Exploring the opportunities for media owners, app developers, marketing agencies and mobile network operators to generate extra revenue, attract new customers by tapping into the mobile real money gaming boom. Gambling on mobile devices will generate €19bn of revenue worldwide in 2018 (H2 Gambling Capital). Mobile is an unstoppable force in the gambling industry. Almost half of on-line betting in the UK has already switched to mobile, and no major gambling operator can afford not to have a mobile site. Mobile is disrupting gambling in less obvious ways by bringing in a whole new type of customer, and opening up the opportunity to brands and marketeers from outside the traditional industry to promote casual, entertainment focussed, gambling games direct to mobile. Recently we’ve noticed a growing number of non-gambling companies approach us with an interest in entering the sector. They are attracted by the potential to increase revenues, to attract, retain and engage customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is designed to meet that need. These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To help answer these questions we invited a sample of our UK customers to participate in a mobile survey. Nearly 4000 participated. In this White Paper you will get many of the answers and insights you need to map out your path into mobile entertainment gambling.
Our survey reveals which social and other media channels they use, the gender split
of players, the average game play session time, peak times of play, and the top 5 regions in the UK for cash game players. We think you’ll agree with us that, with the right partner and strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network.
Mobile Earns More but is PC Social Casino Dead? | Carter RogersJessica Tams
While social casino audience behavior has clearly shifted towards the mobile platform, reports from SuperData Research shows opportunities still exist within the PC audience. In this presentation, SuperData Research Lead Social Casino Analyst Carter Rogers will go beyond just looking at the numbers, focusing on the future of social casino and key takeaways for attendees to consider as they develop and improve their social casino products and move the social casino market forward.
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
Delivered at Casual Connect USA 2018. In this session you will learn about the latest trends and data as it relates to the social casino games industry including: market size, top publishers, revenue by platform, biggest titles, KPIs, marketing expenses, latest M&A activity and sector outlook. A must-attend session for anyone involved or wanting to learn more about the $4B+ social casino games market from one of the industry’s most respected analysts.
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
What Real Money Gaming can Learn from Social GamingIncome Access
Our Marketing Department Manager Louis Deering shares his insight from Casual Connect, a leading social gaming industry conference.
"I began working in the iGaming industry nearly six years ago, around the same time that social gaming began to emerge as an industry of its own. Over the years, as the influence of social networks has grown, so too has the potential of social gaming. Following my recent experience at Casual Connect, a leading social gaming industry conference, there were a few major takeaways that are relevant for the iGaming industry.
Market Crossover
This is the $17 billion question that has been at the forefront of the discussion about the relationship between real money gaming and social gaming. Key stakeholders haven’t reached a consensus on how large, or small, the overlap among players is. However, this much is clear: an opportunity exists in understanding the crossover between the two sectors.
Engagement and CRM
Silicon Valley has had a distinct impact on social gaming, as technology has enabled engagement and CRM, an important takeaway from an acquisition perspective. In the social sphere there is a greater emphasis on acquisition volume as opposed to player quality. In the future, as the industry matures, player quality will become increasingly important because of increasing acquisition costs.
Acquisition
An area in which the social gaming industry excels is the mass acquisition of players. Desktop and mobile are viewed as two separate entities, but the data shows that multi-platform players are the highest value players. Consequently, cross-channel acquisition efforts and diversifying away from a reliance on Facebook will pay dividends long-term.
Smarter Advertising
Simply put, advertising needs to stop interrupting and start adding. They need to engage the user and add value, while also being presented in a ‘native’ manner. In addition, operators should be aware of their competitors’ strategies while staying true to their own acquisition and business strategies.
Analytics and Attribution
Marketing is a numbers game, but leveraging ‘big data’ is ineffective without gaining, and applying, insight. It is integral to any marketing campaign to understand how each acquisition channel adds value. Users interact in different ways depending on brand messaging and the various stages of the sales funnel." -Louis Deering, 2014
Mobile Earns More but is PC Social Casino Dead? | Carter RogersJessica Tams
While social casino audience behavior has clearly shifted towards the mobile platform, reports from SuperData Research shows opportunities still exist within the PC audience. In this presentation, SuperData Research Lead Social Casino Analyst Carter Rogers will go beyond just looking at the numbers, focusing on the future of social casino and key takeaways for attendees to consider as they develop and improve their social casino products and move the social casino market forward.
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
Delivered at Casual Connect USA 2018. In this session you will learn about the latest trends and data as it relates to the social casino games industry including: market size, top publishers, revenue by platform, biggest titles, KPIs, marketing expenses, latest M&A activity and sector outlook. A must-attend session for anyone involved or wanting to learn more about the $4B+ social casino games market from one of the industry’s most respected analysts.
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
What Real Money Gaming can Learn from Social GamingIncome Access
Our Marketing Department Manager Louis Deering shares his insight from Casual Connect, a leading social gaming industry conference.
"I began working in the iGaming industry nearly six years ago, around the same time that social gaming began to emerge as an industry of its own. Over the years, as the influence of social networks has grown, so too has the potential of social gaming. Following my recent experience at Casual Connect, a leading social gaming industry conference, there were a few major takeaways that are relevant for the iGaming industry.
Market Crossover
This is the $17 billion question that has been at the forefront of the discussion about the relationship between real money gaming and social gaming. Key stakeholders haven’t reached a consensus on how large, or small, the overlap among players is. However, this much is clear: an opportunity exists in understanding the crossover between the two sectors.
Engagement and CRM
Silicon Valley has had a distinct impact on social gaming, as technology has enabled engagement and CRM, an important takeaway from an acquisition perspective. In the social sphere there is a greater emphasis on acquisition volume as opposed to player quality. In the future, as the industry matures, player quality will become increasingly important because of increasing acquisition costs.
Acquisition
An area in which the social gaming industry excels is the mass acquisition of players. Desktop and mobile are viewed as two separate entities, but the data shows that multi-platform players are the highest value players. Consequently, cross-channel acquisition efforts and diversifying away from a reliance on Facebook will pay dividends long-term.
Smarter Advertising
Simply put, advertising needs to stop interrupting and start adding. They need to engage the user and add value, while also being presented in a ‘native’ manner. In addition, operators should be aware of their competitors’ strategies while staying true to their own acquisition and business strategies.
Analytics and Attribution
Marketing is a numbers game, but leveraging ‘big data’ is ineffective without gaining, and applying, insight. It is integral to any marketing campaign to understand how each acquisition channel adds value. Users interact in different ways depending on brand messaging and the various stages of the sales funnel." -Louis Deering, 2014
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.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
HAND FUN! Mar 28
• Syde Launches Fantasy Sports App
• Turner Sports Interactive, Inc Launches NCAA Sports App
• Maryland Live! Casino Launches Social Casino App
• DoubleDown Casino Launches App Upgrade for Android
• Division Aurora Launches Bad Grandma's Plastic Surgery Android App
• Appbrain Top Android Apps
Sports Scores & Fantasy Sports
Music & Audio
Plastic Surgery
Social Casino Games
Adult Entertainment & Dating
• App Business Classifieds
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
State of the Social Casino Industry Q2/Q3 2016Elad Kushnir
Delivered at Casual Connect Tel Aviv 2016. Elad Kushnir, SVP Business Development at Playtika, provides an update on the social casino industry for Q2/Q3 in 2016 – along with key insights.
Welcome to the LAC issue of iGB Affiliate! This is the time of year when we map out the opportunities for the 12 months ahead, in both established and emerging channels. From PPC to social video, from voice search optimisation to brand phrases, our expert contributors have it covered. Another essential read is our cover article on increasingly pervasive negative SEO tactics.
The same focus on actionable insights also informs the refreshed conference format at LAC, reorganised as themed tracks rather than by industry. This cross-fertilisation of ideas and bringing together of delegates working in the igaming and financial spaces reflects the real-world experience of today’s affiliate now working across multiple sectors, one of the many key findings of the inaugural iGB Affiliate Survey. Look out for the red speaker boxes at the end of articles for when and where to catch some of our expert contributors during the LAC conference.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
Goal Bonanza - Football Betting Revolution Powered by BlockchainGoal Bonanza
Goal Bonanza ICO aims to reimagine football betting and disrupt a $3-trillion global gambling industry.
Goal Bonanza is a self-regulating, blockchain powered football betting platform based on ERC20 token standard. It offers fresh and new football betting experience by combining lottery like crowd betting on 10 possible football game final score outcomes where the crowd drives the potential returns, unlike traditional bookmakers and betting exchanges that offer unattractive odds and low returns. The bigger the crowd the bigger are the potential returns easily reaching six figures. In simple terms, imagine $100,000+ in returns on 1$ bet by successfully predicting the final score of a football game out of 10 possible outcomes. That is Goal Bonanza and much more.
In addition to the unique game mechanics, Goal Bonanza revolutionary concept taps into basic desires and needs of users’ impulses which revolve around the idea of profits, status, achievement, competition and community collaboration. Goal Bonanza applies gamification mechanics to engage and motivate users to play in order to win rewards, badges and points, that are used to elevate their status and privileges, and to showcase their talents, expertise, and accomplishments.
Build on ethereum platform and adopting ethereum as the underlying game currency, Goal Bonanza will significantly contribute to the crypto-community and the ethereum platform by increasing the demand for ethereum cryptocurrency, increase its value, and induce adoption in the global betting marketplace.
Goal Bonanza doesn’t require the use of fiat currency for playing therefore it is outside gambling regulatory bodies and jurisdiction and therefore a non-regulated stateless business. Operations fudging and dividends payouts is performed in convertible ethereum cryptocurrency. In year 3 we expect to reach a total of 6.34m active players and generate earnings of $74.9 million.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
The unique blockchain gaming and networking platform of SuperOne combines precision-engineered crypto games with networking power.
With an innovative and rewarding business model, members enjoy direct ownership and instant direct-to-wallet game and network rewards .
its super affiliate program pays instantly .
visit companis website to learn more https://super.one
Down load free apps to see the cool stuff https://superone.link/install
Draftkings Vs Fanduel Infographic
This Infographic compares the the companies who fight an ongoing battle for the world leadership in the fantasy sports industry.
Publisher www.fantasy-sport.net created this informative infographic so users have a better overview on which fantasy sports site to choose.
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.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
HAND FUN! Mar 28
• Syde Launches Fantasy Sports App
• Turner Sports Interactive, Inc Launches NCAA Sports App
• Maryland Live! Casino Launches Social Casino App
• DoubleDown Casino Launches App Upgrade for Android
• Division Aurora Launches Bad Grandma's Plastic Surgery Android App
• Appbrain Top Android Apps
Sports Scores & Fantasy Sports
Music & Audio
Plastic Surgery
Social Casino Games
Adult Entertainment & Dating
• App Business Classifieds
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
State of the Social Casino Industry Q2/Q3 2016Elad Kushnir
Delivered at Casual Connect Tel Aviv 2016. Elad Kushnir, SVP Business Development at Playtika, provides an update on the social casino industry for Q2/Q3 in 2016 – along with key insights.
Welcome to the LAC issue of iGB Affiliate! This is the time of year when we map out the opportunities for the 12 months ahead, in both established and emerging channels. From PPC to social video, from voice search optimisation to brand phrases, our expert contributors have it covered. Another essential read is our cover article on increasingly pervasive negative SEO tactics.
The same focus on actionable insights also informs the refreshed conference format at LAC, reorganised as themed tracks rather than by industry. This cross-fertilisation of ideas and bringing together of delegates working in the igaming and financial spaces reflects the real-world experience of today’s affiliate now working across multiple sectors, one of the many key findings of the inaugural iGB Affiliate Survey. Look out for the red speaker boxes at the end of articles for when and where to catch some of our expert contributors during the LAC conference.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
Goal Bonanza - Football Betting Revolution Powered by BlockchainGoal Bonanza
Goal Bonanza ICO aims to reimagine football betting and disrupt a $3-trillion global gambling industry.
Goal Bonanza is a self-regulating, blockchain powered football betting platform based on ERC20 token standard. It offers fresh and new football betting experience by combining lottery like crowd betting on 10 possible football game final score outcomes where the crowd drives the potential returns, unlike traditional bookmakers and betting exchanges that offer unattractive odds and low returns. The bigger the crowd the bigger are the potential returns easily reaching six figures. In simple terms, imagine $100,000+ in returns on 1$ bet by successfully predicting the final score of a football game out of 10 possible outcomes. That is Goal Bonanza and much more.
In addition to the unique game mechanics, Goal Bonanza revolutionary concept taps into basic desires and needs of users’ impulses which revolve around the idea of profits, status, achievement, competition and community collaboration. Goal Bonanza applies gamification mechanics to engage and motivate users to play in order to win rewards, badges and points, that are used to elevate their status and privileges, and to showcase their talents, expertise, and accomplishments.
Build on ethereum platform and adopting ethereum as the underlying game currency, Goal Bonanza will significantly contribute to the crypto-community and the ethereum platform by increasing the demand for ethereum cryptocurrency, increase its value, and induce adoption in the global betting marketplace.
Goal Bonanza doesn’t require the use of fiat currency for playing therefore it is outside gambling regulatory bodies and jurisdiction and therefore a non-regulated stateless business. Operations fudging and dividends payouts is performed in convertible ethereum cryptocurrency. In year 3 we expect to reach a total of 6.34m active players and generate earnings of $74.9 million.
Game development innovations like virtual reality and a higher level of internet penetration have made gaming more enjoyable and convenient. Further developments in technologies like blockchain eased asset exchanges within games. While gamers are thrilled to try new releases of their favorite games, game developers should continuously evolve their skills.
https://www.tycoonstory.com/business/game-development-trends-of-2021/
The unique blockchain gaming and networking platform of SuperOne combines precision-engineered crypto games with networking power.
With an innovative and rewarding business model, members enjoy direct ownership and instant direct-to-wallet game and network rewards .
its super affiliate program pays instantly .
visit companis website to learn more https://super.one
Down load free apps to see the cool stuff https://superone.link/install
Draftkings Vs Fanduel Infographic
This Infographic compares the the companies who fight an ongoing battle for the world leadership in the fantasy sports industry.
Publisher www.fantasy-sport.net created this informative infographic so users have a better overview on which fantasy sports site to choose.
Yazino develops innovative social games that use real-time multiplayer technology – an approach we call “in-sync gaming” – allowing playful grown-ups to enjoy synchronous game play, meet, chat, compete, and socialise together, across the website, Facebook, or mobile devices.
Gambling for matchsticks (deck from Game Connection Paris 2012)Raf Keustermans
$500M is what slot machine manufacturer IGT paid for social game studio DoubleDown Interactive last year. More than EA paid for Playfish. For a company with 1 game that is not even in the top 25 of largest Facebook games. Before that, Caesar's had bought Playtika (Slotomania), also for a 9-digit buy-out fee. Why are social casino games are so hot right now? And why are gambling companies buying free-to-play game studios? What can the game industry learn from the world of gambling, and vice versa? In this session, Raf Keustermans, co-founder and CEO of social casino startup Plumbee will share insights and data from both worlds : current markets, similarities and differences, growth & margin softness in online gambling, analytics, 'whales', trends, risks and opportunities.
Offer Real Entertainment! Browser and Mobile Games in FocusAffiliate Summit
This presentation is from Affiliate Summit East 2013 (August 18-20, 2013) in Philadelphia, PA). Session Description: Browser games are taking over the world of online entertainment. Gaming campaigns can enable monetization of web and mobile inventory on CPL basis. It’s one product for users all over the world.
Delivered at Casual Connect Europe 2016.
When social gaming came onto the scene it brought previously unheard of numbers of players. Then content began moving from web to mobile devices. Now we are shifting from sharing statuses to sharing experiences. Consoles have embraced this concept with Kinetics and mobile social games offer their own shared experiences. Young players know only this kind of gaming. This session will focus on what’s next: A combination of Kinetics and virtual reality offering synchronous and multiplayer experiences.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
Traditionally, lotteries and betting products have been sold via stores and partners, such as bars or tobacco shops depending of the regulation. But the industry pace have radically changed with the IoT and the arrival of the Millennial Generation -or Gen. Z- requesting for a 24 hours, 7 days a week engagement with the brand. The idea of transversal digital channels it´s a trending topic discussion for the companies and stakeholders. In the current era of digital age and products, the threat of substitutes in this sector is very strong, as any leisure activity can act this way with minimal switching costs for the players.
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
Established in 2005, Kings Entertainment is the parent company of global lottery brands LottoKings and WinTrillions. As international online service providers for lottery, casino, and sportsbook gambling, these brands leverage their ability to acquire pre-qualified players through renowned lottery offerings, then engage players in a range of casino and sportsbook offerings. LottoKings and WinTrillions have attracted and retained millions of player sign-ups since their inceptions.
Social Casino Q1 2014. Whats going on and why you should care. Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
An overview of the Social Casino gaming category. Lecture given at Casual Connect Amsterdam in February 2014. You can watch the full lecture on video at the end of the slide share presentation.
Mobile & Online Gaming Potential In South East AsiaRobin Ng
An overview of the mobile and online gaming potential in south east asia. South East Asia or SEA is the next potential region to grow for gaming whether on mobile or online.
The region has more than 689m in population and most of the population are young and hungry for content, media and games
the slides are presented at casual connect asia in singapore.
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
Now, one year into the new console cycle, is a great moment to assess if and how the games market landscape has changed. The transition to digital has opened up new opportunities in the form of emerging markets, post-launch commercialization and licensing, But it has also created a lot of insecurity as game companies struggle with the rising cost of marketing and a growing influence of big publishers on the industry. In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead. As always, the audience will leave with a permanent +2 modifier on all Industry Intelligence rolls.
Intended audience & prerequisites: In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead.
Session takeaways: Attendees will receive a detailed overview of the current digital games market, key drivers and trends, and how this affects their business. The presentation contains extensive data and research on the games industry.
Similar to IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 19 2014 (20)
The MODI Health Station empowers people and organizations to comply with health authorities' anti-COVID pandemic requirements. The Health Station features automated and intelligent capabilities to register the wearing of a mask, the disinfection of hands, the measurement of forehead temperature, respect of social distancing, the number of people inside a limited space, etc. It targets hospitals, care homes, event spaces and venues, hotels, restaurants or other places required to comply with common anti-COVID measures and policies. For more information, please connect to https://www.modivision.net/
La Société
ÆVATAR®.coop, une Société Coopérative d’Intérêt Collectif, conçoit, produit et opère une plateforme coopérative de gestion d’identité numérique basée sur la Blockchain. Accessible via une application dont l’accès est sécurisé par la prise d’un selfie, la plateforme permet la création, par son utilisateur, d’un porte-identités (ID wallet) mobile. La plateforme est conçue pour faciliter la conformité des entreprises aux exigences des réglementations sur la protection des données personnelles (GDPR, PSD2/AML4, eIDAS..).
La Solution
La solution Ævatar inclut trois produits : 1. MyÆvatar, une application de porte-identité qui génère des tokens biométriques valables qu’une seule fois (Biometric-One-Time-Token, BOTT), pour authentifier de façon forte et facile les citoyens dans leurs transactions de la vie quotidienne, 2. Ævatar Enterprise, une API ouverte, conforme aux environnements IAM du marché, qui gère les interactions entre l’application MyÆvatar et les serveurs des entreprises, et 3. MyÆvatar Room, un coffre-fort de données personnelles qui reste sous le contrôle exclusif de l’utilisateur.
La Plateforme
La plateforme Ævatar fédère les meilleures technologies de CyberSécurité et de CyberPrivacy du marché en termes de biométrie (ID3), de gestion de la vie privée (CryptoExperts, leader de ABC4Trust), de traçabilité des données (Advanced Track & Trace), de contrôle d’accès physique (MODIvision), de validation de documents officiels (SURYS/KEESING) ou de technologie Blockchain…
Les Applications clés
Selfie & Pay : Pour faire un transfert d'argent, l'émetteur choisit son destinataire et saisit un montant. Si les fonds sont dans son wallet mobile, l'Ævatar prend un selfie, génère un 'Biometric-One-Time-Token ou "BOTT", signe la transaction et l'envoie. L'Ævatar du destinataire la reçoit et la signe par un BOTT, et crédite son porte-monnaie.
Selfie & Go : A l'entrée du magasin, le consommateur prend un selfie qui affiche un QR code à appliquer sur un lecteur. Le consommateur scanne ses articles, valide et signe ses achats par un selfie et quitte le magasin. La caméra du magasin confirme que le selfie du QR code correspond bien à celui du consommateur.
Selfie & Board : Quand il achète son titre de transport, le voyageur prend un selfie qui s'intègre dans le QR code de son eTicket. A l'eGate, la caméra CCTV fait un 'match' entre le visage du voyageur et le selfie qui est enfouit dans le QR code de son eTicket.
Les Dirigeants
Les dirigeants d'Ævatar sont des experts de la gestion des identités et des données, tant en termes de conception, d’architecture et de plateformes (David ROBERT), de sécurité et de conformité réglementaire (Nathalie LAUNAY), de développement commercial international (Frédéric ENGEL), d'intelligence artificielle (Serge KRYWYK), que d'intégration dans la Blockchain (Philippe HONIGMAN).
La Compañía
ÆVATAR®.coop, una Compañía de Beneficio Social, diseña, produce y maneja una plataforma cooperativa Blockchain dedicada al manejo de la identidad digital y data. Accesada de manera segura via una selfie, la app Ævatar permite la creación, a su usario, de su cartera móvil con identidad digital, i.e. IDwallet. La plataforma está diseñada para facilitar a las empresas el cumplimiento de los requisitos regulatorios de la protección de data personal (GDPR, PSD2/AML4 o eIDAS).
La solución
La solución Ævatar incluye tres productos: 1. My Ævatar, una IDwallet app que genera tokens biométricos de una sola vez, sin fricción (biometric-one-time-tokens, BOTT) para autenticar a los ciudadanos de manera fuerte en sus transacciones de la vida diaria, 2. Ævatar Enterprise, una API abierta que maneja las interacciones entre la app Ævatar y los servidores de las empresas que manejan el acceso y la identidad estandard, y 3. MyÆvatar Room, una caja de seguridad de datos (Personal Data Store, PDS) que siempre está bajo el control exclusivo de su usuario.
La plataforma
La plataforma Ævatar integra lo mejor de las tecnologías en cyberseguridad y cyberprivacidad en términos de biométricas (ID3), manejo de privacidad (CryptoExperts, el lider de la iniciativa «ABC4Trust»), el seguimiento de datos (Advanced Track and Trace), control de accesso físico (MODIvision), validación de documentos oficiales (SURYS/KEESING) y tecnologia Blockchain…
Las Aplicaciones
Selfie & Pay: Para procesar una transferencia de dinero, quien envía selecciona al receptor y teclea la cantidad. Si hay fondos disponibles en su cartera, la app Ævatar toma una selfie, genera un 'Biometric-One-Time-Token o "BOTT", firma y envía la transacción. El Ævatar del receptor recive la transacción, la firma con un “BOTT”, y se acredita a su cartera.
Selfie & Go: Al ir de compras, el consumidor toma una selfie Ævatar que muestra el codigo QR para que se escanee en la entrada de la tienda. El consumidor Ævatar escanea sus productos, valida la cantidad, firma su compra con una selfie y se va de la tienda. La camara CCTV de la tienda confirma que el codigo QR selfie Ævatar corresponda con la caja del consumidor.
Selfie & Board: Al comprar su boleto, el pasajero toma una selfie Ævatar que integra en sí mismo el codigo QR de su boleto. En la puerta, la camara CCTV compara la cara del pasajero y se asegura de que corresponda con la selfie Ævatar que se muestra en el lector del codigo QR del boleto del pasajero.
El Equipo Directivo
El equipo directivo de Ævatar incluye expertos en Identidad y Plataformas de Datos de todas las meneras posibles, incluyendo manejo (David ROBERT), seguridad (Nathalie LAUNAY), desarollo de negocios (Frederic ENGEL), inteligencia artificial (Serge KRYWYK) y integración con tecnologías Blockchain (Philippe HONIGMAN).
1er Baromètre de la_transformation_digitale_CSC_2015_Les secrets des super he...Market Engel SAS
Baromètre de la transformation digitale - Les secrets des Super Héros du Digital - CSC 2015. Le Baromètre de la Transformation Digitale est une étude réalisée pour la 1ère année par
CSC. Il est basé sur une analyse qualitative et quantitative des tendances et perspectives en matière de transformation digitale auprès de PDG et directeurs généraux, directeurs du digital, directeurs marketing, commercial, distribution, qualité et relation client, DSI, directeurs de la stratégie, directeurs financiers et DRH appartenant à un échantillon d'entreprises principalement françaises. Ces dirigeants ont été interrogés sur les impacts du digital en termes de stratégie de développement, de positionnement de leur organisation, d'évolution de leur portefeuille d'offres, d'adaptation de leur dispositif en matière d'expérience et relation client, de degré de digitalisation de leurs processus opérationnels et de support, de développement d'une culture digitale auprès de leurs collaborateurs et d'intégration des ruptures technologiques associées. Le questionnaire a été conçu et administré par CSC via un formulaire diffusé sur internet (Google Forms) auprès de 15 000 contacts, sur les mois de novembre et décembre 2014. "Business models" disruptifs, usages des produits en constante (r)évolution, expérience client renouvelée, acculturation des collaborateurs, digitalisation des processus dans une logique d'efficacité opérationnelle, exploitation en continu des technologies de nouvelle génération : autant de composantes du changement sur lesquelles les super héros du digital jouent pour mettre en oeuvre des stratégies de transformation véritablement en rupture, offensives, pérennes et rentables.
Iot report federal trade commission_150127iotrptMarket Engel SAS
I publish this FTC report on IOT because i think that it's a good report and it has also been -- i think -- wrongly been seen as potentially bashing IOT potentials. See, for example, an article published yesterday "From www.theverge.com - February 15, 11:24 PM
'In the internet of things, the Federal Trade Commission sees the possibility of flourishing new markets. But it also sees a prologue to Black Mirror: in a new report that probes the privacy implications of connected devices, the commission surveys a landscape of possible dystopian futures. Get ready for invasive marketing, unending consumer surveillance, invisible nudging, and new potential for government spying and novel forms of hacking...'"
The FTC report is 55 page long, refers to workshops discussions that took place in nov 2013, and although the report stages pros and cons in a very articulated manner, the FTC applies to IOT the security & privacy guidelines and other 'good practices' that have been applied to internet-of-other-things, :-), so far. So, i think that we need to be super cautious about these discussions: Yes, the IOT generates challenges with which we may not yet be familiar with. But not really more. And let's remember that, unless we haven't learned about basic security risks, we are still in a position to say 'no' if the risks look bigger than the opportunities. Many say that 'privacy' -- as we've known it on the net 10 years ago -- is gone. Maybe. Things evolve. But at this stage, i think that no, IOT won't kill privacy. It might actually be the contrary. Let's think that, thx to IOT, i'll be more capable to change the way i work, live, pay and play online and offline. Let's say that, thx to IOT, my assurance level(s) against risks of -- for example -- ID theft and impersonation does rise. Let's believe that, thx to IOT, we just become more and better aware of what matters and does not,, so that we have the tools and the systems to better manage our environment. To make a long story short, let's just recall that IOT technology is just like any other technology: It is neutral. What is not neutral is its use. So, this is why i believe that there is, with IOT, more opportunities than risks to strengthen the privacy of our environment... provided that -- yes, i agree -- we (also) think IOT this way. My 2cts. fred.
About SIGFOX
SIGFOX is the first and only operator of a cellular network fully dedicated to low throughput communication for connected objects. Leveraging on its patented UNB technology SIGFOX brings a revolution to the M2M and Internet of Things world by enabling large-scale connection of objects. The network already connects tens of thousands of objects in France and international cities.
SIGFOX provides an end-to-end solution for your communication chain, from your objects through to your information system, with unprecedented pricing models and low energy consumption.
As a network operator SIGFOX operates fixed-location
transceivers enabling your objects to be connected “out of the box”. However contrary to the telecommunication networks, the SIGFOX transceivers and the entire SIGFOX connectivity solution has been developed, built and deployed to only serve the low throughput M2M and IoT applications. As an operated longrange network, SIGFOX provides connectivity without the need to deploy specific network infrastructures for each application.
Unlike other narrow band or white space solution providers we do not require our customers to invest in network equipment, the SIGFOX network is simply available to any object equipped with our certified connectivity solutions.
From an application point of view, the SIGFOX connectivity solution functions as follows:
• SIGFOX compatible modems are integrated within the physical objects by our certified partner network
• The objects instruct the modems to send messages whenever and wherever needed
• The transmitted data is picked up by the SIGFOX transceivers, and routed to our managed service
• The SIGFOX servers verify the data integrity and route the messages to the application’s IT system.
(...)
Sample use cases.
MAAF Assurances, one of the leading French insurance companies, anticipate the upcoming regulation that will impose by 2015 that each household be equipped with a smoke detector. The fire and/or intrusion alert service that will be using the SIGFOX network will enable MAAF insured customers to be warned directly through SMS, in case the intrusion or smoke detectors send alarms and allow MAAF and their customers to be alerted if there is an anomaly, such as low battery, with the
smoke detector.
Clear Channel Outdooroperates stations throughout France. In order to avoid constant manual inspection of the ad stations, a remote monitoring application has been deployed and the SIGFOX network is used to communicate status information from each ad station to the IT system.
For further info:
• contact@sigfox.com
• www.sigfox.com
The mobile industry has scaled dramatically over the
last decade. At the end of 2003, there were a little over
one billion unique subscribers, meaning that just under
one in six people had subscribed to a mobile service. By
the end of 2013 this figure had increased to 3.4 billion
unique subscribers: equivalent to just under half of the
global population. Globally there were 6.9 billion SIM
connections at the end of 2013, with an average of 1.8
active SIM cards per unique subscriber*
.
Today's employees most wanted tools_Ricoh's surveyMarket Engel SAS
Imagine a truly innovative business world where advanced automated technology and supporting processes are the norm... We did just that and spoke with European employees to discover their vision for the future workplace. 78% of employees predict that by 2036 their workplace will be transformed by technology and processes that do not even exist today. 87% of employees believe that with the right process around it, advanced technology will positively impact profitability. Benefits to tech evolution include : 1. Optimising core business processes, 2. Having better access to information, 3. The ability to get their job done faster. 59% of employees predict that within the next 20 years holograms will feature in their workplace. Internal collaboration platforms (first with 29%), web-based meetings (second, with 23%) and follow-me printing (third with 22%) are the top three rated systems that employees currently do not use, but want to, in order to make their job more valuable today.
Electronic Signature markets and vendors_Forrester Wave_Q2_2013Market Engel SAS
Key Takeaways:
1. E-Signature Technology Gains Momentum
Electronic signatures are gaining momentum due to rapidly evolving consumer technology and the need to reduce transaction costs and the time to close business. In short, electronic signing will become simpler, more accessible, and cheaper with more tablets and touchscreen computers.
2. Enterprise E-Signature Requirements Show Substantial Diversity.
This report details our findings about how well each vendor fulfills the wide range of enterprise e-signature requirements that stem from compliance, geographic, and customer experience differences. This report helps enterprise architects select the right e-signature solution.
3. Well Balanced Leaders Drive The Market.
In Forrester’s 18-criteria evaluation of e-signature vendors, we compared the 10 most significant software providers in the category -- Adobe, ARX, AssureSign, DocuSign, eSignSystems, RightSignature, RPost, Sertifi, SIGNiX, and Silanis.
Digital signatures, paving the way to a digital Europe_Arthur D Little_2014Market Engel SAS
Digital signature solutions are quickly replacing paper-based signatures and have the potential to dominate signature-related processes. The primary benefits of this technology include increased efficiency, lower costs and increased customer satisfaction. Processes that still require a handwritten signature slow down turnaround time, increase complexity in terms of archiving, and also raise environmental issues with regards to paper usage. Companies are therefore increasingly adopting digital signature solutions to address those challenges.
The financial services industry is the pioneer in the adoption and development of digital signature solutions, and we expect other industries, such as telecommunication, commerce, utilities, notaries and healthcare, to follow soon as the benefits of this new technology, namely increased efficiency, lower costs and increased customer satisfaction, are not restricted to any industry. While offering clear advantages, digital signature solutions still need to overcome some challenges, such as the need to adapt existing systems and processes to the new technology, concern about acceptance by business partners and the perceived high cost.
The European Union is currently finalizing regulation, which will increase the legal value of advanced electronic signatures and remote electronic signing services by offering the possibility to generate a qualified digital signature using a remote signing system. The regulation is expected to be enacted in early July 2014. This development is expected to serve as an example for other markets on how to approach digital signatures from a regulatory standpoint.
This report is based on Arthur D. Little’s survey of 50 market experts in Europe, as well as comprehensive secondary market research. In this report, we provide an overview of the digital signature technology, its current and potential market, as well as the benefits and challenges it brings. We also present examples of practical applications of digital signature solutions.
KPMG cree un pole dedie a l’activite Franchise et Reseaux Market Engel SAS
KPMG crée un pôle dédié à l’activité « Franchise et Réseaux »
KPMG, premier groupe français de services pluridisciplinaires (audit, expertise‐comptable, conseil,
droit, fiscalité), crée un département dédié à la franchise et aux réseaux, sous la responsabilité de
Jean‐Marc Aubault, Associé KPMG et Membre du collège des Experts à la Fédération Française de
la Franchise.
« Notre activité croissante auprès des franchiseurs et des franchisés nous a conduit à structurer une
équipe consacrée à la franchise et aux réseaux », commente Jean‐Marc Aubault.
KPMG compte 217 bureaux en France et plus de 7500 collaborateurs. Fort de son expérience, de son
maillage régional et de sa connaissance du tissu économique local, le cabinet offre, grâce ses équipes
dédiées dans chaque région, un conseil de proximité adapté à la structure et aux besoins des
réseaux. Virginie Sablé, Responsable Développement de la Filière Franchise et Réseaux, travaille en
étroite collaboration avec Jean‐Marc Aubault afin de coordonner l’action entre les enseignes et les
équipes Franchise de KPMG, qui comptent une cinquantaine de collaborateurs sur tout le territoire.
Le cabinet propose des prestations adaptées aux franchiseurs, aux franchisés mais aussi aux
créateurs d’entreprise pour les accompagner à chaque étape de leur développement et dans leur
gestion quotidienne : développement, création, transmission‐reprise…
Retrouvez plus d’informations sur le réseau Franchise de KPMG :
http://www.kpmg.com/FR/fr/secteurs/Franchise/Pages/default.aspx
The UK is Worlds’ #2 in iPad Game Spending and Console Gaming Popularity
The UK is number 2 in the world when it comes to the popularity of console gaming with 71% of all gamers playing on the TV screen. Only the French are more geared towards traditional console gaming. Overall, the UK is the 5th largest games market in the world when it comes to revenues generated by its gamers, behind Japan, China, Germany and the US.
Despite being characterized as a relatively traditional games market, smartphone and specifically tablet gaming is enormously popular. The UK ranks number 2 in the world in total game spend on the iPad. Of the 34.7 million UK gamers, 62% spend money on games, the third highest in the world behind Germany and Canada.
The largest amount of UK gamers can be found on social/casual platform followed by TV/console. Using Newzoo’s Screen Segmentation Model, 23.8% of gamers are playing across all four screens. The PC is used by 88.7% of gamers making it the most played on screen, although it is relatively less popular in the UK than most other Western countries.
Interested in more in-depth data on a global level or UK specific? Please have a look at the following two services:
Global Games Data Service
UK in-depth data
Read more at http://www.newzoo.com/infographics/infographic-the-uk-games-market/#Ih6hFTGh14hsRcKD.99
The Netherlands Ranks #1 in the World when it comes to playing games for free
Netherlands is #1 in the world when it comes to playing games for free – 55% of the gamers don’t spend money on games at all. Although the Netherlands is relatively small and only has 8 million gamers it is still ranked relatively high with the 15th place in the world when looking at gaming revenues. This is also reflected by the monthly mobile game revenue ranking per App Store – the Netherlands is ranked 12th in the iPad store, 21st in the iPhone store and 20th in the Google Play Store. The main reason the Dutch like these mobile games is that they can try most of them out before spending money on them – this F2P business model fits the Dutch market very well. However if they like a game they will start spending significant amounts of money – Candy Crush Saga for example earns more than €250.000 a month in the Netherlands.
When it comes to cross-screen gaming, only 14.1% of all Dutch gamers are playing across all four screens – the only two countries that have a lower percentage are South Korea (13.2%) and Poland (10.8%). This indicates that the Dutch mostly stick to one or two screens to play games – this is also the reason why the player percentages per screen are relatively low compared to other countries: computer screen 87.2%, personal screen 61.2%, entertainment screen 53.9% and floating screen 35.7%.
Interested in more in-depth data on a global level or specific for the Netherlands? Please have a look at the following two services:
Global Games Data Service
Dutch in-depth data
Read more at http://www.newzoo.com/infographics/infographic-dutch-games-market/#WaTGEUGqvMGhDR1D.99
France #1 in the world when it comes to playing games on TV/Console
71.5% of all 29.8 million gamers in France play on a TV/Console, the highest percentage in the world. The UK (70.7%) and Spain (70.3%) are not far behind. When looking at the global game revenues France is ranked 7th in the world and 3rd in Europe – following Germany #1 and UK #2 at a respectable distance. As in most of the countries, social/casual games have the highest number of players (23.8 M), followed by TV/Console (21.3 M) and downloaded PC/Mac games (16.6 M).
When it comes to cross-screen gaming, 21.2% of all French gamers are playing across all four screens. The Computer Screen is still the most popular screen with 90.4% of French gamers playing on it. The Entertainment Screen is relatively popular with 71.5% of all gamers playing here. France has one of the highest percentages of gamers in Europe that play on the floating screen (tablet and/or handheld console) with 39.2%. Only in Spain 48.2% and Italy 42.6% does the floating screen have a higher share of all players playing on it.
The position of France in the monthly mobile game revenue rankings is pretty consistent across the different AppStores: #7 Google Play, #8 iPhone and #9 iPad. Until recently, France was ranked 6th in the Google Play Store – however, up and comer Taiwan pushed France down to position number 7. In all three AppStores Candy Crush Saga is the number 1 grossing game. In-app purchases are relatively popular in France with 94% of the game revenues in the iOS AppStore coming from this business model.
Interested in more in-depth data on a global level or France specific? Please have a look at the following two services:
Global Games Data Service
France in-depth data
Read more at http://www.newzoo.com/infographics/infographic-french-games-market/#kb6J0aytBHrFfMMz.99
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
Digital Transformation and IT Strategy Toolkit and Templates
IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 19 2014
1. 33
59
A white paper by Probability – A leader in mobile entertainment gambling services
and technology, operating exclusively in regulated markets.
IS IT TIME TO TAP INTO
MOBILE GAMING BOOM?
THE REAL-MONEY
IS IT TIME TO TAP INTO
MOBILE GAMING BOOM?
THE REAL-MONEY
THE FUTURE OF MOBILE
GAMING AND GAMBLING
Exploring the opportunities for media owners, app developers,
marketing agencies and mobile network operators to generate
extra revenue, attract new customers by tapping into the
mobile real money gaming boom.
2. White Paper: The Future of Mobile Gaming and Gambling 2
TABLE OF CONTENTS:
• Introduction
• What is mobile entertainment gambling?
• The Opportunity
• Meet the players.
•
- How often do you play and bet on mobile?
- Where do you usually play?
- Do your family, friends and colleagues play and bet on
mobile?
- Would you recommend mobile entertainment gambling to
family, friends and colleagues?
- What types of TV programmes to you watch most?
- How do you read the news?
• Conclusion
• Case studies:
- MadAboutSlots
- Winneroo
• Why work with us
• About Probability
• Methodology
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3. White Paper: The Future of Mobile Gaming and Gambling 3
Mobile is an unstoppable force in the
gambling industry.
Almost half of on-line betting in the UK has
already switched to mobile, and no major
gambling operator can afford not to have a
mobile site.
Mobile is disrupting gambling in less obvious
ways by bringing in a whole new type of
customer, and opening up the opportunity to
brands and marketeers from outside the traditional industry to promote
casual, entertainment focussed, gambling games direct to mobile.
Probability was a pioneer in mobile entertainment gambling when we
for dozens of brands, supporting thousands of mobile devices, and over a
million registered players in the UK with a catalogue of products ranging
from Bingo to Roulette, Blackjack to Slots.
Recently we’ve noticed a growing number of non-gambling companies
approach us with an interest in entering the sector. They are attracted
by the potential to increase revenues, to attract, retain and engage
customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is
designed to meet that need.
These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To
help answer these questions we invited a sample of our UK customers to
participate in a mobile survey. Nearly 4000 participated.
In this White Paper you will get many of
the answers and insights you need to map
out your path into mobile entertainment
gambling.
Our survey reveals which social and other
media channels they use, the gender split
of players, the average game play session
time, peak times of play, and the top 5 regions in the UK for cash game
players.
We think you’ll agree with us that, with the right partner and
strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network
Gambling on
mobile devices will
generate €19bn of
revenue worldwide
in 2018 (H2
Gambling Capital)
Over 20 million Britons
play a mobile game at
least once a month.
6 million play daily.
(Comscore)
Introduction
4. White Paper: The Future of Mobile Gaming and Gambling 4
Entertainment gambling
is our name for low
stakes, high payout, high
frequency gaming which is
all about fun with a chance
to win some money. It’s
end-of-the-pier fun, and
part of a wider and diverse
gambling world.
The shape of the gambling industry
The range of offerings in the gambling industry is very wide, with a
complex supply chain and intense competition at every level.
At the more traditional end are major bookmakers and land based
casinos, which often have a small number of very valuable players
supporting their revenues. In the middle are popular sports betting
services, online casinos and Bingo.
“Casual” or “Entertainment” gambling covers everything from Lottery
scratchcards to a 5p mobile Slot game. This is by far the largest segment
in terms of participation and also the most socially acceptable.
The Mobile Effect
In the 2013 eGaming Review Power 50, every one of the Top 10 companies
companies (including Probability). In fact, two of our “B2B” customers are
in the top three. Mobile and tablet are reshaping the whole industry.
Some analysts believe that up to
30% of e-gambling revenues will be
via mobile by 2015, and some of the
vertically integrated bookmakers
are already reporting that half their
digital sports bets are being made
through their mobile sites.
As long time participants and
industry is only just beginning.
mobile, driven by convenience and the added privacy of accessing
gambling on a personal device.
WHAT IS MOBILE ENTERTAINMENT GAMBLING?
Tablets are showing faster adoption
rates that smartphones. It took
nearly four years to reach 6%
penetration from when the devices
level. Tablets accomplished this in
just two years. (Business Insider)
One in every 5 people
in the world owns a
smartphone, one in
every 17 owns a tablet.
(Business Insider)
5. White Paper: The Future of Mobile Gaming and Gambling 5
The next phase, however, will be different; the customer will be mobile
Tablet adoption will strongly
because tablet services can more
closely represent the desktop
experience and players are more
likely to engage in longer duration,
complex gaming sessions on a
table than a smartphone.
And already in the last few months Probability has noticed more players
using tablet devices to play our real money mobile gambling games.
Currently 51% of players use iOS devices, 38% play on Android and the
remaining 11% play on other devices (e.g.; iPad, iPod and Java) with
the most popular game in the Probability’s games lobby being ‘Pots O
Plenty’, a Slots game themed around the Emerald Isle with pots of gold,
leprechauns and rainbows.
Times are (still) a’changing
When is a gambling game not a gambling game?
When it’s in a “social casino”.
In the USA, where online gambling is still mostly
illegal, three of the top ten grossing mobile apps
in 2013 were social casinos (AppAnnie). They are
classed as non-gambling products because players
cannot withdraw money or prizes, and there is no
regulation of the product or the service.
Players in the UK can enjoy “the real thing” and here, social casinos are
much less prominent in the sales charts. On the other hand, our survey
found that 74% of our customers actually play on social casinos - even
though they can’t win real money.
We think that social casino is a potentially disruptive innovation for real
money gaming - not because it will stop people from doing it (the UK
shows that) but because it changes what people expect. Social casinos
which real money sites don’t offer. To stay
relevant, real money gaming needs to
adapt. We’ve started that process already
with our hugely successful “Daily Bonus
Bonanza”. Expect more to come.
Mobile squared predicts the
number of mobile users placing
bets via their mobile device
will overtake the 9 million
online users by the end of 2014
at the latest.
Social casinos
generated
$1.1bn of
revenue in the
USA in 2013.
(Superdata)
Mobile gambling
set to be worth
$100bn by 2017
(Juniper)
6. White Paper: The Future of Mobile Gaming and Gambling 6
THE OPPORTUNITY FOR BRANDS.
Mobile entertainment gambling is a fast
growing, mainstream form of entertainment.
These services deliver snackable fun to people
who want to play mobile games on the go,
for a few minutes with the chance to win real
money.
Typcially, these players don’t consider it to
be “gambling” (in the same way as Lottery is
not seen as betting), attracting a whole new
audience and creating whole new opportunities for brands to get on
board.
Our solution for non-gambling companies looking to enter the space is
our White Label fully managed service.
White Label gives partners a mobile entertainment gambling service
we are fully responsible under regulation.
Our brand partners market the service through their existing channels
and we work closely together on promotions and customer retention, as
well as maximising the value to their overall business. Together we can
build a sustainable and responsible new source of revenue, a relationship
builder with customers and a point of differentiation in the market.
There has never been a better time to tap in to the opportunity of real
money mobile entertainment gambling.
It’s predicted
that 30% of all
online gambling
revenues will
come via mobile
by 2015 (Juniper)
7. White Paper: The Future of Mobile Gaming and Gambling 7
Meet the Players.
We surveyed around 4,000 of our active customers over a period of a
couple of weeks in late 2013.
accounts on one of our mobile casino brands in the UK.
this survey.
But before we do that, you might be interested to know a bit more about
who and where they are:
• Average age is just under 30.
• 53% of respondents were male, 47% female.
• The average game play session with us is 12 - 15 minutes, on average 3
times a day when active.
• Peak times of play are 6pm to 10pm on weekdays, later on Saturdays.
• The top 5 regions for cash play in the UK are the East Midlands, Greater
London, the South East, South West and West Midlands.
8. White Paper: The Future of Mobile Gaming and Gambling 8
How often do you play and bet on mobile?
• 62.3% of participants play and bet on mobile more than once a week
• 26.8% of participants play and bet on mobile more than 3 times a week
Our view:
Frequency of play for these products is similar to that for non-real
money games. In players minds, they are just another game. That’s key
to understanding the potential for mass acceptance of this format of
gambling.
Diagram 1. How often do you play and bet on mobile?
KEY SURVEY FINDINGS
10%5%0% 15% 20% 25% 30%
1x per week
603
2x per week
685
1x per month
393
2x per month
251
Occasionally at events
473
More than 3x
per month
243
More that 3x per week
973
9. White Paper: The Future of Mobile Gaming and Gambling 9
Where do you usually play?
• 92% of participants said they usually play at home
• 21% said they play whilst travelling
Our view:
With 92.1% playing at home (we think, largely, whilst watching TV), this
explains the frequency of play (1-3 times a week for most people) and the
short session periods (<15 minutes on average) which we observe.
This is similar to other forms of casual gaming.
We read into this that real money gaming is seen by our customers as a
distraction.
Diagram 2. Where do you usually play?
0 500 1000 1500 2000 2500 3000 3500
(759) Whilst
Travelling
20.7%
(3372) At home
92.1%
(594)
At work
16.2%
(246)Inthe
parkorother
outdoorspace
6.7%
(268) In a pub,
bar or
restaurant
7.3%
10. White Paper: The Future of Mobile Gaming and Gambling 10
Do your family, friends and colleagues play and bet on
mobile?
• 47% of participants said they do.
Diagram 3. Do your family, friends and colleagues play and bet on
mobile?
Our view:
entertainment gambling services we offer.
Not only do nearly 70% of players know whether or not their friends and
family play and bet on mobile, but 47% say they know someone who
does.
10005000 1500 2000
(1705) Yes
47.0%
(743) No
20.5%
(1182) I don’t know
32.6%
11. White Paper: The Future of Mobile Gaming and Gambling 11
Would you recommend mobile entertainment gambling to
family, friends and colleagues?
• 87% of participants would recommend mobile entertainment gambling
to family, friends and colleagues
Our view:
The consistency of the answers to our questions about the shareability of
mobile gambling was very strong.
It clearly supports our view that this is a socially acceptable, mass market
proposition which - if responsibly managed and properly positioned -
offers no reputational risk to brands for whom it is relevant.
Diagram 4. Would you recommend mobile entertainment gambling to
family, friends and colleagues?
0 500 1000 1500 2000 2500 3000 3500
(3166) Yes
86.9%
(382) No
10.5%
(95) If no, why not?
2.6%
12. White Paper: The Future of Mobile Gaming and Gambling 12
Our view:
Savvy marketers and brands can use this data to correlate the potential
appeal of mobile gambling with their customers based on information
they have about their viewing habits.
Diagram 5. What types of TV programmes do you watch most?
0%
Film
Comedy
Soaps
Documentary
Drama
Entertainment
Music
Sport
Game Shows
Factual
All Other
Responses
20% 40% 60% 80% 100%
215 648 2279
246 812 2056
710 807 1503
568 1093 1344
540 1105 1327
650 1223 1004
622 1040 1143
13845 10762 5646
242 811 1893
496 1073 1362
1112 663 1152
What types of TV programmes do you watch most?
• 72.6% of participants ranked Film as their most favourite ‘thing’ to
watch on TV
• 66.1% said Comedy
• 64.3% said Entertainment
• 49.8% ranked Soaps
13. White Paper: The Future of Mobile Gaming and Gambling 13
How do you read the news?
• 41% of participants said they read the news on mobile.
10005000 1500 2000
On Desktop
10.6%
On Mobile
41.2%
On Tablet
6.9%
In Print
45.0%
I don’t read the news
22.3%
Diagram 6. How do you read the news?
Our view:
Many of our customers are either print media or advertising partners
gambling might appeal to their consumers.
Print is the preferred media channel of 45% of participants but mobile is
catching up - only 4% behind with 41% of participants saying they read the
news on their mobile.
For brands looking to remain relevant to consumers migrating their
activities and attention from print to mobile, we think adding a real
money gaming service to the mobile property could help secure
their loyalty and add value to the new media.
14. White Paper: The Future of Mobile Gaming and Gambling 14
We want to highlight two themes from our survey results:
1. Social acceptability of mobile gambling.
Whilst “hard” forms of betting and gambling, such as going into a casino
or a betting shop, are still somewhat taboo in many respects, “soft” casual
games, positioned as fun rather than risk, are socially acceptable and
highly shareable.
2. Broad demographic appeal
There’s no single “type” who plays mobile gambling games. Players
discover, consume and share these products just like other games they
can play on their mobile.
that smart brand owners have good reason to be interested in this area.
We’ve included case studies of some of our partners; two very different
businesses with different customers, but both able to exploit this
opportunity to the full.
hope to be able to help you too.
CONCLUSION
15. White Paper: The Future of Mobile Gaming and Gambling 15
Objective:
Solution:
MadAboutSlots partnered with Probability to establish themselves
Probability’s White Label managed solution.
Eschewing a saturated online bingo market, MadAboutSlots launched
with Probability in August 2012 heralding a new era in mobile gambling.
Results:
During the 18 months since launch MadAboutSlots has seen incredible
growth from the initial nine-month period versus the second, notably a;
• 146% increase in deposits
• 149% increase in revenue
• 190% increase in cash bets
• 120% increase in new depositing players
Testimonial:
“Our partnership with Probability enabled us to create a well-designed
site that is on-brand and in August 2012 we launched madaboutSlots.
co.uk to offer players excellent games to suit all types of budget. The
results have been fantastic, delivering over and above our initial KPIs and
are a direct result of Probability’s CRM team.”
Andrew Edwards,
CEO, Founder, MadAboutSlots
CASE STUDY 1: MadAboutSlots
16. White Paper: The Future of Mobile Gaming and Gambling 16
Objective:
To drive additional revenue from their competition site
Solution:
Winneroo, the UK’s latest concept in free prize competitions, utilised
Probability’s ‘White Label’ managed solution to provide mobile gaming
and gambling expertise, player security, regulatory compliance, CRM,
access to Probability’s games portfolio and more, and ultimately increase
deposit values and revenue to Winneroo’s competition site. The service
went live in October 2012.
Results:
from the initial six-month period versus the second, notably a;
• 239% increase in deposits
• 258% increase in revenue
• 228% increase in cash bets
• 152% increase in new depositing players
Testimonial:
“We chose Probability as our mobile casino provider for Winneroo Games
because of their strong games portfolio, readiness to launch into the UK
market, and proven track record of delivering successful mobile casinos.
The casino started performing strongly soon after launch and continues
to trade ahead of expectations.”
Jussi Halme,
Director, Winneroo
CASE STUDY 2: Winneroo
17. White Paper: The Future of Mobile Gaming and Gambling 17
Probability’s business-to-business White Label solution provides media
owners, app developers, broadcasters, marketing agencies, mobile
network operators and gambling operators with access to our network.
The service helps brand and businesses to generate new revenue, attract
new customers and build customer loyalty amongst an existing customer
base.
Why work with Probability
• Open new revenue streams
• Launch branded games services
• Increase brand exposure and drive loyalty
• Access to exclusive HD games
We simplify your journey into mobile entertainment gambling.
The mobile entertainment gambling industry is booming right now.
Various games companies are investigating the best route to market as
the convergence of social and freemium to premium gathers momentum
on a global scale. In Q1 2013 alone Probability secured a partnership with
global gaming giant Glu Mobile to expand their real-money gaming
portfolio and entered into content licensing and distribution agreement
with Spin Games. More global announcements are on the horizon...
In the UK and Italy we provide fully managed White Label solutions for
non-gambling brands such as digital media companies, app developers,
marketing agencies, broadcasters and mobile network operators to help
them further monetise new and existing customers, plus drive loyalty
and brand exposure. Moreover customers are able to play fun, interactive
mobile games and win real money at a time and place that’s convenient
to them.
WHY WORK WITH US
WHITE LABEL
PROBABILITY MANAGED
DEDICATED ACCOUNT MANAGEMENT TEAM
1-8WEEK
PROCESS
Gambling license
Fraud management
Tier one banking
Customer services
API tools
Games portfolio
Due diligence and Gibraltar
Gambling Commissioner
(GGC) approval
You provide
the brand
Plus market to existing
and new customers
through your channels
Configure and build site
New games releases
Customer marketing
Revenue increase
Customer engagementQA testing
CRM
Device compatibility
Regulatory compliance
Mobile portal
Player security
Reporting
18. White Paper: The Future of Mobile Gaming and Gambling 18
– Probability are the mobile entertainment
gambling experts. The team works collaboratively, sharing ideas to
overcome challenges and to make sure the company is always ahead of
the game, both with our technology and services, and with the insight
provided to our customers, partners and the industry at large.
– Since launch in 2004 the vision has been to focus
exclusively on mobile and that’s one of the reasons why Probability is
leading the way in mobile entertainment gambling. Games are built
Android, Blackberry and tablets.
– Probability are a safe pair of hands, the business
holds remote gaming licence from the Government of Gibraltar,
Probability Games Corporation is licenced by the UK Gambling
Commission and the business operates exclusively in regulated markets.
– In June 2013 the company introduced
the next generation of mobile gambling games supercharging the player
experience with HD graphics, responsive interfaces, smooth animation
and crystal clear sound, with the release of six HD Slots for iOS, Android
and Blackberry users - The result of over £1m R&D.
– Slot-O-Matic, Probability’s game
development and management system enables the business to create
more games, on more devices, in more regulated jurisdictions, more
quickly than anyone else in the market. Reducing time to market from
months to days. In addition the business provides 10 years unrivalled
mobile player insight gathered from data captured across our network.
Mobile specialists
100% mobile
Trusted partners
Next generation HD games
Technology and insight
Top 5 reasons to work with Probability.
19. White Paper: The Future of Mobile Gaming and Gambling 19
Probability is a leader in mobile entertainment gambling services and
technology, operating exclusively in regulated markets.
The business owns and operates some of the UK’s most popular mobile
(www.ladylucks.co.uk), Moobile Games (www.moobilegames.com) and
Touch My Bingo (www.touchmybingo.com).
Probability provides a fully managed White Label solutions for non-
gambling brands such as media companies, app developers, marketing
agencies, broadcasters and mobile network operators.
In the UK and Italy Probability provides its games as a hosted service
to leading gambling operators including Paddy Power, William Hill,
Lottomatica and SNAI.
The business was founded in 2004 and is headquartered in London, UK
with subsidiaries in Gibraltar and Switzerland. It is licensed to provide
gambling services in the UK, Gibraltar and Italy.
is listed as PBTY.
www.probability.co.uk
@ProbabilityPlc
info@probability.co.uk
ABOUT PROBABILITY
20. White Paper: The Future of Mobile Gaming and Gambling 20
All data and insight shared in this White paper are provided by Probability
unless stated otherwise.
Our quantitative research involved an online survey of 3,766 customers
who play Probability’s mobile entertainment gambling games.
As a thank you, each participant’s account was credited with a £2 bonus.
A participant could only complete the survey once.
started).
The survey ran for a four-week period during H2 - 2013.
METHODOLOGY