The world is being redefined beyond frontiers by digital civilizations, and games are at the forefront of it. Talk given via Skype at Bitspiration in Poland on June 2012.
Can your game make millions in Asia? If 1% of Asians would pay a $1! This presentation is a bit of a reality check given for Yetizen given in May 2012 in San Francisco.
“The stupa was one of the most characteristic remains of the Buddhist world; they are not found in Hinduism at all.
In function we may view them as a specialized type of tumulus:
They were circular in shape, with a domed top.
They were built to cover the relics of the Buddha, his earlier followers, or some other essential symbol of the Buddhist religion.
It might be recalled that the Buddha was Śākyamuni (‘Sage of the Śakyas’, i.e. the Sakas)….
To the stupas were carried offerings, often letters, while the devoted performed their rituals, walking around the shrine keeping their right shoulders (pradaksina) toward the stupa.
The stupas spread with Buddhism to China and Japan and linguistically, Sanskrit stūpa gave Prākrit thūpo which the Chinese variously treated as *tabo or *sutab/po, now simplified to tā ‘pagoda.’”
In 176 BC, the Yuezhi were driven from Tarim Besin to westward by the Xiongnu, a fierce people of Magnolia.
The Yuezhi under the leadership of the Kushanas came down from Central Asia and swept away all earlier dynasties of the Northwest in a great campaign of conquest. They established an empire which extended from Central Asia right down to the eastern Gangetic basin.
In Bactria, they conquered the Scythians and the local Indo-Greek kingdoms, the last remnants of Alexander the Great's invasion force that had failed to take India.
From this central location, the Kushan Empire became a wealthy trading hub between the peoples of Han China, Sassanid Persia and the Roman Empire.
Roman gold and Chinese silk changed hands in the Kushan Empire, at a very tidy profit for the middle-men.
Can your game make millions in Asia? If 1% of Asians would pay a $1! This presentation is a bit of a reality check given for Yetizen given in May 2012 in San Francisco.
“The stupa was one of the most characteristic remains of the Buddhist world; they are not found in Hinduism at all.
In function we may view them as a specialized type of tumulus:
They were circular in shape, with a domed top.
They were built to cover the relics of the Buddha, his earlier followers, or some other essential symbol of the Buddhist religion.
It might be recalled that the Buddha was Śākyamuni (‘Sage of the Śakyas’, i.e. the Sakas)….
To the stupas were carried offerings, often letters, while the devoted performed their rituals, walking around the shrine keeping their right shoulders (pradaksina) toward the stupa.
The stupas spread with Buddhism to China and Japan and linguistically, Sanskrit stūpa gave Prākrit thūpo which the Chinese variously treated as *tabo or *sutab/po, now simplified to tā ‘pagoda.’”
In 176 BC, the Yuezhi were driven from Tarim Besin to westward by the Xiongnu, a fierce people of Magnolia.
The Yuezhi under the leadership of the Kushanas came down from Central Asia and swept away all earlier dynasties of the Northwest in a great campaign of conquest. They established an empire which extended from Central Asia right down to the eastern Gangetic basin.
In Bactria, they conquered the Scythians and the local Indo-Greek kingdoms, the last remnants of Alexander the Great's invasion force that had failed to take India.
From this central location, the Kushan Empire became a wealthy trading hub between the peoples of Han China, Sassanid Persia and the Roman Empire.
Roman gold and Chinese silk changed hands in the Kushan Empire, at a very tidy profit for the middle-men.
Talk given at Stanford University for a student entrepreneur group with a focus on Asia. I picked 8 things I learned working in the web/mobile space in Asia.
Talk given at the University of California Berkeley, Haas School of Business. Its purpose was to challenge some preconceptions around innovation with examples from the Asian tech scene. This talk was given twice the same day thanks to the invitation from a Professor after the first session. It includes 4 questions as an "orientation test".
Presentation for the "Geeks On a Plane" tour to Asia. The purpose of this presentation is to re-assess assumptions on innovation, cultural differences and arbitration opportunities. It also involves Underpants Gnomes, Mexican burritos and a gallery of deceased scientists.
How does China compare to the Galapagos? Comparisons between China's digital species and the islands' Flora and Fauna.
Talk given at Media Evolution Conference in Malmo, Sweden, on August 2011.
Presentation given to Dutch executives with the leadership training company De Baak in Beijing on March 2009. It's our first focused on "Chinese innovation", with our soon-to-be-famous "5C" (tm) and "LABL" (tm) models of Chinese innovation and what to do with it. A few examples of mobile and Internet services are given for illustration. Explaining why we selected them and what to do with them is the core of our business.
Can China innovate? How does the Chinese Internet relate to Galapagos penguins? This -and more - unveiled for the price of free.
Talk given at the National University of Singapore in October 2011.
This is a presentation made for a seminar organized by EU-China exchange program. It replied three questions. 1- why look at China? 2- What online media brings to China? 3- Sources of innovations?
Talk given in Beijing in April 2009 on new media in China for a group of EU managers. Some interesting data comparing US and China web companies for data lovers.
Presentation on Asian best practices to a group of Silicon Valley investors, showing how Asian innovations can be relevant to Western markets. In addition to key ideas, several examples are included.
Talk given at Stanford University for a student entrepreneur group with a focus on Asia. I picked 8 things I learned working in the web/mobile space in Asia.
Talk given at the University of California Berkeley, Haas School of Business. Its purpose was to challenge some preconceptions around innovation with examples from the Asian tech scene. This talk was given twice the same day thanks to the invitation from a Professor after the first session. It includes 4 questions as an "orientation test".
Presentation for the "Geeks On a Plane" tour to Asia. The purpose of this presentation is to re-assess assumptions on innovation, cultural differences and arbitration opportunities. It also involves Underpants Gnomes, Mexican burritos and a gallery of deceased scientists.
How does China compare to the Galapagos? Comparisons between China's digital species and the islands' Flora and Fauna.
Talk given at Media Evolution Conference in Malmo, Sweden, on August 2011.
Presentation given to Dutch executives with the leadership training company De Baak in Beijing on March 2009. It's our first focused on "Chinese innovation", with our soon-to-be-famous "5C" (tm) and "LABL" (tm) models of Chinese innovation and what to do with it. A few examples of mobile and Internet services are given for illustration. Explaining why we selected them and what to do with them is the core of our business.
Can China innovate? How does the Chinese Internet relate to Galapagos penguins? This -and more - unveiled for the price of free.
Talk given at the National University of Singapore in October 2011.
This is a presentation made for a seminar organized by EU-China exchange program. It replied three questions. 1- why look at China? 2- What online media brings to China? 3- Sources of innovations?
Talk given in Beijing in April 2009 on new media in China for a group of EU managers. Some interesting data comparing US and China web companies for data lovers.
Presentation on Asian best practices to a group of Silicon Valley investors, showing how Asian innovations can be relevant to Western markets. In addition to key ideas, several examples are included.
Case studies of how some robotics startups from the HAX portfolio managed to finance their first stages, get to market and scale. Talk given at R18 Conference in Odense, Denmark in September 2018.
"Cultural Awareness" will help work globally, save your marriage and get deliveries on time.
This talk refers "culture codes" and the eponymous book by Clotaire Rapaille, as well as Samuel Huntington's "Clash of Civilizations" world model.
What is your Startup Ecosystem OS?
What is your cultural OS?
Can you upgrade them?
Talk given in New Delhi, Bangalore and Mumbai on January 2013 for the World Startup Report.
Review of interesting Social-Local-Mobile services, with ideas on top. Talk given at KR8V.Asia in February 2012 in Singapore, Kuala Lumpur, Jakarta and Manila.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
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.
Accpac to QuickBooks Conversion Navigating the Transition with Online Account...PaulBryant58
This article provides a comprehensive guide on how to
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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.
Explore our most comprehensive guide on lookback analysis at SafePaaS, covering access governance and how it can transform modern ERP audits. Browse now!
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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.
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.
23. Are
you
the
one?
Top
15
Most
Influen/al
Games
of
the
Decade
WIRED
24. Are
you
the
one?
• Concept
Suitability
– Product
/
Market
Fit
– Cultural
Match
25. Are
you
the
one?
• Concept
Suitability
– Product
/
Market
Fit
– Cultural
Match
• Localiza4on
Ability
– Copy
– Graphics
– Layout
/
white
space
– Payment
– Support
31. Gaming
Civiliza,onal
Channels
• Chinese
>
Tencent,
etc.
• Japanese
>
DeNA,
GREE
• Slavic
>
Vkontakte,
Mail.ru
• Arabic
>
Peak
Games
• La4n
American
>
Orkut,
Vostu
32.
33. “While
the
bigs
all
focus
on
Western
markets,
Istanbul-‐headquartered
social
gaming
company
Peak
Games
[…]
produces
,tles
specifically
for
emerging
markets,
like
the
Middle
East
and
North
Africa.”
hlp://techcrunch.com/2012/06/12/peak-‐games-‐does-‐its-‐thang/
35. Alterna,ve
Channels
• Web
– Game
portals
– Internet
cafes
• Mobile
– Feature
phones
– Pre-‐installs
– In-‐store
installs
– Ads
(e.g.
top-‐up
confirma,ons)
36. x2
Users
=
x2
Revenue?
“Zynga
Aims
for
400
Million
Tencent
Users
in
China.
Starts
with
CityVille.”
BizTechDay
2011.08
37. x2
Users
=
x2
Revenue?
“Zynga
Aims
for
400
Million
Tencent
Users
in
China.
Starts
with
CityVille.”
BizTechDay
2011.08
“Just
by
going
to
China,
we
could
double
the
audience.”
Peter
Relan,
CEO
of
Crowdstar
2012.05
40. Country
Popula4on
GDP/Capita
(USD)
China
1.3
billion
4,500
Japan
128
million
42,000
South
Korea
49
million
20,000
Taiwan
23
million
20,000
Hong
Kong
7
million
32,000
Singapore
5
million
57,000
Malaysia
28
million
9,500
Indonesia
240
million
3,900
Vietnam
90
million
1,500
Philippines
94
million
2,500
Thailand
65
million
5,800
North
Korea
24
million
1,000
Not all markets are created equal"
41. Country
Popula4on
GDP/Capita
(USD)
China
1.3
billion
4,500
Japan
128
million
42,000
South
Korea
49
million
20,000
Taiwan
23
million
20,000
Hong
Kong
7
million
32,000
Singapore
5
million
57,000
Malaysia
28
million
9,500
Indonesia
240
million
3,900
Vietnam
90
million
1,500
- Revenue: 1 JP user = 10 CN users
Philippines
94
million
2,500
Thailand
65
million
5,800
- Medium-sized: Hong Kong, Taiwan, 1,000
North
Korea
24
million
Singapore, Malaysia"
42. Country
Popula4on
GDP/Capita
(USD)
China
1.3
billion
4,500
Japan
Large user million
but:
128
bases 42,000
South
Korea
49
million
20,000
Taiwan
- few smartphones
23
million
20,000
Hong
Kong
7
million
32,000
- even fewer PCs
Singapore
5
million
57,000
Malaysia
- hard to monetize"
28
million
9,500
Indonesia
240
million
3,900
Vietnam
90
million
1,500
Philippines
94
million
2,500
Thailand
65
million
5,800
North
Korea
24
million
1,000
Pick your markets right!"
43. Mobile
Users
China
Japan
Korea
Mobile
users
1.02
billion
127
million
50
million
Android
?
15
million
17
million
(es,mates)
iPhone
<20
million
<10
million
3
million
(es,mates)
3G
Users
10%
100%
70%
- China, Japan, Korea embracing Android"
- iPhones for the 1% in China"
- Few reliable numbers available"
44. Online
Game
Companies
Market
Cap
China
$bln
Japan
$bln
Korea
$bln
Tencent
57.5
GREE
6.3
Nexon
8
Netease
7.8
DeNA
4.6
NHN
(Hangame)
10.5
Renren
2.6
Mixi
<1
NCso`
5.3
Shanda
2.2
Shanda
Games
1.4
as
of
June
2012
Giant
1.2
Changyou
1.2
Facebook
(75)
NetDragon
(91)
<1
Ac,vision
Blizzard
13.8
Perfect
World
<1
Zynga
6.1
The9
<1
Electronic
Aarts
5.0
Gaming giants dominate in each country."
Very few foreign players do well."
47. Reality
of
China
• Local
partners
are
prely
much
mandatory
for
foreigners
to
get
any
distribu,on
and
operate.
48. Reality
of
China
• Local
partners
are
prely
much
mandatory
for
foreigners
to
get
any
distribu,on
and
operate.
• Successes
are
rare,
generally
accidental,
and
mostly
by
dominant
players
49. Social
Networks
in
China
• Social
networks
are…
TENCENT
– Lille
money
on
RenRen
– No
Facebook
50. Online
Game
Giants
• Licensing
from
Korea
• Rarely
others
(WoW,
LoL)
• Developing
their
own
games
52. Tencent
• Qzone
552
million
MAU
• Pengyou
202
million
MAU
• Open
plazorm
40,000
apps
– Rev.
share
up
from
10%
to
30%
(variable)
– A
dozen
games
have
10m+
MAU
• BUT
ARPPU
=
1/10th
USA
(var.)
– QQ
Farm
=
$10m
/
month?
(2011
rumor)
53. Renren
• Revenue
US$118.0
million
• Net
Loss
US$5
million
– Not
coun,ng
sale
of
eLong
for
US$50
million
• Plazorm
– Average
50/50
revenue
share
• Curb
your
enthusiasm!
54. Mobile
in
China
• iPhone
is
for
the
1%
• Android
stores
are
fragmented
– Over
a
dozen
app
stores
– Lots
of
copies
– Payment
systems
not
sorted
out
– Adver,sing
revenue
low
55. Android
Flurry
in
China
• New
smartphones
by
the
day!
– Xiaomi
– Alibaba
– Baidu
Aliababa’s
Aliyun
Android
Mobile
Yours
for
<
$250!
59. Reality
of
Japan
• GREE
– Revenue
1Q2012
$575
million
– Acquired
OpenFeint
($104m)
– Acquired
Funzio
($210m)
60. Reality
of
Japan
• GREE
– Revenue
1Q2012
$575
million
– Acquired
OpenFeint
($104m)
– Acquired
Funzio
($210m)
• DeNA
– Revenue
1Q2012
$526
billion
– Acquired
Ngmoco
($400m)
61. Reality
of
Japan
• GREE
– Revenue
1Q2012
$575
million
– Acquired
OpenFeint
($104m)
– Acquired
Funzio
($210m)
• DeNA
– Revenue
1Q2012
$526
billion
– Acquired
Ngmoco
($400m)
• (Konami)
– $360
million
from
social
games
in
2011
63. Foreign
Successes
in
Japan
• Koreans,
Chinese,
Western
• Online
games
• Korea:
Hangame,
Ncso~,
Nexon
• China:
Perfect
World
64. Foreign
Successes
in
Japan
• Koreans,
Chinese,
Western
• Online
games
• Korea:
Hangame,
Ncso~,
Nexon
• China:
Perfect
World
• Social
games
• Zynga,
Crowdstar,
Playfish
-‐>
?
• Rakoo,
Rekoo
(China)
65. Foreign
Successes
in
Japan
• Koreans,
Chinese,
Western
• Online
games
• Korea:
Hangame,
Ncso~,
Nexon
• China:
Perfect
World
• Social
games
• Zynga,
Crowdstar,
Playfish
-‐>
?
• Rakoo,
Rekoo
(China)
• Mobile
apps
• Many
non-‐Japanese
• LINE
(mobile
IM
by
NHN)
66. Foreign
Successes
in
Japan
• Koreans,
Chinese,
Western
• Online
games
• Korea:
Hangame,
Ncso~,
Nexon
• China:
Perfect
World
• Social
games
• Zynga,
Crowdstar,
Playfish
-‐>
?
• Rakoo,
Rekoo
(China)
• Mobile
apps
• Many
non-‐Japanese
• LINE
(mobile
IM
by
NHN)
• Web:
Twiler,
Facebook,
Evernote,
Tumblr
67. Smartphones
Gaming
Opportunity
Core Gamers
2011
2014
PC
More than $1.2 billion
Overall
Console market size
Game About $3.6 billion
growing
software
Smartphone
games
Official sites, $1 billion
Mobile
Social games over $1.8 billion
Casual Gamers
Arcade games, Card games, Edutainment
68. “Quality”
• What
is
quality?
– USA
“It
works”
– Japan
“It’s
perfect”
– Korea
“It’s
new”
– China
“It
gives
me
status”
69. What
is
“Quality”?
• What
is
quality?
– USA
“It
works”
– Japan
“It’s
perfect”
– Korea
“It’s
new”
– China
“It
gives
me
status”
• Consequently
– Requirements
in
Japan
exceed
your
imagina,on
– Copy
=
strong
indicator
– On
the
upside:
People
pay
for
quality
76. “Rest
of
Asia”
• Rich
&
English-‐friendly
– Singapore
(English)
– Hong
Kong
(Cantonese,
Mandarin,
English)
77. “Rest
of
Asia”
• Rich
&
English-‐friendly
– Singapore
(English)
– Hong
Kong
(Cantonese,
Mandarin,
English)
• Somewhat
wealthy
&
English-‐friendly
– Malaysia
(some
–
most
revenue
from
Chinese
popula,on)
– Taiwan
(Taiwanese)
78. “Rest
of
Asia”
• Rich
&
English-‐friendly
– Singapore
(English)
– Hong
Kong
(Cantonese,
Mandarin,
English)
• Somewhat
wealthy
&
English-‐friendly
– Malaysia
(some
–
most
revenue
from
Chinese
popula,on)
– Taiwan
(Taiwanese)
• Up
and
coming
– Vietnam
– Indonesia
– Philippines
– Thailand…
79. (Unnamed
Company)
• Brings
Chinese
MMOs
to
Indonesia
– Bootstrapped
– Profitable
86. Facebook
• Users
– Any
PC
– Many
from
emerging
markets
• Revenue
– Users
in
Internet
cafés
not
big
spenders
– Top
revenue
from
large
first
world
countries
• USA
• Germany,
France,
UK,
Australia,
Canada,
etc.
• Singapore,
Malaysia
• Others
87. Mac
App
Store
• Users
– Hardware
cost
$500
to
$2,000
– Only
“rich”
people
can
really
afford!
88. Mac
App
Store
• Users
– Hardware
cost
$500
to
$2,000
– Only
“rich”
people
can
really
afford!
• Revenue
– Anyone
with
such
device
has
money
– USA,
China,
Russia
– Germany,
France,
UK
– Etc.