of Digital
Gaming Group
303.872.6445
JJ.Lane@ForbesMA.com
Industry leading veterans that possess a
depth and breadth of experience across
both M&A and private industry as founders,
operators, advisors, and executives.
JJ Lane
Bob Forbes
President
Bill Nack
Partner / Managing
Director
Dan Pellegrino
Partner / Managing
Director
Jon Wiley
Partner / Managing
Director
Garit Lawson
Managing Director
Steve Quisenberry
Managing Director
James Morgan
Managing Director
Doug Freyschlag
Director
Blake Shear
Director
JJ Lane
Vice President
Cassie Dobos
Associate
Bryce Dietz
Analyst
Jarred Olson
Analyst
Liam Narozanick
Analyst
John Kiernan
Analyst
25
27. CONFIDENTIAL
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26
SoftwareasaService(“SaaS”)IndustryReport
TheForbesM+AGroupAdvantage
THE FORBES M+A OVERVIEW
EVERY DETAIL COUNTS.™
In managing the ownership transition of a closely-held company, the old adage that
“the devil is in the details” is widely underestimated.
At THE FORBES M+A GROUP, we are hyper vigilant about details – not only based on
the merits of the phrase above but because, as our tagline reveals, we recognize the
“deals” are also in those details. The best deals. The ones that offer the most
strategic and financial value to all of the key stakeholders involved in the transaction.
We fully grasp and
internalize clients’
goals.
We understand clients’
businesses exhaustively
and tell their stories
meticulously.
We design a
comprehensive
blueprint of each
client’s best future.
We find ideal targets,
not just the easy ones,
and compel them to
compete.
We advocate fiercely
for our clients,
creating extraordinary
outcomes.
28. CONFIDENTIAL
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27
SoftwareasaService(“SaaS”)IndustryReport
WhatClientsandAdvisorsSay
THE FORBES M+A OVERVIEW
“Their industry knowledge, relationships
with buyers, extensive transaction
experience, and adaptive and creative
deal making were essential in achieving
an outcome that met our goals.”
~ Tres Coors, CEO of Novelty Lights
“Their guidance was invaluable
as we reviewed offers and
negotiated a deal structure that
was exactly what we needed.”
~ Doug Larson, President at
Eldorado Artesian Springs
“Forbes is like a bulldog with a
rag in its mouth. If there is a deal
that serves the interests of their
client, those guys don’t let go
until it crosses the finish line.”
~ Bob Roth, Partner at Kutak Rock
“They exceeded every expectation
by taking the time to understand
our objectives, delivering the best
possible partner and terms.”
~ Christine Crane, CEO of BoldLeads
“We wanted to entrust the
business to an advisor with
similar core values and high-
quality standards.”
~ Tom Tolkacz, CEO of Swingle
“PASCO selected The Forbes M+A
Group amongst competing advisory
firms because of their reputation for
identifying excellent strategic
partners.”
~ Ryan Zeiger, CEO of PASCO
“From identifying the perfect
buyer, to maximizing our value,
and ultimately continuing our
legacy, the Forbes M+A team was
there from start to finish.”
~ Stephanie White, CEO of Top Gun
“The Forbes M+A Group was
recommended to us as a
company that would truly partner
with us to achieve our goals.”
~ Mike Franklin, President of
TouchSource
29. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
SoftwareasaService(“SaaS”)IndustryReport
TrustedbytheWorld’sTopFinancialInstitutions
THE FORBES M+A OVERVIEW
Forbes has developed strategic partnerships with some of the largest financial institutions in the world with its
strong reputation for servicing the middle market.
28
30. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Click to edit Master title style
CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
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2020
31. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
III. Appendix
30
32. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Date Target Buyer / Investor(s) Target Description Target Category Transaction Type
Implied EV
($ in millions) EV / Revenue EV / EBITDA
Nov-20 Axion Ventures Inc. Monaker Group Axion Ventures, an investment issuer, primarily focuses on
investments in the online video gaming sector and other information
technology sectors.
Game Development Merger/Acquisition $31.9 na na
Nov-20 Snapshot Games Inc. Saber Interactive Snapshot Games develops and publishes video games. Game Development Merger/Acquisition na na na
Oct-20 IronOak Games Inc. Curve Digital Publishing IronOak Games develops video games for PC and Console. Game Development Merger/Acquisition na na na
Oct-20 Metro VR Studios Gaensel Energy Group Metro VR Studios is an indie VR development studio. Game Development Merger/Acquisition na na na
Oct-20 Enhance Experience, Inc. Mobcast Holdings Enhance Experience, Inc. develops and publishes games using VR,
AR, MR, and XR technologies.
Game Development Merger/Acquisition na na na
Sep-20 Pipeworks Sumo Group Pipeworks Inc develops IP games. Game Development Merger/Acquisition $100.1 5.2x 23.8x
Sep-20 NEON Media The 4D Factory NEON Media operates as a production company that develops and
design games.
Game Development Merger/Acquisition na na na
Sep-20 ZeniMax Media Microsoft Corporation ZeniMax Media operates as a video game publisher. Game Development Merger/Acquisition $7,500.0 6.0x* na
Sep-20 WorldGaming Network Playfully WorldGaming Network owns and operates an electronic sports and
competitive online video gaming platform.
Community Merger/Acquisition na na na
Sep-20 Reflector Entertainment BANDAI NAMCO Entertainment
Europe
Reflector Entertainment designs and develops videogames, movies,
comics, and other media for cross-platform storytelling.
Game Development Merger/Acquisition $15.0 na na
Aug-20 Big Blue Bubble Enad Global 7 Big Blue Bubble develops and publishes video games. Mobile Games Merger/Acquisition $75.9 6.3x 21.7x
Aug-20 One Up Group Engine Media Holdings One Up Group operates as a mobile game companywhich allows
gamers to organize and play one-on-one matches with other
gamers.
Mobile Games Merger/Acquisition $14.6 na na
Aug-20 Playdots Take-Two Interactive Software Playdots develops mobile games. Mobile Games Merger/Acquisition $192.0 na na
Aug-20 Cold Iron Studios Daybreak Game Company Cold Iron Studios develops mobile, console, and personal computer
games.
Mobile Games Merger/Acquisition na na na
Jul-20 Wordie Three Gates Wordie develops an mobile game application. Mobile Games Merger/Acquisition $0.2 na na
SoftwareasaService(“SaaS”)IndustryReport
SelectDigitalGamingM&ATransactions(1/3)
VALUATION SUPPORT
31
Source(s):CapitalIQ as of 12/7/20; “*” Deutsche Bank estimate
x
33. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Date Target Buyer / Investor(s) Target Description Target Category Transaction Type
Implied EV
($ in millions) EV / Revenue EV / EBITDA
Jul-20 Wordie Three Gates Wordie develops an mobile game application. Mobile Games Merger/Acquisition $0.2 na na
Jun-20 Ready At Dawn Studios Facebook Technologies Ready At Dawn Studios develops video games. Game Development Merger/Acquisition na na na
Jun-20 Peak Games Zynga Peak Games develops multiplayer mobile games in Turkey and the
Middle East and North Africa (MENA) region.
Mobile Games Merger/Acquisition $1,934.0 na na
Jun-20 Gaming licenses of Majesco
Entertainment Company
Ziggurat Interactive Gaming licenses of Majesco Entertainment Company including
BloodRayne.
Game Development Merger/Acquisition na na na
Jun-20 LetsGoRacing Torque Esports LetsGoRacing comprises a YouTube channel that broadcasts
motorsport and esports racing content.
Community Merger/Acquisition $1.6 na na
Apr-20 PierPlay Scopely PierPlay engaged in development of mobile video games. Game Development Merger/Acquisition na na na
Apr-20 3DO games catalog of Prism
Entertainment
Ziggurat Interactive 3DO games catalog of Prism Entertainment comprises game
licenses.
Game Development Merger/Acquisition na na na
Apr-20 Candywriter Stillfront Group Candywriter develops and publishes mobile games. Game Development Merger/Acquisition $204.0 7.3x 12.7x
Feb-20 DriverDB Torque Esports DriverDB AB provides data to racing drivers and general motorsport
industry.
Community Merger/Acquisition $0.8 na na
Apr-20 Hypixel Studios Riot Games Hypixel Studios designs and develops computer games. Game Development Merger/Acquisition na na na
Apr-20 Moneyweek Torque Esports Moneyweek operates an online motor sports community for
motorsport enthusiasts, industry influencers, and Formula 1 teams,
as well as former drivers.
Community Merger/Acquisition $0.5 na na
Mar-20 MTD Gaming Ainsworth Game Technology MTD Gaming develops and supplies computer games. Game Development Merger/Acquisition $26.0 na na
Feb-20 Saber Interactive Embracer Group Saber Interactive develops online interactive games in the United
States.
Game Development Merger/Acquisition $596.2 5.4x 9.2x
Feb-20 Kolibri Games Ubisoft Entertainment Kolibri Games operates as a mobile games company. Mobile Games Merger/Acquisition na na na
Jan-20 Phoenix Labs Garena Online Private Phoenix Labs develops games for personal computers. Game Development Merger/Acquisition na na na
SoftwareasaService(“SaaS”)IndustryReport
SelectDigitalGamingM&ATransactions(2/3)
VALUATION SUPPORT
32
Source(s):CapitalIQ as of 12/7/20
x
34. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
SoftwareasaService(“SaaS”)IndustryReport
SelectDigitalGamingM&ATransactions(3/3)
VALUATION SUPPORT
33
Source(s):CapitalIQ as of 12/7/20
x
Date Target Buyer / Investor(s) Target Description Target Category Transaction Type
Implied EV
($ in millions) EV / Revenue EV / EBITDA
Jan-20 Phoenix Labs Garena Online Private Phoenix Labs develops games for personal computers. Game Development Merger/Acquisition na na na
Jan-20 Streamlabs Logitech International Streamlabs develops Streamlabs application that provides in-stream
popup alerts.
Community Merger/Acquisition $130.3 na na
Jan-20 Funcom Tencent Cloud Europe Funcom develops and publishes massively multiplayer online games
for PCs and consoles worldwide.
Game Development Merger/Acquisition $1,223.5 5.2x 11.3x
Jan-20 FoxNext Games Scopely FoxNext develops virtual and augmented reality, mobile,
console/personal computer games, and location-based
entertainment for studio's film and television operations.
Game Development Merger/Acquisition na na na
Jan-20 Storm8 Stillfront Group Storm8 develops social mobile games for the iPhone, iPod Touch,
and Android devices.
Mobile Games Merger/Acquisition $403.9 3.4x 6.6x
Dec-19 Typhoon Studios Google Typhoon Studios is an independent game developer. Game Development Merger/Acquisition na na na
Median $88.0 5.4x 12.0x
Mean $691.7 5.5x 14.2x
35. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 12/7/2020 High Cap Value LTM LTM
Game Development - Mobile Games
Zynga Inc. (NasdaqGS:ZNGA) $8.79 82% $9,474 $9,451 5.4x 29.9x
Glu Mobile Inc. (NasdaqGS:GLUU) $9.65 89% $1,658 $1,380 2.7x 94.3x
Rovio Entertainment Oyj (HLSE:ROVIO) $5.95 81% $434 $294 0.9x 6.7x
Mean 84.0% $3,855 $3,708 3.0x 43.6x
Median 82.2% $1,658 $1,380 2.7x 29.9x
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 12/7/2020 High Cap Value LTM LTM
Game Development - Publisher/Developer
Microsoft Corporation (NasdaqGS:MSFT) $214.37 92% $1,620,668 $1,565,935 10.6x 23.0x
Tencent Holdings Limited (SEHK:700) $76.45 12% $716,246 $731,878 10.9x 30.3x
Sony Corporation (TSE:6758) $94.47 1% $114,812 $127,383 1.6x 11.1x
Activision Blizzard, Inc. (NasdaqGS:ATVI) $81.40 93% $62,509 $58,511 7.6x 20.2x
Nintendo Co., Ltd. (TSE:7974) $551.21 1% $66,201 $52,833 3.4x 10.0x
Electronic Arts Inc. (NasdaqGS:EA) $129.19 88% $37,301 $32,509 5.8x 21.2x
Unity Software Inc. (NYSE:U) $151.90 97% $40,871 $39,238 NM NM
Take-Two Interactive Software, Inc. (Nasdaq:TTWO) $181.38 98% $19,784 $17,577 5.2x 29.8x
BANDAI NAMCO Holdings Inc. (TSE:7832) $90.71 1% $19,830 $18,442 2.7x 19.1x
Ubisoft Entertainment SA (ENXTPA:UBI) $94.99 112% $11,620 $12,157 6.3x NM
Square Enix Holdings Co., Ltd. (TSE:9684) $61.47 1% $7,199 $5,911 2.0x 11.1x
Capcom Co., Ltd. (TSE:9697) $57.05 1% $6,100 $5,493 6.7x 19.6x
Mean 50% $226,928 $222,322 5.7x 19.5x
Median 50% $39,086 $35,874 5.8x 19.9x
SoftwareasaService(“SaaS”)IndustryReport
PubliclyTradedCompanies(1/3)
VALUATION SUPPORT
$ millions, except per share data
34
Source(s):CapitalIQ as of 12/7/20; Note: “NM” only applies to multiples less than zero.
x
36. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 12/7/2020 High Cap Value LTM LTM
Technology - Hardware
Microsoft Corporation (NasdaqGS:MSFT) $214.37 92% $1,620,668 $1,565,935 10.6x 23.0x
Alphabet Inc. (NasdaqGS:GOOG.L) $1,815.55 98% $1,235,035 $1,129,534 6.6x 23.5x
NVIDIA Corporation (NasdaqGS:NVDA) $544.05 92% $335,702 $333,244 22.6x 65.1x
Sony Corporation (TSE:6758) $94.47 1% $114,812 $127,383 1.6x 11.1x
Advanced Micro Devices, Inc. (Nasdaq:AMD) $94.95 99% $113,231 $112,038 13.0x 78.2x
Nintendo Co., Ltd. (TSE:7974) $551.21 1% $66,201 $52,833 3.4x 10.0x
Seagate Technology plc (NasdaqGS:STX) $63.78 99% $16,462 $19,048 1.9x 11.0x
Logitech International S.A. (SWX:LOGN) $87.20 97% $14,556 $13,647 3.7x 20.4x
Corsair Gaming, Inc. (NasdaqGS:CRSR) $35.62 69% $3,280 $3,561 2.4x 22.7x
Plantronics, Inc. (NYSE:PLT) $27.70 79% $1,064 $2,486 1.6x 19.8x
Razer Inc. (SEHK:1337) $0.31 11% $2,837 $2,260 2.5x NM
Turtle Beach Corporation (NasdaqGM:HEAR) $19.97 87% $303 $281 0.9x 5.8x
Mean 69% $293,679 $280,187 5.9x 26.4x
Median 90% $41,331 $35,940 2.9x 20.4x
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 12/7/2020 High Cap Value LTM LTM
Professional Scene
Enthusiast Gaming Holdings Inc. (TSX:EGLX) $2.41 74% $249 $272 9.1x NM
Engine Media Holdings, Inc. (TSXV:GAME) $0.55 2% $55 $64 15.6x NM
Allied Esports Entertainment Inc. (NasdaqCM:AESE) $1.08 18% $37 $39 1.7x NM
Gfinity plc (AIM:GFIN) $0.05 109% $39 $37 6.7x NM
Super League Gaming, Inc. (NasdaqCM:SLGG) $2.19 34% $33 $24 15.6x NM
Guild Esports Plc (LSE:GILD) $0.08 85% $41 $40 NA NA
Mean 54% $76 $79 9.8x NM
Median 54% $40 $39 9.1x NM
SoftwareasaService(“SaaS”)IndustryReport
PubliclyTradedCompanies(2/3)
VALUATION SUPPORT
$ millions, except per share data
35
Source(s):CapitalIQ as of 12/7/20; Note: “NM” only applies to multiples less than zero.
x
37. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – F a l l / W i n t e r 2 0 2 0
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 12/7/2020 High Cap Value LTM LTM
Technology - Streaming & Content
Sea Limited (NYSE:SE) $200.00 98% $98,190 $96,822 27.0x NM
Bilibili Inc. (NasdaqGS:BILI) $68.56 100% $23,553 $22,801 15.2x NM
HUYA Inc. (NYSE:HUYA) $19.00 62% $4,471 $2,894 1.9x 27.2x
Mean 87% $42,071 $40,839 14.7x 27.2x
Median 98% $23,553 $22,801 15.2x 27.2x
Aggregate Metrics
Mean 63% $177,376 $171,229 6.9x 25.8x
Median 83% $15,509 $15,612 5.3x 20.4x
SoftwareasaService(“SaaS”)IndustryReport
PubliclyTradedCompanies(3/3)
VALUATION SUPPORT
36
$ millions, except per share data
Source(s):CapitalIQ as of 12/7/20; Note: “NM” only applies to multiples less than zero.
x