Roblox allows users to create and play 3D games. The document proposes an integrated marketing campaign (IMC) for Roblox to increase sales and player experience. It includes a SWOT analysis, target audience details, customer profile, marketing goals and strategies. The marketing strategies proposed are billboard ads, TV ads, and email marketing to promote Roblox at amusement parks, on TV, and through emails with special offers. The goal is to make Roblox the best company and help players by improving marketing efforts.
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Joyixir is an indie game studio. This is our pitch deck to investors and we present ourselves with this file. Take a look and don't hesitate to ask anything. Maybe it can help you too.
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.
Riot Games Interview presentation Product launch planEdward Hwang
Though I failed to get the job as a product manager for SEA region after more than 10 interviews and hundreds of e-mails exchanged over a 6 months period, I still would like to share this slide that helped me get to the very last stage of the interview.
I made the slide within a week between interviews based on the request of the hiring manager to come up with a hypothetically scenario to launch a new product for Riot Games. The idea was to basically understand your skill-set and thinking process. And, of course to have something more solid to initiate a better communication during the interview process.
Anyways, I hope this helps if anyone is interviewing for a similar gaming company.
This is the successful pitch deck of the Bettery company that Angel and Seed investors positively appreciate. The pitch deck has 15 key slides and 13 appendix slides that describe Bettery aspects in more detail. Bettery is a play-to-earn social betting platform to bet with friends and influencers using social media content, gamble-free & based on blockchain.
What Is Gaming Product Management Like by Zynga Product ManagerProduct School
Product Managers aren’t new to the gaming industry, and every day more and more gaming companies are realizing the significance of employing Product Managers to drive product strategy and business decisions. This event, was an overview on Product Management in Gaming and learn how gaming Product Managers are merging Art, Business and Technology to create value in this exciting and fast-paced industry.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
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.
RAISE THE STAKES FROM THE STANDS
Bettor:UP Sports makes live sporting events more exciting! We developed the first patented, real-time social sports betting application that allows sports fans to feel the rush of the game by making live sports betting legal and fun. Wager virtual cash against family and friends on what your favorite player will do as they step to the plate or line of scrimmage, Talk trash on sports knowledge, become your own odds maker and dictate the outcome of the game as the live event unfolds.
This week, we distill insights around LEGO CUUSOO - a global crowdsourcing platform that invites adults to submit and vote for new product designs.
100+ thinkers and planners within MSLGROUP share and discuss inspiring projects on corporate citizenship, crowdsourcing, storytelling and social data on the MSLGROUP Insights Network.
Every week, we pick up one project and do a deep dive into conversations around it -- on the MSLGROUP Insights Network itself but also on the broader social web -- to distill insights and foresights. We share these insights and foresights with you on our People’s Insights blog and compile the best insights from the network and the blog in the iPad-friendly People’s Lab Quarterly Magazine, as a showcase of our capabilities.
For more, see: http://peopleslab.mslgroup.com
Joyixir is an indie game studio. This is our pitch deck to investors and we present ourselves with this file. Take a look and don't hesitate to ask anything. Maybe it can help you too.
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.
Riot Games Interview presentation Product launch planEdward Hwang
Though I failed to get the job as a product manager for SEA region after more than 10 interviews and hundreds of e-mails exchanged over a 6 months period, I still would like to share this slide that helped me get to the very last stage of the interview.
I made the slide within a week between interviews based on the request of the hiring manager to come up with a hypothetically scenario to launch a new product for Riot Games. The idea was to basically understand your skill-set and thinking process. And, of course to have something more solid to initiate a better communication during the interview process.
Anyways, I hope this helps if anyone is interviewing for a similar gaming company.
This is the successful pitch deck of the Bettery company that Angel and Seed investors positively appreciate. The pitch deck has 15 key slides and 13 appendix slides that describe Bettery aspects in more detail. Bettery is a play-to-earn social betting platform to bet with friends and influencers using social media content, gamble-free & based on blockchain.
What Is Gaming Product Management Like by Zynga Product ManagerProduct School
Product Managers aren’t new to the gaming industry, and every day more and more gaming companies are realizing the significance of employing Product Managers to drive product strategy and business decisions. This event, was an overview on Product Management in Gaming and learn how gaming Product Managers are merging Art, Business and Technology to create value in this exciting and fast-paced industry.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
Animoca Brands corporate strategy update from May 2020 discussing how it is building the virtual asset class of the future with blockchain and games through true digital ownership
Gamestate is a megaverse nexus, uniting gamers, fans, developers, creators, and merchants in a place of fun, discovery, and learning.
An open world, offering sales channels for games, apps, advertising, gaming equipment, music, media, and general merchandise as well as a Rocket Launchpad accelerator for indie game startups.
Unified profiles solve the problem of fragmented gaming accounts and achievements; allowing gamers to create and import their existing game profiles and leaderboard ranks, collated into a single portable, immutable, privacy-centric, achievements-based blockchain digital identity profile for ultimate flexing and bragging rights!
ABOUT SPACE APE
Space Ape's hit real time strategy game, Samurai Siege, has been played by over 11m people and generated over $50m in revenue since it's launch in October 2013. The game was built by a team of 12 over 6 months.
Samurai Siege has sustained in the grossing charts where many come and go in no small part because of the team's focus on live operations. Every week new content is pushed live, marketing strategies are refreshed and the game is optimised based on a combination of player research and analytics.
ABOUT THIS PRESENTATION
This presentation shows the evolution of the Samurai Siege analytics stack and some of the applications of the data by Space Ape's product, marketing and community teams.
The stack started as a simple MVP but evolved over time as the game matured and the competitive landscape changed. It is now a fully functioning service that was easily replicated to support the launch of their next game Rival Kingdoms (currently in public Beta). As such, the presentation will be of interest to smaller games studios who are figuring out how to prioritise investment in data as well as established studios who might be re-thinking their legacy systems and figuring out how to bring the data focus needed to succeed in the modern free to play games business.
This presentation was made by Space Ape's analyst Richard Reyes and shared with local game developers at the Great British Big Data Game Show & Tell in London on 25 February 2015.
For more on Space Ape's Live Ops and Analytics stacks see
https://tech.spaceapegames.com/2016/12/07/space-ape-live-ops-boot-camp/
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.
RAISE THE STAKES FROM THE STANDS
Bettor:UP Sports makes live sporting events more exciting! We developed the first patented, real-time social sports betting application that allows sports fans to feel the rush of the game by making live sports betting legal and fun. Wager virtual cash against family and friends on what your favorite player will do as they step to the plate or line of scrimmage, Talk trash on sports knowledge, become your own odds maker and dictate the outcome of the game as the live event unfolds.
This week, we distill insights around LEGO CUUSOO - a global crowdsourcing platform that invites adults to submit and vote for new product designs.
100+ thinkers and planners within MSLGROUP share and discuss inspiring projects on corporate citizenship, crowdsourcing, storytelling and social data on the MSLGROUP Insights Network.
Every week, we pick up one project and do a deep dive into conversations around it -- on the MSLGROUP Insights Network itself but also on the broader social web -- to distill insights and foresights. We share these insights and foresights with you on our People’s Insights blog and compile the best insights from the network and the blog in the iPad-friendly People’s Lab Quarterly Magazine, as a showcase of our capabilities.
For more, see: http://peopleslab.mslgroup.com
Virtual goods opportunities, challenges and acquisitionsDoug Thompson
When Metanomics first began broadcasting, virtual goods economies were just starting to be taken seriously. Now, the virtual goods industry has moved well beyond Silicon Valley and has the interest of Wall Street. The virtual goods industry has seen rapid growth over the past few years. They have redefined games where subscription-based models have been replaced by free-to-play games that sell virtual goods to a thin sliver of their player base: what are often called the ‘whales’.
Click here for the video
http://www.metanomics.net/show/virtual_goods_opportunities_challenges_and_acquisitions/
50+ thinkers and planners within MSLGROUP share and discuss inspiring projects on corporate citizenship, crowdsourcing and storytelling on the MSLGROUP Insights Network. Every week, we pick up one project and do a deep dive into conversations around it -- on the MSLGROUP Insights Network itself but also on the broader social web -- to distill insights and foresights. We share these insights and foresights with you on our People’s Insights blog and compile the best insights from the network and the blog in the iPad-friendly People’s Lab Quarterly Magazine, as a showcase of our capabilities. This week, our topic is Vook . For more, see:http://peopleslab.mslgroup.com
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
An overview of what the social gaming market is, what revenue games are making in the space, what a social game costs, what the top developers are doing to be successful, and strategies for being successful in the space through proper social game design, good user acquisition strategies, a strong live operation + running you social game as a service, and a few other key tips.
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
MatchMove Business Model EvolutionIt was January 2014, and ShaiAbramMartino96
MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove Global Pte Ltd was rather pleased to have closed 2013 with yet another feather in the cap for his company. MatchMove, an online entertainment service provider, had just been ranked 25th out of the 500 fastest-growing technology companies in the 2013 Deloitte Technology Fast 500 Asia Pacific rankings, a yearly publication that was well regarded in the technology and gaming industry.
When MatchMove was founded in early 2009, Naik and his COO, Leow Hsueh Huah (HH), had been in a rush to carry out their vision for the company. From their time working with a videogame company in the US, they had talked to various companies with large Internet audiences, and had identified a gap in the Asian market for a company-specific platform that incorporated casual gaming, social networking and e-commerce capabilities. MatchMove wanted to be this platform. Finally, in late 2009, MatchMove signed up its first large client, global technology company Yahoo!, to provide such services for Yahoo! Southeast Asia. This early deal enabled MatchMove to build a depth of capability on its cloud-based platform. The company also contracted with game developers to create its own store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B game/entertainment platform. Its key value proposition was to become an intermediary, and more, between game companies with “high (gaming) content” profiles, but which traditionally had low web traffic. In addition, it was targeting companies like Yahoo! and Microsoft that had large consumer portals and high traffic–but were perhaps lacking in certain types of content, and hence losing users to websites like Facebook and iTunes which served as communities of social networks and also possessed platforms for gaming. By having a large or dedicated social networking community and strong content profile, these companies could keep users on their websites for longer, which translated into greater revenue generation. Aside from creating a closed e-commerce system to accept payments for services on its clients’ websites, MatchMove envisioned creating an open payments portal for all users for multiple merchants. It just did not have a concrete idea of what that strategy would look like yet.
By 2012, MatchMove had revamped its back-end system to meet the demands of a growing number of clients. The company had also ventured into various other opportunities, such as gamification, which were related to its core business. However, Naik wanted to accomplish even more. He was eager to create the next technological disruption to existing commerce, finance and other sectors, and capture new opportunities coming up in the market. Naik’s mantra was to “fail fast”, and to take risks. He saw far greater potential in the product that was beyond its initial value proposition, and just needed to decide where to t ...
MONTHLY DIGITAL KNOCKOUTS
FullSIX’s team wants to share with you every month a selection of the most relevant content on digital media created to inspire and spread
Looking into the future is always fun and science fiction writers have had their creative ideas on robots, mobile communications and other seemingly magical devices often turn into reality.
In fact, even cartoonists have predicted the future with Dick Tracy’s phone watch becoming a real device.
Watching technology weave its magic is summed up in the quote by the science fiction writer, Arthur C. Clarke.
“Any sufficiently advanced technology is indistinguishable from magic“
Cognitive Computing: Company presentation by Dana Porter, Co-Founder & CEO of Inception at the NOAH Conference 2019 in Tel Aviv, Hangar 11, 10-11 April 2019.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
3. ROBLOX
EXCUTIVE SUMMARY
The story of Roblox began in 1989 when our founders, David Baszucki and Erik Cassel,
programmed a 2D simulated physics lab called Interactive Physics, which would later go
on to influence our approach to building the groundwork for Roblox. Students across the
world used Interactive Physics to see how two cars would crash or how they could build
destructible houses. In starting Roblox in 2004, we wanted to replicate the inspiration of
imagination and creativity we saw in Interactive Physics on a much grander scale by
ushering in a new category of human interaction that did not exist at the time. With the
IMC campaign, I want to make Roblox the best company it could be and help the players
in the process. With making the marketing team more significant and better to get the
Roblox name out there, everyone knows what Roblox is and stands for with seeing it on
Tv and a billboard that their favorite amusement parks. Or even after their favorite show
or movie on Tv.
Overview
Roblox allows players to create their own games using its proprietary engine, Roblox Studio, which
can then be played by other users. Games are coded under an object-oriented programming system
utilizing a dialect of the programming language Lua to manipulate the environment of the game. Users
can create purchasable content through one-time purchases, known as "game passes", as well
as microtransactions which can be purchased more than once, known as "developer products" or
"products". Revenue from purchases is split between the developer and the Roblox Corporation 30–
70, in favor of Roblox Corp. Many games produced using Roblox Studio are developed by minors,
and a total of 20 million games a year are produced using it.
4. 2
CAMPAIGN BACKGROUND
& RESEARCH
The beta version of Roblox was founded by co-founders David Baszucki and Erik Cassel in 2004
under the name DynaBlocks. Baszucki started experimenting with the first demos that year. In
2005, the company altered its name to Roblox, and it authorized launch on September 1, 2006. In
March 2007, Roblox became submissive with COPPA, with the addition of secure chat.
However, this change restricted the communication ability of users under the age of thirteen by
limiting them to choosing predefined messages from a menu. In August, Roblox applied server
enhancements and published a premium membership service called "Builders Club." This
advanced membership feature was rebranded as Roblox Premium in September 2019.
Roblox remains built on three principles. First, we love and respect the community, we take play
seriously, and above all, we strive to power people's imaginations around the world. But, of
course, building the world's largest social platform for play takes a lot of work. As our Chief
Product Officer, Keith Lucas reminds us, it requires a team of talented minds, a strong desire to
create world-class experiences, and a passion for getting stuff done.
Roblox went public via a primary listing in March, enabling current investors to sell shares.
Shares started trading at $64.50 each, and the organization was trading just above that at $65.42
ahead of earnings on Monday.
The company saw a massive jump in user commitment in Q1, with users inserting a combined 9.7
billion hours into the game. In Q1, the company published that it had 42.1 million daily
engaged users, up 79% year over year, gratefulness in part to a 111% growth in daily active users
over 13.
"Their first quarter 2021 results enabled them to continue investing aggressively in the key areas
that they believe will drive long-term growth and profit. Specifically hiring skilled engineering
and product professionals and growing the earnings for their developer population," Roblox CFO
Michael Guthrie said in a report following the release of the earnings report.
Roblox enables players to buy, sell, and create virtual items to decorate their virtual character that
serves as their avatar on the platform. Anyone can purchase clothes, but only players with a
5. 3
Premium membership can sell them. Only Roblox executives can sell accessories, body parts,
gear, and packages under the official Roblox user account; virtual hats and accessories published
by a select few users with experience working with Roblox Corporation. Several individuals
design items full-time, with the highest-earning creators making over $100,000 a year off item
sales. Items with a limited-edition status can only be traded between or sold by users with a
Roblox Premium membership. Roblox users manage to be young – ages 8 through 18 play the
game, though the core demographic is more 9 to 15. Roblox is a world of user-generated 3D
virtual worlds where kids can engage in open-ended play for those unfamiliar.
The top 10 competitors in Roblox's competing set are Unity, Valve, Epic Games, Minecraft,
YoYo Games, FlowPlay, YinzCam, Mojang, OneUp Sports, Kaneva.
Roblox uses Twitter and Instagram to connect with its audience. They always post fun, engaging
posts to get their player's attention and boost their popularity so more people can play their
games. For example, they recently created a TikTok to post short gameplays to get people's
attention to play the game to get the whole experience.
Roblox irregularly hosts real-life and virtual experiences. For example, they hosted events such as
BloxCon, a conference for ordinary players on the platform in the past. In
addition, Roblox operates annual Easter egg hunts and hosts a yearly event called the "Bloxy
Awards," an awards ceremony that serves as a fundraiser. For example, the 2020 release of the
Bloxy Awards, held virtually on the platform, drew 600,000 viewers. In addition, Roblox
Corporation annually hosts the Roblox Developers Conference, a three-day invite-only event in
San Francisco where top content creators learn of future modifications to the platform. The
company has also hosted similar celebrations in London and Amsterdam.
Roblox occasionally engages in events to promote films, such as ones held to promote Wonder
Woman 1984 and Aquaman. In 2020, Roblox hosted its first virtual concert, which Rolling Stone
compared to American rapper Travis Scott's virtual concert in Fortnite. American rapper Lil Nas
X debuted his song "Holiday" to an audience of Roblox players. In 2021, Swedish singer Zara
Larsson performed songs at a virtual party to celebrate her new album Poster Girl (Summer
Edition).
7. 5
TARGET
AUDIENCE/POTENTIAL
MARKET
Roblox is a global platform where millions of people gather every day to imagine, create,
and share experiences in immersive, user-generated 3D worlds. The types of gameplay on
Roblox are just as limitless as the imagination of the creators themselves. At first, we can
have an overview of "Roblox." The interest "Roblox" has 8,134,720 audiences on Facebook.
Among these audiences, men accounted for 59.1%, and women accounted for 40.9%. The
significant age of Roblox audiences is 18-24, and they accounted for 35.88%. And many
people interested
in "Roblox" between 18-24, and they accounted for 35.88%. And other age groups like 25-
34 accounted for 31.23%. The people interested in "Roblox" between 35-44 accounted
for 18.2%. And Women accounted for 40.9%, and men accounted for 59.1%. Many people
interested in "Roblox" are in a relationship of Engaged and they take a large proportion for
about 43%. And The majority of people have a college degree. People in Indonesia have the
highest passion for "Roblox." And Philippines and United States also have large numbers of
people interested in "Roblox."
I selected this specific target audience because it is a trendy game for children and adults.
Still, children are mainly the reason why Roblox is what it is today. If it weren't for the
children always playing it and telling all their friends about it, it wouldn't be the game it is
today. So, my audience feels extremely great with clients; with it being more children
friendly and great for our adults, it even perfects for our market audience and makes our
products even better than before with the help of people around the world.
8. 6
CUSTOMER PROFILE
Meet Vante, the perfect gamer for Roblox Vante is 23 years old and is in her junior year
at Full Sail University, where she is studying Media Communications
degree. She lives off-campus in a six-bedroom home in Baldwin Park in Winter Park,
Florida, with her parents. Her job helps her pay for all her tuition for school, and her
parents help with extra things such as giving her extra money to help her with her
personal life while being a college student. Her family is from Douglas, Georgia, a small
town on the outskirts of Florida. She is the youngest of one sibling and the first to go to
college in her family. She currently works at UPS to help her pay her car insurance and
her phone bill. When she graduates from college, she wants to become a social media
manager. She likes to listen to music, play video games, and sometimes hang out with
her friends in her free time. Vante maintains a distant relationship with her family
members other than her parents keep her on the right track with her schoolwork. She is
very caring and trustworthy to those she comes in contact with in public. She plans on
becoming a social media manager or join law enforcement when she finishes school.
9. 7
MARKETING GOAL,
OBJECTIVES AND
STRATEGIES
Goal: To increase sales and player experience to gain more popularity.
1. To build consumer loyalty among the Brand target audience by 15% through the online
channel within the next 6 months.
• To encourage customer interaction and form a community online among
customers of Brand
• To develop meaningful and memorable advertisements to maintain brand
Personality
• To strengthen the Brand relationship with partnered premium brands and
manufacturers
• To educate staff on selling techniques to push premium and brand branded
products Objectives
2. In 2022, increase online sales within the target market for the brand by 15%.
• By 2024, increase the percentage of rewards members who contribute
reviews, photos, or comments by 10%.
• In 2021, develop a campaign that uses at least three social media
influencers whose following align with the target audience.
• By 2022, increase sales discounts on premium brands carried by brand by
5%.
• By 2023, increase sales of specific brand branded products by 10%.
11. 9
Creative Brief What are we advertising?
Roblox has a reputation for innovating the gaming industry; we are the perfect gaming
platform for casual and hardcore gamers. We are the game for everyone, especially
Lego fans.
Whom are we talking to?
The younger generation of kids is the new generation of hardcore gamers seeking a
career of being a professional gamer when they grow up.
What do they currently think?
Most online gamers, especially Lego-themed games, are marketed and created with
children gamers in mind. Unfortunately, the Roblox community is less welcoming to
adults and challenges older gamers looking for a better society.
What would we like them to think?
Roblox recognizes this disparity within the industry and wants to bridge the gap between
younger and older gamers in the gaming community. Roblox is the perfect platform for
all online game fans.
What is the single most persuasive idea we can convey?
Roblox is still the most excellent online game ever, and we are committed to innovating
the multi-platform game industry yet again.
Why should they believe it?
Roblox has a very long history in the gaming industry. They have over a million players
that play daily and have a signed contract with Legos that every child wants their parents
to buy. So, it only helps Roblox boost their popularity even more than before with this
boost.
Are there any creative guidelines?
All marketing campaigns will include diverse casting and have a message that affirms
and encourages community amongst all players, and community gaming is critical.
12. 10
PROMOTIONAL
MIX/COMMUNICATION
CHANNELS
Billboard Ad: Billboard advertisements are designed to catch a person's attention
and quickly create a memorable impression. For Roblox, I will be choosing to make a
billboard ad in the greater area where there are primarily many children and adults, such
as amusement parks and water parks. In the Orlando area and Kissimmee area where
the most traffic is mostly. This is perfect when the children are leaving the gardens with
their family. It will leave them thinking about the advertisement after they have driven
past it. They must be readable quickly because they are usually read while being passed
at high speeds. Billboard advertising is found to be effective on drivers. 37% report
looking at an outdoor ad each or most of the time they pass one. 58% learned about an
event or restaurant they were interested in attending by viewing a roadside billboard.
13. 11
And Billboards can be an excellent way to increase brand awareness, particularly if
you're able to afford one along a well-traveled road. Unfortunately, billboards also have
several disadvantages, particularly for people with small businesses and people who live
in rural areas.
Tv Ad: I will be using Tv ads to help advertise and market the Roblox brand
and is also a span of television programming produced and paid for by an organization.
The definition of advertising is the business or act of making something known to the
public, usually through some type of paid media. An example of advertising is when
Victoria's Secret runs its annual fashion show on television to showcase its new lingerie.
Learning about this helps me in many ways to find the perfect advertisement techniques
to help me boost the Roblox company. I also learned effective advertising reaches
potential customers and informs them of your products or services. Ideally, advertising
should capture the prospective customer's attentions attention and entice them to use
your product. Advertising must also be credible, unique, and memorable to work. This is
perfect for boosting the Roblox platform with all the right things to help gain more
popularity. I will record diffident Tv ads while playing the game and create a funny skit to
make the audience laugh and get their attention while persuading them to download the
fantastic match.
Email Marketing: Email marketing is a significant part of digital marketing.
IT allows a company to target different people who are already interested in
their company and increases the popularity and sales of the brand—low costs.
One of the most obvious advantages of email marketing is its lower cost compared to
mainstream marketing channels. There are no print or postage costs and no fees paid in
exchange for exposure on a particular billboard, magazine, or television channel—email
Newsletters. The email newsletter is a one-off communication that can send promotional
messages, important account information, product updates, and more. This helps us in
many ways to boost our players. For example, I will create a perfect email with a unique
code, a rare digital goodie redeemable in the game. Other players and new players can
look out in their emails to receive this outstanding special offer and tell their friends and
family. And also, learning about marketing strategy is a set of procedures that a
marketer identifies and follows to achieve desired marketing goals with email
advertising. This action plan gives the businesses a direct channel of communication
with prospects and customers for brand promotion.
14. 12
CONCLUSION
Roblox is one of the biggest apps in the world, and you've probably been
hearing its name: the company recently went public, and its stock price
climbed so high it was temporarily worth more than gaming giants EA and
Take-Two combined. Roblox has come up as a contentious topic in the Epic
Games v. Apple trial as well. Roblox is a brilliant company with them not
advertising their games but letting their audience do it for them for free.
Back in the 2000's Roblox started advertising their game on Tv and social
media when they were a smaller company. With them being a bigger and
better company, they have expanded tremendously with the help of their
players. With the IMC campaign, I want to make Roblox the best it could be
by marketing even more and not just letting the players do the work but the
marketing team. I want to start creating billboards and TV ads for every kid
and adult to see or hear the name Roblox so it could stick with them to go to
the Roblox website and tell their friends and family about this fantastic game
and company.
15. 13
REFERENCE LIST
How Roblox is paving the way for a new era of branded gaming. (2021). Retrieved
September 5,
2021, from https://digiday.com/marketing/how-roblox-is-paving-the-way-for-a-new-era-
of-
branded-gaming/
Yahoo is now a part of Verizon Media. (2021). Retrieved September 5, 2021, from
https://www.yahoo.com/now/roblox-q1-earnings-2021-191715498.html
Inside Roblox - Roblox Blog. (2021). Retrieved September 5, 2021, from
https://blog.roblox.com/2017/04/inside-roblox/
Roblox - Wikipedia. (2021). Retrieved September 5, 2021, from
https://en.wikipedia.org/wiki/Roblox
Targeting, A. (2021). How To Target Facebook Ads To "Roblox" Audience | AdTargeting. Retrieved 12
March 2020, from https://adtargeting.io/facebook-ad-targeting/roblox
Diaz, A. (2021). Why is everyone talking about Roblox?. Retrieved 11 March 2021, from
https://www.polygon.com/22326123/what-is-roblox-explainer-public-offering
Jones, R. (2020). Billboard - Wikipedia. Retrieved 19 January 2014, from
https://en.wikipedia.org/wiki/Billboard
16. 14
Johnson, D. (2014). Television advertisement - Wikipedia. Retrieved 12 May 2013, from
https://en.wikipedia.org/wiki/Television_advertisement
Foley, D. (2010). 4 Types of Successful Email Marketing Campaigns for Small Businesses - Foley
Marketing Advisors. Retrieved 3 November 2013, from
https://foleymarketingadvisors.com/2018/10/10/4-types-of-successful-email-marketing-
campaigns-
Jones, R. (2020). Billboard - Wikipedia. Retrieved 19 January 2014, from
https://en.wikipedia.org/wiki/Billboard
Johnson, D. (2014). Television advertisement - Wikipedia. Retrieved 12 May 2013, from
https://en.wikipedia.org/wiki/Television_advertisement
Foley, D. (2010). 4 Types of Successful Email Marketing Campaigns for Small Businesses -
Foley Marketing Advisors. Retrieved 3 November 2013, from
https://foleymarketingadvisors.com/2018/10/10/4-types-of-successful-email-marketing-
campaigns-for-small-businesses/