A sales presentation that focuses on selling Steam as a platform to Blizzard Activision for their games. Done as a part of my Interactive B2B Selling course.
Template Designed by - Anirudh Srivastava (Classmate - Seneca Marketing Management)
To connect with Anirudh - http://brandsbyanirudh.com/
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
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An overview of the Italian videogames market in 2018, with size, value, hardware and software details. The presentation includes data on eSports and a chapter dedicated to the traditional and new business model of the industry.
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
Iot streaming with Azure Stream Analytics from IotHub to the full data slackAlexandre BERGERE
In this article I'm going to explain how to push data from iot devices through Azure Stream Analytics into multiples channels: Azure Blob Storage (as a cold database), Azure Cosmos DB (as a hot database), Power BI (for data visualization) and Azure Service Bus & Azure Logic App (data processing & user interaction).
An overview of the Italian videogames market in 2018, with size, value, hardware and software details. The presentation includes data on eSports and a chapter dedicated to the traditional and new business model of the industry.
The objective to make profits from games can be easily materialized with the acquisition of advanced game development services. When developing bankable games, focusing on the latest trends will be much beneficial. This document describes some of them.
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality.
EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATIONijcsit
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality..
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband
limitations is considered one of the most important factors that led to this extent. The recently huge usage
of internet applications and games also led to grow up more the usage of handhelds and smart phones as
well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called
Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the
requirements needed by scene customization encoding with negligible impact on playing quality.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Strategy Analysis on DotA2’s success as an RTS.
Valve Corp. as a multiplayer game developer, owner of digital market (Steam™) utilizes
cohesive strategy to generate profitable business by combining the Star (DotA2) and Cow
(Steam™) products.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
HTML5 is packed with plenty of cutting-edge tools, plugins, features, and so on to help you develop immersive web-based games. However, to handle these leading-edge resources, you must seek help from a professional HTML5 game development company. Know more at www.redappletech.com.
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The objective to make profits from games can be easily materialized with the acquisition of advanced game development services. When developing bankable games, focusing on the latest trends will be much beneficial. This document describes some of them.
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality.
EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATIONijcsit
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality..
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband
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of internet applications and games also led to grow up more the usage of handhelds and smart phones as
well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called
Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the
requirements needed by scene customization encoding with negligible impact on playing quality.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
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You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
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3. By collaborating with Steam, Blizzard can effectively sustain World of Warcraft in the long run
while offering its gamers with optimum technical support.
Executive Summary
Based on the current e-sports market and the number of increasing MMORPGS
especially the ones that are free to play, Blizzards subscription base for its key offering
– World of Warcraft, is dying and is projected to go down to 4.46 million* by 2023 vs.
a 5.19 million that it is today. In spite of continuously updating content and releasing
patches Blizzards MMORPG and RPG offerings aren’t doing well with the gaming
community due to increasing bugs and delayed timeframes to fix them. Besides all of
this, BlizzCon which is a key entertainment offering and ties everything together
hasn’t been gathering attention either. By strategically associating with Steam in a
cross-platform collaboration Blizzard can have access to Steams 17.16 million wide
gamer database across the globe while also leveraging Steam analytics and their
reports to solve their bugs/reports in a seamless fashion whereas, Steam workshop
can help BlizzCon gather more consumer generated content to create the buzz which
Blizzard needs. We at Steam feel that this integration can surely change the landscape
of E-sports with Steams technical capabilities and Blizzards rich content and
experience this collaboration can deliver the gamers with an experience like never
before. With that said, we’re eager to start on this project as early as possible to
deliver this big surprise for gamers with BlizzCon.
2/8/2019 Sales Presentation - Steam 3
*Source – https://goo.gl/agcZMY
5. Russia
China
USA
Canada
Turkey
Poland
Brazil
UK
Greece
France
A gaming platform with a global presence, multiple offerings and a vast gamer database – Steam is
the future of E-sports.
2/8/2019 Sales Presentation - Steam 5
About Steam
Total Games – 19996 (and counting)
Total Players – 17.16 Million
Market Share – 75%
Owned By – Valve
Game Genres – 10
Game Types – Free to play, Pay to Play
*Source –http://store.steampowered.com/stats
7. Type
Submitted in
the last 24
hours
Average Solving Time
Refund Requests 86,248 54.35 mins to 3.95 hours
Account Security and
Recovery
29,746 2.41 hours to 2.13 days
Purchase and Billing 2,477 3.23 hours to 14.67 hours
Game and Technical
Support
2,312 6.07 hours to 1.25 days
This data indicates Steams efficiency in terms of technical support and
solving queries and bugs.
2/8/2019 Sales Presentation - Steam 7
Additional Services
Other Tracking Data Includes
Hardware tracking
Software tracking
Games downloaded
Most popular games
This data helps game companies understand compatibility with
systems and genres in demand in depth.
Steams technical back-end services enables it to effectively solve any glitches in the least amount of
time while tracking important data for future game development.
*Source –http://store.steampowered.com/stats
9. Subscriber base:
Currently 5.19 million i.e. projected to go down by 4.43 million
Technical glitches:
Average response time to a query/ticket raised is between 24-48 hours
BlizzCon:
While BlizzCon is still popular it lacks its older appeal and the strong association it
had with the gamers
2/8/2019 Sales Presentation - Steam 9
Blizzards Problem
Blizzard is currently facing issues in terms of increasing their subscriber base, solving technical glitches
and engaging their audience to create a buzz about BlizzCon.
11. 2/8/2019 Sales Presentation - Steam 11
Steams Solution
Steams customized proposal for Blizzard includes tackling each of your issues head on with
customized offerings, advanced back-end support and seamless integration.
Steam Points
Integrating
special offer
Points that can be
earned by gamers
and redeemed as
Wow time
This will
incentivize gamers
across the
platform to try
WoW and once in
they can continue
with either points
or subscription
Technical
Support
Average response
time cut down by
18 hours
Configuration
monitoring will help
stabilize patches
Continuous support
will seamlessly
provide a glitch-free
experience and help
us understand
conversion
Workshop
Integration
Integrating steam
workshop with
Blizzcon
Encourage
suggestions and
feedback for
development
Hall of fame and in-
game integration of
content and items
developed by players
to increase
engagement
Promotion
Support
Advertising across
Steam free of cost
Collaborating with
professional WoW
players to endorse
the integration
Lesser steam points
required for WoW
as a promo
offer/Steam points
for workshop
submissions
13. Phase Activity Week 1 Week 2 Week 3 Week 4 Week 5
Week 6 (And
onwards)
Pre-Launch
Sign off and debrief with
Steam and Blizzard team
Pre-Launch Initial development phase
with two alpha tests
Pre-Launch Mid development and testing
with new content
Pre-Launch
Steam points integration for
testing along with platform
integration
Pre-Launch
Meeting professional WoW
players for the news and
endorsement
Pre-Launch Final testing prior to BlizzCon
for last minute changes
Launch Launch of the integration
Post-Launch
Continue tracking progress
post launch to monitor
effectivity
2/8/2019 Sales Presentation - Steam 13
Implementation
The cross-platform integration will take place over the next 6 weeks and announced in the BlizzCon as
a highlight since its an ideal platform to attract loyal and potential WoW players.
15. 2/8/2019 Sales Presentation - Steam 15
Steams Promise
With a strategic partnership Steam promises Blizzard with relentless support with their further
development in terms of games, content and technical support.
• Any new updates will
be implemented within
5 days of development
Effective
Implementation
• Blizzard will have a
dedicated technical team
to solve any tickets raise
or bugs found
Dedicated Team
• All updates in terms of
content and new game
releases will be
monitored to understand
reach and gamer
feedback
Continuous
Monitoring
17. Subscriber base:
Increase subscriber base by 10% on a quarterly basis by steam point implementation
Technical glitches:
Establish fastest in category response time for bug responses and raised tickets
BlizzCon:
Encourage Steams existing gamer base to interact and engage for BlizzCon in order to create a buzz
Profitability:
Distribute WoWs profits between other Blizzard offerings for game development and gradually implement the same
system across all 4 of Blizzards games
2/8/2019 Sales Presentation - Steam 17
Blizzards Returns
Blizzard will gradually achieving an increase in subscribers, faster ticket clearance times while also
attracting a global audience for BlizzCon thus, increasing subscriber base and creating a buzz for WoW.
18. Table of contents
2/8/2019 Sales Presentation - Steam 18
Content Page No.
Executive Summary 3
About Steam 4
Additional Services 5
Blizzards Problem 6
Steams Solution 7
Implementation 8
Steams Promise 9
Blizzards Returns 10
The new era of E-sports 11
19. 2/8/2019 Sales Presentation - Steam 19
The new era of E-sports
With this strategic cross-platform integration in place Steam and Blizzard together can reform the
E-sports market thus, paving the way for a new era of gamers.
A redefined gaming experience
A new and improved
World of Warcraft
A BlizzCon for the gamers, by the gamers
An E-sport experience that no
one could’ve ever imagined