2. History
May of 1996
Jonathan Gay
Future Splash Animator
3. "If you ever think Flash is difficult to use, you
should try drawing with a joystick on an Apple
II before the concept of undo was invented.
That will test your patience."
Jonathan Gay, Creator of Flash
4.
5. October of 1995 they tried selling the software
technology to John Warnock at Adobe.
of 1996, Macromedia acquired the company
and Future Splash Animator became
Macromedia Flash 1.0.
2006, Adobe acquired Flash
6.
7. Why do people play games?
Core Gamers: main form of entertainment
(maximize gaming time)
Status Gamers: pride
Social Gamers: communal experience (play
with people they care, forming social
link, coordinate social function around gaming)
Active Gamers: use gaming as a physical
release.
Casual Gamers: use gaming as an emotional
release and as a way to play different roles.
8. Where is the money?
1.1 billion monthly visitors playing online
games.
by 2013, the online games market will grow to
$1.6 billion.
10. Selling Flash Games
1. Fastest Sale Time: 0 days (the same day it
became visible) . A couple games have done this.
2. Average Sale Time: 19 days after the game
has been set to visible to sponsors until the time
the bid is accepted.
3. Average Exclusive-License Sale Price:
$1960.75 (This number is offset by a few REALLY
big exclusive sales)
4. Average Primary-License Sale Price: $939.30
(Again, this is slightly distorted by large sales, but
not as much)
5. Total Number of Deals Made: 799
11. What can flash do?
Adobe revolutionizes
how the world
engageswithideas
and information
21. API are the treasures!!
“Hundreds of API’s that help you do anything
and everything. What makes it more impactful
is a well groomed strong community of
flashers and flash user groups around the
world.”