1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
Facebook’s ‘Metaverse’ is Rocket Fuel for Blockchain Virtual Land ProjectsNext Earth
NextEarth.io. Discover how a decentralized virtual world could encourage people's trust in contrast to Facebook.
Transparent Digital Land Purchasing Platform.
Join NextEarth.io.
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Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
Analysts tell us that the market for in-game and virtual world advertising is expected to grow by a factor of ten in the next five years. But this is still a new frontier and marketers are confused about what's required to reach audiences in these worlds and what they can expect from investing in this area.We'll look at the most common and the most creative approaches to reaching these cyber-citizens, highlight common pitfalls, and discuss how to measure the effectiveness of these programs.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Facebook’s ‘Metaverse’ is Rocket Fuel for Blockchain Virtual Land ProjectsNext Earth
NextEarth.io. Discover how a decentralized virtual world could encourage people's trust in contrast to Facebook.
Transparent Digital Land Purchasing Platform.
Join NextEarth.io.
BUY LAND BEFORE OTHERS!
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
Analysts tell us that the market for in-game and virtual world advertising is expected to grow by a factor of ten in the next five years. But this is still a new frontier and marketers are confused about what's required to reach audiences in these worlds and what they can expect from investing in this area.We'll look at the most common and the most creative approaches to reaching these cyber-citizens, highlight common pitfalls, and discuss how to measure the effectiveness of these programs.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
All things metaverse and virtual world related. An evolved presentation delivered to lots of people in 06/07/08
Mostly the slides are talking points.
Elements refer to my presence as epredator online in a web 2.0 world
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
At DCG, we've gotten extremely excited about a project at the intersection of crypto and VR called Decentraland. This presentation provides a brief description of what Decentraland is and explains why we think it could be the next big thing.
We find this project super inspiring and we're doing a lot to accelerate the development of this ecosystem. Hopefully you see what we see!
A crucial insights into hot topic “metaverse”KatrinKunze
Metaverse is a revolutionary tech that can create an online shared virtual world, where people connect, communicate and collaborate for different purposes.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
All things metaverse and virtual world related. An evolved presentation delivered to lots of people in 06/07/08
Mostly the slides are talking points.
Elements refer to my presence as epredator online in a web 2.0 world
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
At DCG, we've gotten extremely excited about a project at the intersection of crypto and VR called Decentraland. This presentation provides a brief description of what Decentraland is and explains why we think it could be the next big thing.
We find this project super inspiring and we're doing a lot to accelerate the development of this ecosystem. Hopefully you see what we see!
A crucial insights into hot topic “metaverse”KatrinKunze
Metaverse is a revolutionary tech that can create an online shared virtual world, where people connect, communicate and collaborate for different purposes.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
The Electronic Entertainment Expo, E3, is recognized as North America’s largest gaming expo of the year and an opportunity for the most established and rising developers, publishers, and manufacturers in gaming to showcase and launch upcoming platforms, games and merchandise.
Over the course of 4 days, we focused on how the evolution of gaming can impact brands, both inside and outside of the gaming industry. As ever, our goal was to find the ways to help brands achieve their business objectives through the benefits offered by gaming’s evolution.
Gamerista 2015 Scenarios for the Future of Gaming r4.0burneshollyman
This is gamerista's 2015 Scenarios for the Future of Video Games which looks at six major strategic trends which will impact the digital games business going forward. These scenarios are built based on gamerista's think tank research as well as crowd-sourced input via #2015gamescenarios.
Please submit your ideas to #2015gamesscenarios and they will be included in the next iteration of this digital video game industry crowd-sourced document.
The "gamerista 2015 Scenarios for the Future of Digital Games" strategic forecast looks at the global digital games marketplace and offers mega-trend predictions for the industry in 2015 and the major factors which will drive the digital video games marketplace.
India Orthopedic Devices Market: Unlocking Growth Secrets, Trends and Develop...Kumar Satyam
According to TechSci Research report, “India Orthopedic Devices Market -Industry Size, Share, Trends, Competition Forecast & Opportunities, 2030”, the India Orthopedic Devices Market stood at USD 1,280.54 Million in 2024 and is anticipated to grow with a CAGR of 7.84% in the forecast period, 2026-2030F. The India Orthopedic Devices Market is being driven by several factors. The most prominent ones include an increase in the elderly population, who are more prone to orthopedic conditions such as osteoporosis and arthritis. Moreover, the rise in sports injuries and road accidents are also contributing to the demand for orthopedic devices. Advances in technology and the introduction of innovative implants and prosthetics have further propelled the market growth. Additionally, government initiatives aimed at improving healthcare infrastructure and the increasing prevalence of lifestyle diseases have led to an upward trend in orthopedic surgeries, thereby fueling the market demand for these devices.
Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
This article provides a comprehensive guide on how to
effectively manage the convert Accpac to QuickBooks , with a particular focus on utilizing online accounting services to streamline the process.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
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Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
2. Who will be first? The potential of the gaming software/hardware platform is only limited to the imagination of those decided to make the most of them. Marketers, artists and consumers alike have the power to transform the medium to address untapped needs… Edison Phonograph Idelia, 1907
3. Game Marketing = Deep consumer engagement Excellent tool to integrate brand and direct Two-way communications channel Instant measurability via digital channels
12. Burger King games go double-platinum What burger-backed trio of minigames reached the 2-million-in-sales mark faster than Gears of War ? That's right ... Burger King's Value Meal threesome! Well, technically, 2 million is the number of combined sales (of the three games: Pocketbike Racer , Big Bumpin' , and Sneak King ); and each is only $3.99 with the purchase of an E. coli-free meal. Still, 2 million of these games consumed in just four weeks must represent a milestone in the evolution of fast food chain promotions. Look to Taco Bell to start thinking inside your 'Box to claw its way out of the doghouse. December 21, 2006
13. Players are encouraged to use their creativity when creating fashion designs using The Sims 2 PC game. What’s more, they may even get the chance to show off their creations on a virtual runway that will be broadcast on TheSims2FashionRunway.com, hm.com and yahoo.co.uk/games Participants may be given the opportunity to have their creations reviewed by an H&M designer. Ultimately, they may even see a garment inspired by their design in H&M stores for future collections! TechShout.com June 06, 2007 H&M The Sims 2 Fashion Stuff #6 best-selling PC game (July 25, 2007)
14. Source: Forrester’s North American Consumer Technology Adoption Study Q4 2006 Survey 33% 50% 35% 24% I'd accept more product placement and ads in games if they didn't interfere with game play 42% 45% 41% 42% In-game ads and product placements distract from my game playing experience 12% 17% 13% 10% I would pay extra to have ad-free games 25% 45% 29% 15% I'd accept more product placement and ads in games if they cost less 7% 11% 7% 6% In-game ads are a great way to find out about new products and promotions 12% 42% 7% 6% I'd rather play videogames than watch TV 14% 37% 13% 8% Videogames represent good value for money 19% 31% 19% 14% I notice ads or product placement in games 19% 100% 0% 8% I consider myself an active videogame player 38% 27% 42% 38% I play fewer videogames today than I did two years ago 59% 40% 57% 66% I'm not interested in playing games online against other people All gamers Heavy gamer Moderate gamer Casual gamer
15. “… gamers don’t want to be marketed to in a traditional way… they want to play the game. If you can enhance that experience , it’s the smartest thing you can do.” Chris Schembri, Discovery Channel via Wired Magazine, 08.15.07
19. Microsoft Digital Advertising Solutions Welcome to the “Platform-Agnostic” Game Marketing Era
20. Microsoft’s Live Anywhere “ Called cross-platform gaming or pervasive gaming , the platform-agnostic strategy allows users to play the same game and same competitors in a variety of places. It also allows players to use one identity across platforms, as well as all-in-one scorekeeping, chat and friend’s lists.” Advertising Age July 23, 2007
21. Big TV’s New Relationship with Game Marketing Extend and complement TV shows’ storyline while further engaging fans with characters and other elements of the shows Drive traffic to the TV channel’s web property, increasing revenue from advertisers
26. 1972 Magnavox Odyssey First Videogame Console 1983 Video game crash. Driven by market over saturation led by Atari systems 1985 Nintendo’s entertainment system introduced in the US 1995 Sony made its debut to the video gaming scene with the PlayStation 2000 Sony released the widely anticipated PlayStation 2 2001 Microsoft entered the video game console industry with its new Xbox 2005 2006 Microsoft releases the Xbox 360 Nintendo Wii PS3
36. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research (Serious) Gaming Platform The Multi-Dimensional Nature of MMO Games Linden Lab’s Second Life offers its users the opportunity to create almost anything imaginable, the virtual world even has its own atoms called “prims” (primitives)
37. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research (Serious) Gaming Platform The Multi-Dimensional Nature of MMO Games The new PS3 game, called Home , looks very much like a minimalist version of Second Life . Players can create realistic avatars for themselves, then wander around a 3D online world filled with fellow PlayStation 3 owners.
38. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research The Multi-Dimensional Nature of MMO Games MTV streams episodes in Virtual Laguna Beach a day before they are shown on TV, a move which it hopes will entice fans of the show to sign up online (Serious) Gaming Platform
39. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research The Multi-Dimensional Nature of MMO Games As the third expansion pack for The Sims 2 , Open for Business, takes us to the world of work. In this game you are an entrepreneur of a business of your own design. You'll have employees, merchandise, a business location - and hopefully lots of money. (Serious) Gaming Platform
40. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research The Multi-Dimensional Nature of MMO Games Starwood’s virtual Aloft in Second Life served as a 3D research platform to gather consumer feedback around design and usability (Serious) Gaming Platform
41. Consumer Generated Content Internet Media Aggregator Social Media eCommerce Platform Market Research The Multi-Dimensional Nature of MMO Games The process of becoming an effective World of Warcraft guild master amounts to a total-immersion course in leadership. A guild master must be adept at many skills: attracting, evaluating, and recruiting new members; creating apprenticeship programs; orchestrating group strategy; and adjudicating disputes. (Serious) Gaming Platform