MatchMove was founded in 2009 to provide a platform for online gaming, social networking, and e-commerce as a service to large companies. It identified a gap in the Asian market for an integrated platform to help companies engage users and drive revenues. MatchMove signed its first client, Yahoo! Southeast Asia, in 2009. By 2012, it had expanded its platform and client base, but the CEO wanted to further disrupt existing industries and capture new opportunities.
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxjacksnathalie
DQ 2
Reread the Freemiums in the Social Gaming World Case and answer the following: What does the term freemium refer to? Give some examples. Do you think this is a good model for other companies to follow? Many social games fall into this category. On the social networks, why is it difficult to generate revenue through advertising? Why is it particularly hard for social games?
Closing Case FREEMIUMS IN THE SOCIAL GAMING WORLD
Social games played on sites like Facebook and MySpace are the hottest part of the game industry. The market for social games has been dominated by three companies: Zynga (zynga.com), Playdom (playdom.com), and Playfish (playfish.com). In November 2009, Electronic Arts (ea.com) acquired Playfish for $300 million in cash and stock and guaranteed another $100 million in bonus payouts if certain milestones were met by 2012. A short time later in December 2009, Digital Sky Technologies (dst-global.com), a Russian firm with offices in Moscow and London, bought a $180 million stake in Zynga. Based on this investment, as well as other investments in the firm, many financial analysts put Zynga’s market share worth somewhere between $1.5 and $3.0 billion.
To the casual observer, these valuations seem astounding. It is the case that social games are simpler than the average video game and take much less time to play. It is also the case that they have expanded the game audience beyond traditional video gamers who tend to be young males. Yet, from an economic standpoint, the major difference between social games and video games is that the former are free. If players don’t have to pay, where does the return on investment (ROI) for companies like Electronic Arts and investors like DST come from? The answer lies in micropayments.
The
Solution
In 2007 Facebook launched a platform that enabled software developers to create applications for the site. Currently, the site has tens of thousands of applications. Similarly, MySpace, which relies on Google’s OpenSocial platform, has 4,500 applications available to users. Today the most popular application category for both of these social networks is social gaming. On Facebook, for example, there are nine games that have more than 12 million active players per month. This is more than the number of monthly players for World of Warcraft, the most popular online game. Of course, they pay to play. Among the top 10 most popular social games on Facebook, Zynga has three offerings— Farmville, Mafia Wars, and Café Word—with a combined audience of over 105 active players per month, while Playfish has two offerings— Pet Society and Restaurant City—which has 60 million active users per month.
If it doesn’t cost anything to play a social game, then how does the game company make its money. One way is with advertising. Either continually or at various times during the game, ads can be displayed. Just as the advertising firms do with the search engine companies or other Web sites, the game companies can ...
Mobile Gaming Application Development Mobile Gaming Application Tutorials, Course On Mobile Gaming Application Development at Learning Catalyst for beginners. The sessions will include J2ME platform & specifications, CLDC Config & MIDP Profiles, MIDlets, MIDlet User Interfaces, Low-Level MIDlet User Interface API, Networking and Persistent Storage, Packages – Mobile Gaming, Packages - Mobile Application.
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.
DQ 2Reread the Freemiums in the Social Gaming World Case and ans.docxjacksnathalie
DQ 2
Reread the Freemiums in the Social Gaming World Case and answer the following: What does the term freemium refer to? Give some examples. Do you think this is a good model for other companies to follow? Many social games fall into this category. On the social networks, why is it difficult to generate revenue through advertising? Why is it particularly hard for social games?
Closing Case FREEMIUMS IN THE SOCIAL GAMING WORLD
Social games played on sites like Facebook and MySpace are the hottest part of the game industry. The market for social games has been dominated by three companies: Zynga (zynga.com), Playdom (playdom.com), and Playfish (playfish.com). In November 2009, Electronic Arts (ea.com) acquired Playfish for $300 million in cash and stock and guaranteed another $100 million in bonus payouts if certain milestones were met by 2012. A short time later in December 2009, Digital Sky Technologies (dst-global.com), a Russian firm with offices in Moscow and London, bought a $180 million stake in Zynga. Based on this investment, as well as other investments in the firm, many financial analysts put Zynga’s market share worth somewhere between $1.5 and $3.0 billion.
To the casual observer, these valuations seem astounding. It is the case that social games are simpler than the average video game and take much less time to play. It is also the case that they have expanded the game audience beyond traditional video gamers who tend to be young males. Yet, from an economic standpoint, the major difference between social games and video games is that the former are free. If players don’t have to pay, where does the return on investment (ROI) for companies like Electronic Arts and investors like DST come from? The answer lies in micropayments.
The
Solution
In 2007 Facebook launched a platform that enabled software developers to create applications for the site. Currently, the site has tens of thousands of applications. Similarly, MySpace, which relies on Google’s OpenSocial platform, has 4,500 applications available to users. Today the most popular application category for both of these social networks is social gaming. On Facebook, for example, there are nine games that have more than 12 million active players per month. This is more than the number of monthly players for World of Warcraft, the most popular online game. Of course, they pay to play. Among the top 10 most popular social games on Facebook, Zynga has three offerings— Farmville, Mafia Wars, and Café Word—with a combined audience of over 105 active players per month, while Playfish has two offerings— Pet Society and Restaurant City—which has 60 million active users per month.
If it doesn’t cost anything to play a social game, then how does the game company make its money. One way is with advertising. Either continually or at various times during the game, ads can be displayed. Just as the advertising firms do with the search engine companies or other Web sites, the game companies can ...
Mobile Gaming Application Development Mobile Gaming Application Tutorials, Course On Mobile Gaming Application Development at Learning Catalyst for beginners. The sessions will include J2ME platform & specifications, CLDC Config & MIDP Profiles, MIDlets, MIDlet User Interfaces, Low-Level MIDlet User Interface API, Networking and Persistent Storage, Packages – Mobile Gaming, Packages - Mobile Application.
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.
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
1-*
Information Systems:
A Manager’s Guide to Harnessing Technology
1-*
This work is licensed under the
Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA
1-*
Chapter 1
Setting the Stage:
Technology and the Modern Enterprise
1-*
Learning ObjectivesAppreciate how in the past decade, technology has helped bring about radical changes across industries and throughout societies Name firms across hardware, software, and Internet businesses that were founded by people in their twenties (or younger)
1-*
Learning ObjectivesAppreciate the degree to which technology has permeated every management disciplineSee that tech careers are varied, richly rewarding, and poised for continued growthUnderstand the structure of this text, the issues and examples that will be introduced, and why they are important
1-*
Tech’s Tectonic Shift:
Radically Changing Business Landscapes Billions of people have access to computing and telecommunications Google and Facebook have changed the way firms advertise and people communicate Open source software has lowered computing costs
1-*
Tech’s Tectonic Shift:
Radically Changing Business LandscapesSophisticated, high-powered computing is turning into a utility via:Cloud computing Software as a serviceNew technologies have also: Fueled globalizationFueled data-driven decision makingRaised privacy and security concerns
1-*
It’s Your Revolution Many of the world’s most successful technology firms were created by young peopleBill Gates was an undergraduate when he left college to found Microsoft Michael Dell was a sophomore when he began building computers at the University of Texas Mark Zuckerberg founded Facebook as a nineteen-year-old college sophomore
1-*
It’s Your RevolutionTony Hsieh of LinkExchange and ZapposJerry Yang and David Filo of Yahoo! Kevin Rose of DiggSteve Chen and Chad Hurley of YouTube Steve Jobs of AppleJeff Bezos of AmazonCatherine Cook of MyYearbookShawn Fanning of NapsterLinus Torvalds – Linux operating systemSegrey Brin and Larry Page of Google
1-*
Geek Up—Tech Is Everywhere and You’ll Need It to ThriveThere isn’t a single modern managerial discipline that isn’t being deeply and profoundly impacted by techTech skills are being “built into” jobs everywhere
1-*
FinanceThe tech industry continually sprouts new businesses Suited to IPO markets Tech firms are actively involved in mergers and acquisitions (M&A)Finance careers also involve: Lending to tech firmsEvaluating the role of technology in firms in an investment portfolioTechnology-based trading platforms
1-*
AccountingThe reliability of any audit is inherently tied to the reliability of the underlying technology Increased regulation has strengthened the link between accounting an ...
Latest collection of things we (Atomico) found interesting and important in tech and VC land, but that didn’t necessarily get the attention they deserve. We think of them as our hidden little gems. We’ll add to the collection over time, so bookmark the page and keep coming back for updates or to dig into the archive.
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.
A study to understand the business model used by zynga, on line social media ...Charm Rammandala
The purpose of this study is to understand the rise of social media gaming industry and how it has evolved over the years. Internet became mainstream in early 2000 and since then social media has become a popular hangout for almost half the population in the world. Social media gaming industry has riding this wave and become a popular industry on its own right. This study will investigate the rise of the social media games and its business models using Zynga as an example.
CH14 INVITES FOR PLEASURE HUNT
Experience the thrill of Discovering Careers in Infotainment Industry, VOYAGE EDUCATIONAL JOURNEY OF Innovative WORKSHOPS, Interactive CONFERENCES, Packaged with Amazing TOURS
Homework assignmentPlease annotate one artwork you like from this.docxAbramMartino96
Homework assignment:
Please annotate one artwork you like from this week’s textbook
reading or Smarthistory. Whenever I am writing for research
presentation or publication, this is how I begin. The point is to make
sure you’re not missing anything in terms of basic data or
interpretive frameworks. When I take notes on a lecture at a
conference, this is the way I like to organize my notes, as well.
Format
Identify the artwork
Identify Period Style
Identify Subject Matter
Discuss Historical Context
Discuss Visual Elements (Line, Color, Texture, Composition etc.)
Discuss Its Place in Ideas or Culture of the Time
.
Homeland Security efforts are ably reinforced by Homeland Defense an.docxAbramMartino96
Homeland Security efforts are ably reinforced by Homeland Defense and Defense Support of Civil Authorities (DSCA), which are missions executed by the Department of Defense (DOD), most specifically by the Combatant Command, United States Northern Command (USNORTHCOM). In supporting the nation when requested by DHS, FEMA, or other lead federal agencies, or as directed by the president or the secretary of defense, DOD provides many unique capabilities for crisis response. One specific function used most notably during the post-Hurricane Katrina period was the use of airborne assets to provide damage assessments and to gauge the extent of the sea surge at various times during the recovery.
The function of deploying such assets is traditionally called
intelligence, surveillance, and reconnaissance
(ISR). Yet the U.S. military cannot legally collect intelligence on U.S. citizens. Consequently, the action, as performed during the hurricane recovery operations described here, is known as
incident awareness and assessments
(IAA). For some, the difference between these terms is merely semantics; for many, IAA differs both symbolically and practically from ISR, if not in how information is collected, then in how it is used and the motivation behind the collection. (The Web site for IAA reference is under Web sites references below.)
Assignment Guidelines
Address the following in 5–7 paragraphs:
Do you believe the distinction between ISR and IAA lies simply with terminology (and therefore there is little or no difference) or that there is a separation between the concepts? Explain and defend your answer fully. You may choose to research the topic more fully.
Contemplating the ethics of using IAA in the homeland, list at least 3 benefits of its use where ethics might potentially be secondary.
List at least 2–3 costs or opposing views to its use and how IAA—or the information gathered—might be misused or abused.
What if criminal activity (like acres of tended marijuana) was observed during IAA missions intended to conduct damage assessments? How should such information be handled?
Do you believe converting the term
intelligence, surveillance, and reconnaissance
to
incident awareness and assessments
for operations conducted in the homeland was wise or frivolous (or described otherwise)? Explain and defend your answer fully.
What is the value of using carefully selected terminology for operations in the homeland?
How does the symbolism of IAA potentially aid homeland security professionals in performing their jobs?
How does the symbolism of ISR potentially hinder homeland security professionals in performing their jobs?
Among the Web sites listed for this unit, you will find the Air Forces North (AFNORTH) Incident Awareness and Assessment Handbook, June 2010.
Why do you think this manual on IAA is available from open-source sites?
Do you think there might be ethical considerations to publicizing the use and purposes of IAA? Name and discuss at least 1.
More Related Content
Similar to MatchMove Business Model EvolutionIt was January 2014, and Shai
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
1-*
Information Systems:
A Manager’s Guide to Harnessing Technology
1-*
This work is licensed under the
Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA
1-*
Chapter 1
Setting the Stage:
Technology and the Modern Enterprise
1-*
Learning ObjectivesAppreciate how in the past decade, technology has helped bring about radical changes across industries and throughout societies Name firms across hardware, software, and Internet businesses that were founded by people in their twenties (or younger)
1-*
Learning ObjectivesAppreciate the degree to which technology has permeated every management disciplineSee that tech careers are varied, richly rewarding, and poised for continued growthUnderstand the structure of this text, the issues and examples that will be introduced, and why they are important
1-*
Tech’s Tectonic Shift:
Radically Changing Business Landscapes Billions of people have access to computing and telecommunications Google and Facebook have changed the way firms advertise and people communicate Open source software has lowered computing costs
1-*
Tech’s Tectonic Shift:
Radically Changing Business LandscapesSophisticated, high-powered computing is turning into a utility via:Cloud computing Software as a serviceNew technologies have also: Fueled globalizationFueled data-driven decision makingRaised privacy and security concerns
1-*
It’s Your Revolution Many of the world’s most successful technology firms were created by young peopleBill Gates was an undergraduate when he left college to found Microsoft Michael Dell was a sophomore when he began building computers at the University of Texas Mark Zuckerberg founded Facebook as a nineteen-year-old college sophomore
1-*
It’s Your RevolutionTony Hsieh of LinkExchange and ZapposJerry Yang and David Filo of Yahoo! Kevin Rose of DiggSteve Chen and Chad Hurley of YouTube Steve Jobs of AppleJeff Bezos of AmazonCatherine Cook of MyYearbookShawn Fanning of NapsterLinus Torvalds – Linux operating systemSegrey Brin and Larry Page of Google
1-*
Geek Up—Tech Is Everywhere and You’ll Need It to ThriveThere isn’t a single modern managerial discipline that isn’t being deeply and profoundly impacted by techTech skills are being “built into” jobs everywhere
1-*
FinanceThe tech industry continually sprouts new businesses Suited to IPO markets Tech firms are actively involved in mergers and acquisitions (M&A)Finance careers also involve: Lending to tech firmsEvaluating the role of technology in firms in an investment portfolioTechnology-based trading platforms
1-*
AccountingThe reliability of any audit is inherently tied to the reliability of the underlying technology Increased regulation has strengthened the link between accounting an ...
Latest collection of things we (Atomico) found interesting and important in tech and VC land, but that didn’t necessarily get the attention they deserve. We think of them as our hidden little gems. We’ll add to the collection over time, so bookmark the page and keep coming back for updates or to dig into the archive.
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.
A study to understand the business model used by zynga, on line social media ...Charm Rammandala
The purpose of this study is to understand the rise of social media gaming industry and how it has evolved over the years. Internet became mainstream in early 2000 and since then social media has become a popular hangout for almost half the population in the world. Social media gaming industry has riding this wave and become a popular industry on its own right. This study will investigate the rise of the social media games and its business models using Zynga as an example.
CH14 INVITES FOR PLEASURE HUNT
Experience the thrill of Discovering Careers in Infotainment Industry, VOYAGE EDUCATIONAL JOURNEY OF Innovative WORKSHOPS, Interactive CONFERENCES, Packaged with Amazing TOURS
Homework assignmentPlease annotate one artwork you like from this.docxAbramMartino96
Homework assignment:
Please annotate one artwork you like from this week’s textbook
reading or Smarthistory. Whenever I am writing for research
presentation or publication, this is how I begin. The point is to make
sure you’re not missing anything in terms of basic data or
interpretive frameworks. When I take notes on a lecture at a
conference, this is the way I like to organize my notes, as well.
Format
Identify the artwork
Identify Period Style
Identify Subject Matter
Discuss Historical Context
Discuss Visual Elements (Line, Color, Texture, Composition etc.)
Discuss Its Place in Ideas or Culture of the Time
.
Homeland Security efforts are ably reinforced by Homeland Defense an.docxAbramMartino96
Homeland Security efforts are ably reinforced by Homeland Defense and Defense Support of Civil Authorities (DSCA), which are missions executed by the Department of Defense (DOD), most specifically by the Combatant Command, United States Northern Command (USNORTHCOM). In supporting the nation when requested by DHS, FEMA, or other lead federal agencies, or as directed by the president or the secretary of defense, DOD provides many unique capabilities for crisis response. One specific function used most notably during the post-Hurricane Katrina period was the use of airborne assets to provide damage assessments and to gauge the extent of the sea surge at various times during the recovery.
The function of deploying such assets is traditionally called
intelligence, surveillance, and reconnaissance
(ISR). Yet the U.S. military cannot legally collect intelligence on U.S. citizens. Consequently, the action, as performed during the hurricane recovery operations described here, is known as
incident awareness and assessments
(IAA). For some, the difference between these terms is merely semantics; for many, IAA differs both symbolically and practically from ISR, if not in how information is collected, then in how it is used and the motivation behind the collection. (The Web site for IAA reference is under Web sites references below.)
Assignment Guidelines
Address the following in 5–7 paragraphs:
Do you believe the distinction between ISR and IAA lies simply with terminology (and therefore there is little or no difference) or that there is a separation between the concepts? Explain and defend your answer fully. You may choose to research the topic more fully.
Contemplating the ethics of using IAA in the homeland, list at least 3 benefits of its use where ethics might potentially be secondary.
List at least 2–3 costs or opposing views to its use and how IAA—or the information gathered—might be misused or abused.
What if criminal activity (like acres of tended marijuana) was observed during IAA missions intended to conduct damage assessments? How should such information be handled?
Do you believe converting the term
intelligence, surveillance, and reconnaissance
to
incident awareness and assessments
for operations conducted in the homeland was wise or frivolous (or described otherwise)? Explain and defend your answer fully.
What is the value of using carefully selected terminology for operations in the homeland?
How does the symbolism of IAA potentially aid homeland security professionals in performing their jobs?
How does the symbolism of ISR potentially hinder homeland security professionals in performing their jobs?
Among the Web sites listed for this unit, you will find the Air Forces North (AFNORTH) Incident Awareness and Assessment Handbook, June 2010.
Why do you think this manual on IAA is available from open-source sites?
Do you think there might be ethical considerations to publicizing the use and purposes of IAA? Name and discuss at least 1.
Homecoming is an annual tradition in the United States. In this repo.docxAbramMartino96
Homecoming is an annual tradition in the United States. In this report you are going to provide a background information about Homecoming (for example, what is homecoming, what type of activities do people do, why it is celebrated in the U.S….) You must report your findings in an essay format (at least two long paragraphs) and cite any resources that you use.
.
Homer
Assignment
II
Read
three
of
the
books
from
The
Odyssey
including
Book
I.
Choose
one
character
and
trace
that
character’s
traits
throughout
your
reading
assignment.
Write
a
five-‐paragraph
character
analysis-‐interesting
insights
about
the
character-‐of
the
character
of
your
choice.
Choose
from
the
books
listed
below:
Book
I:
You
MUST
read
Book
I.
Invocation
and
part
summary
–council
of
the
gods-‐
Athena
visits
Telemachos
in
Ithaka
and
urges
him
to
go
in
search
of
his
father-‐the
suitors
feast
in
the
house
of
Telemachos.
Book
VIII:
Odysseus
at
the
games
of
the
Phaiakians-‐
he
is
asked
top
tell
his
name
and
his
story.
Book
XIII:
Return
of
Odysseus
to
Ithaka-‐
hi
is
landed,
alone-‐
strange
return
of
the
Phaiakian
ship-‐Athena
comes
to
Odysseus
and
advises
him.
Book
XVI:
Telemachos
visits
Eumaios-‐Odyssues
reveals
himself
to
Telemachos-‐Penelope
and
suitors
learn
that
Telemachos
has
returned-‐
night
at
the
house
of
Eumaios.
Book
XXI:
The
test
of
the
bow-‐the
suitors
fail-‐Odysseus
succeeds.
Book
XXII:
The
killing
of
the
suitors-‐punishment
of
the
faithless
maids
and
thrall.
Book
XXIII:
Recognition
of
Odysseus
by
Penelope-‐reunion-‐Odysseus
goes
to
Laertes’
farm.
.
Homelessness in America has been a problem since the settlement of t.docxAbramMartino96
Homelessness in America has been a problem since the settlement of the country.
How has society’s response to that population changed over time? Consider the following in your response: Cite references. Min 200 words
·
How has society’s response to that group changed over the past 300 years?
·
How has it changed in your lifetime?
·
What changes do you anticipate in society’s response in the next 50 years?
·
What factors have influenced those changes?
.
Homework Assignments One pagewhat the functional currency .docxAbramMartino96
Homework Assignments One page
what the functional currency for Johnson& Johnson
Research your JOHNSON&JOHNSON and report on any major issue(s) of international taxation that is (are) addressed in this chapter.
Post this assignment in the chapter conference.
Discuss how your JOHNSON&JOHNSON handles transfer pricing.
Topics of discussion can include but are not limited to:
Are transfers from a subsidiary to its parent (upstream)? From the parent to a subsidiary (downstream)?
Or from one subsidiary to another of the same parent?
Transfer pricing methods?
What are the objectives of your JOHNSON&JOHNSONs transfer pricing practices?
What law(s) govern your JOHNSON&JOHNSONs practices?
What method is used?
The enforcement of transfer pricing regulations in the country where you JOHNSON&JOHNSON is located?
.
Homework Assignment Company Research This assignment req.docxAbramMartino96
Homework Assignment: Company Research
This assignment requires you to research a company which is (
The Union Pacific Railroad
)
. You are to assume that you will be interviewing with this company for a job right after graduation. As such, you want to perform in-depth research about your company so you will be the best prepared candidate to be interviewed. Your goal is to learn as much as you can about the company including their strengths and weaknesses. Your research should include
Marketing issues due
·
Product market (major products)
·
Geographic market (where it operates –
local, regional, national, international)
·
Competitors
·
Brands
Current issues
·
Effect of current economic recession
·
Opportunities for and threats to the company based on current and projected events
·
Strengths and Weaknesses
·
Career opportunities
Financial issues
·
Trend analysis (e.g. trends in income, stock price, dividends)
·
Financial stability
Management issues
·
Core competency
·
Innovation (evidence that the company is or is not innovative)
·
Ethics and social responsibility (evidence of the company’s values and how those values have been reflected in its conduct)
·
Sustainability
Overview of the company
·
History
·
Mission
·
Vision
·
Organizational Structure
·
Primary industry(ies) in which it operates
Written Summary and Reference List
·
A five to eight page well organized executive summary of your company as well as a list of the references used. The reference list should be formatted according to APA style. Additionally, your team must provide evidence of “collaborative effort”, (Meeting Agendas, Minutes, etc.)
.
Homework Assignment #1Directions Please answer each of the foll.docxAbramMartino96
Homework Assignment #1
Directions: Please answer each of the following questions in as detailed a manner as possible, and be sure to include all appropriate material discussed in the lectures and the assigned reading material.
1) Define what we mean by money and how it is used in the day to day functioning of the U.S. economy. Be sure to include the major components that make up what is defined as money and which of these components is used most widely to identify what money is. Also, include the major functions that money serves as a part of the overall economy and how banks act to create and maintain money.
2) Name and discuss the four major theories that address the term structure of interest rates. In your discussion, indicate the strengths and weaknesses of each of the theories and which theory or theories appear to be the most well accepted as explanations of term structure.
3) Explain the role that money plays under the Classical Macroeconomic Model. As a part of your discussion, include the impact the Quantity Theory of Money and Say’s Law have on this model and state in algebraic terms how the money supply relates to prices.
4) Compare and contrast pure discount bonds with coupon bonds and provide at least one example of such government or corporate bonds that can be bought and sold by investors. Describe the way interest rates are determined for these bonds by using the appropriate formula or formulas and explain the overall relationship between bond prices and interest rates.
.
Homework Assignment 9Due in week 10 and worth 30 pointsSuppose t.docxAbramMartino96
Homework Assignment 9
Due in week 10 and worth 30 points
Suppose that there are two (2) candidates (i.e., Jones and Johns) in the upcoming presidential election. Sara notes that she has discussed the presidential election candidates with 15 friends, and 10 said that they are voting for candidate Jones. Sara is therefore convinced that candidate Jones will win the election because Jones gets more than 50% of votes.
Answer the following questions in the space provided below:
Based on what you now know about statistical inference, is Sara’s conclusion a logical conclusion? Why or why not?
How many friend samples Sara should have in order to draw the conclusion with 95% confidence interval? Why?
How would you explain your conclusion to Sara without using any statistical jargon? Why?
.
Homework Assignment 4 Guidelines1. Write the paper in Microsoft Wo.docxAbramMartino96
Homework Assignment 4 Guidelines
1. Write the paper in Microsoft Word or in a comparable program saved as a Word document.
2. The text should be in 12 point CG Times, Times Roman, or New Times Roman.
3. Single spacing is fine but skip a line between questions.
4. Use a spell checker!
5. Include the corresponding question before each answer in your document.
6. Use Chicago or Turabian style citations to inform me of exactly where you found the information to answer the questions. The citation formatting does not need to be perfect, but do your best. For citation guides please see http://hub.miracosta.edu/library/ResearchGuides/Chicago.pdf
7. The title of the assignment in the Bb Section Folder is a hyperlink that opens the Assignment Submission window. Click to open. Upload your file. Copy the text of your assignment into the Assignment Materials text box on the assignment upload page. Make sure the formatting is cool by previewing before you submit.
8. Submit the assignment before the deadline.
Part A) A Reaction to Racism in American Literature, Art, and Music In the latter part of the 19th century, "Realism" became the dominant feature in American literature and influenced the Progressive Era writers of the early 20th century. In the years immediately following World War I, a number of American authors of the realist school began to explore race relations. Dramatists such as Eugene O'Neill and Paul Green wrote plays based on African American themes. O'Neill's The Emperor Jones (1920) and All God's Chillun Got Wings (1924) were immensely popular. Green won the Pulitzer Prize for In Abraham's Bosom, a play performed by a predominately African American cast in a period when few African American artists were able to find work outside vaudeville or minstrel shows. At the same time, a number of African American writers came to prominence writing novels and poetry based on their experiences as African Americans. This literary movement, originally centered in Harlem, New York, became known as the "Harlem Renaissance" (1920s-1930s). It was the outgrowth of a number of factors including the Great Migration to northern cities and the growing anger over both overt and covert racism. Authors, musicians, and painters gathered in Harlem and in other large urban areas throughout the North and developed a distinctly African American cultural movement cognizant of the political, economic, and social issues of prejudice and discrimination that were part of the Black experience in America. Historians have described the Harlem Renaissance as a period in which the African American writer ". . . had achieved a degree and kind of articulation that make it possible for him to transform his feelings into a variety of literary forms. Despite his intense feelings of hate and hurt, he possessed sufficient restraint and objectivity to use his materials artistically, but no less effectively." (John Hope Franklin, From Slavery to Freedom: A History of African Americans, .
Hi we are a group doing a research and we split up the work ev.docxAbramMartino96
Hi
we are a group doing a research and we split up the work every one took apart and my part is to do
the Value Chain Analysis only
FOR the
company in question
(
company info you will find it in the attachment
)
so
there is no need to do introduction or anything
else just go directly to the topic and start doing the Value Chain Analysis
instruction in general
1-
12 font Double space
2-
2-3 pages maximum
3-
Add appendix
4-
Reliable sources important
I will check plagiarism just in case
Specific
my part is to do the value chain analysis only again do not write introduction or any thing just start with the analysis
please do not waste my and your time
read the attachment carefully first then start do the reaserch
if you have any regards
contact me
.
hi I need research paper about any topics in Manufacturing Proc.docxAbramMartino96
hi
I need research paper about any topics in
Manufacturing Processes
a.
To introduce students to some of the fundamentals of materials (behavior and manufacturing properties)
b.
To give students a working knowledge of production processes of casting, forming and shaping, machining and machine tools, sheet metal, and joining processes
c.
To introduce students computer integrated manufacturing, flexible manufacturing systems and other modern technologies in manufacturing
d.
To give students common aspects of manufacturing including statistical control and life expectancy of some products.
e.
Students will design a simple artifact, present case studies or designs, and write reports
.
HMIS Standards Please respond to the followingFrom the e-A.docxAbramMartino96
"HMIS Standards"
Please respond to the following:
From the e-Activity, determine a key factor that has delayed the widespread implementation of electronic health records in health care organizations. Provide an example of the effects of each factor to support your rationale.
Determine two areas where HIPPA has influenced the development of HIMS standards. Justify your response.
.
Hi i need a paper about (Head On )German film ( Turkey part)3 to.docxAbramMartino96
Hi
i need a paper about (Head On )German film ( Turkey part)
3 to 5 sentences each
Summary:
Time context:
Details about the film:
Thesis: explain
Characters:
Camera technique:
Light:
Music:
Situation effects:
Power struggle:
Sources: 3 academic
.
Hi i have new work can you do it, its due in 6 hours Boyd, Ga.docxAbramMartino96
Hi
i have new work can you do it, it's due in 6 hours
Boyd,
Gayle M.,
Jan Howard,
and
Robert A. Zucker
.
Alcohol Problems among Adolescents: Current Directions in Prevention Research.
Psychology Press
, 2013.
Lowe, Geoff
,
David R. Foxcroft,
and
David Sibley
.
Adolescent Drinking and Family Life
.
Taylor & Francis, 1993
.
National Institute on Alcohol Abuse and Alcoholism.
Underage Drinking: A Major Public Health Challenge
. Apr. 2003. Web. 10 Oct. 2016.
Office of Juvenile Jus
tice and Delinquency Prevention.
Effects and Consequences of Underage Drinking
. Sept.
2012
. Web. 10 Oct. 2016.
I want you to chose any two of these sources and write two pergraph for each, total 4 pergraghs. Can you do it?
.
HIT Management and Implementation Please respond to the followi.docxAbramMartino96
"HIT Management and Implementation"
Please respond to the following:
Determine a key process in the delivery of health care services that would be more efficient and effective through the application of a specific model of HIT. Support your response.
Analyze the barriers to the implementation of HIMS in a complex adaptive system (CAS). Propose a strategy to help reduce the level of resistance from the clinical staff during a transition from CAS to HIMS innovations. Provide a rationale to support your response
"Innovationin HIMS"
Please respond to the following:
•Compare and contrast the functionality and efficiency of the complaint-push model and data-pull model within the process of health care service delivery. Recommend a strategy improving the effectiveness of each method for delivering patient care.
•Determine a significant aspect of a complex health care system that represents barriers to a more rapid diffusion of HIT. Next, suggest how these barriers can be removed or minimized. Support your rationale.
.
History and TheoryConsiderthe eras, life histories.docxAbramMartino96
History and Theory
Consider
the eras, life histories, and personalities of Freud and Rogers.
Identify
two research articles published in the last 5 years: one that investigates a psychoanalytic or Freudian construct and one that investigates a client-centered, humanistic, or Rogerian construct.
Write
a 700- to 1,050-word paper about Freud and Rogers that addresses the following:
Provide a summary of each article, highlighting the processes that contemporary psychologists use to develop the theories of Freud and Rogers.
Explain their views of human nature and their worldviews as expressed in their respective theories.
Which aspect of their theory do you think would be different if they were alive and working today?
Explain how social and cultural factors influenced the development of Freud's and Rogers' respective theories of personality.
Do
NOT
use about.com, psychology.about.com, ask.com, simplypsychology.org, AllPsych.com, SparkNotes.com, wikipedia, or other sources that are not scholarly in nature.
You
MUST
have a minimum of 2 scholarly sources as references. You may use your textbook but it does not count as one of these sources.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Read the Case of Jim in Chapter 6
Each team member should discuss the case using the humanistic theory as a model. Then use the humanistic theory to discuss how you would use it to assess the client.
Post an initial response
to this case analysis (approximately 350 words with at least 1 scholarly source).
THE CASE OF JIM
SEMANTIC DIFFERENTIAL: PHENOMENOLOGICAL THEORY
Jim completed ratings of the concepts self, ideal self, father, and mother using the semantic differential (
Chapter 5
), a simple rating scale. Although the semantic differential is not the exact measure recommended by Rogers, its results can be related to Rogerian theory since its procedures have a phenomenological quality and assess perceptions of self and ideal self.
First, consider how Jim perceives his self. Based on the semantic differential, Jim sees himself as intelligent, friendly, sincere, kind, and basically good—as a wise person who is humane and interested in people. At the same time, other ratings suggest that he does not feel free to be expressive and uninhibited. Thus, he rates himself as reserved, introverted, inhibited, tense, moral, and conforming. There is a curious mixture of perceptions: being involved, deep, sensitive, and kind while also being competitive, selfish, and disapproving. There is also the interesting combination of perceiving himself as being good and masculine but simultaneously weak and insecure. One gets the impression of an individual who would like to believe that he is basically good and capable of.
History of an argument Are there too many people There h.docxAbramMartino96
History of an argument: Are there too many people?
There have been several points in history at which someone has argued that we have too many people, and that this will be a problem.
Please do some research and choose at least one of these arguments to discuss in some detail in a paper of about 2-3 pages.
Who was making the argument?
Which people were identified as being too many?
Was a solution proposed, and if so, what was it?
Did the predicted overpopulation crisis come to pass, and why or why not?
How many people would be about right?
How many are too many?
Who decides?
What are the criteria for the decision?
The usual formatting and proper mechanics of good writing apply.
.
history essays- 1000 words each essay- mla and 2 works cited. every .docxAbramMartino96
history essays- 1000 words each essay- mla and 2 works cited. every question should be submitted in its own sheet.
1.Trace the patterns of international migration since 1970, with reference to at least two examples. How do these differ from migration patterns of a century earlier?
2.
Discuss advantages and disadvantages of globalization in contemporary world. Who has benefited and who has not? Has globalization brought the world together or driven it further apart?
.
Historical Background of Housing PolicyHousing is one of the requi.docxAbramMartino96
Historical Background of Housing Policy
Housing is one of the requirements in human life
(not true!)
. Therefore,
it
greatly influences the day to day life of citizens in a country as well as the country's economy. As a result of
its
importance, there
should be
secure policies in the state that protect citizens against exploitation and the economy of the nation
This is not a neutral statement of the evidence
(Turis, 2011).
Good
housing provided with essential social amenities means healthy lives for the citizens since
they will be enjoying all the services
. Poor housing, for instance, can result in health issues for the individuals of a given society. Crime rates are also found to be higher in places with inadequate housing and this
becomes a threat
may be a threat
to the security of the community.
The housing policy
,
??????
therefore, was formed
so as to
address the housing challenges facing the nation and its citizens (Turis, 2011).
indent
To deal with the housing problems
(what housing problems?)
the Section 8 Housing Choice Voucher program
(The correct name is Section 8 of the Housing Act of 1937 (42 U.S.C. § 1437f)
was established in 1974 as the Housing Act (Turis, 2011). This housing policy enables low income earners
to pay for houses of their choice
in the private market. The state funds the program and as a result, it benefits over five million low-income families as it enables them to pay for the housing
with ease
. Provision of
the
vouchers is one of the
policies
ways
in which
the state addresses the housing problem for its citizens (Turis, 2011). Compared to other policies
such as….
, vouchers provide a wider range of shelter and they are less expensive. For the low-income earners to use the vouchers, the kind of houses they find
should not
exceed the maximum allowable rent by the vouchers and must be in line with the program policies. The program also
covers a wide variety of houses
which include single family home; this was aimed at small families. Apartments and houses in towns are also covered by the program.
This description of the HCV is not clear.
indent
The housing voucher programs is managed by the Department of Housing and Urban Development (Kotz, 2012)
.
Public Housing Agencies (PHAs) are
the ones
responsible for carrying out the local programs outlines
(Kotz, 2012)
.
The mode of operation of this program is that an individual finds a suitable house for them to live and they pay rent to the landlords. The subsidy for the rent is paid by the PHAs to the owners of the house directly, and the person receiving such voucher will have to pay the remaining amount of money to the landlord (Kotz, 2012)
.
Therefore, in this program, the kind of benefits the citizens receive is subsidies on the rent they pay to the owners. A Certain amount is paid by the PHAs on the behalf of the low-income families, which makes houses relatively cheaper for citizens to choose where they want to li.
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...
MatchMove Business Model EvolutionIt was January 2014, and Shai
1. MatchMove: Business Model Evolution
It was January 2014, and Shailash Naik, CEO of MatchMove
Global Pte Ltd was rather pleased to have closed 2013 with yet
another feather in the cap for his company. MatchMove, an
online entertainment service provider, had just been ranked 25th
out of the 500 fastest-growing technology companies in the
2013 Deloitte Technology Fast 500 Asia Pacific rankings, a
yearly publication that was well regarded in the technology and
gaming industry.
When MatchMove was founded in early 2009, Naik and his
COO, Leow Hsueh Huah (HH), had been in a rush to carry out
their vision for the company. From their time working with a
videogame company in the US, they had talked to various
companies with large Internet audiences, and had identified a
gap in the Asian market for a company-specific platform that
incorporated casual gaming, social networking and e-commerce
capabilities. MatchMove wanted to be this platform. Finally, in
late 2009, MatchMove signed up its first large client, global
technology company Yahoo!, to provide such services for
Yahoo! Southeast Asia. This early deal enabled MatchMove to
build a depth of capability on its cloud-based platform. The
company also contracted with game developers to create its own
store of quality games that it could offer to its clients.
In essence, MatchMove was set up to provide a service as a B2B
game/entertainment platform. Its key value proposition was to
become an intermediary, and more, between game companies
with “high (gaming) content” profiles, but which traditionally
had low web traffic. In addition, it was targeting companies like
Yahoo! and Microsoft that had large consumer portals and high
traffic–but were perhaps lacking in certain types of content, and
hence losing users to websites like Facebook and iTunes which
served as communities of social networks and also possessed
platforms for gaming. By having a large or dedicated social
networking community and strong content profile, these
2. companies could keep users on their websites for longer, which
translated into greater revenue generation. Aside from creating
a closed e-commerce system to accept payments for services on
its clients’ websites, MatchMove envisioned creating an open
payments portal for all users for multiple merchants. It just did
not have a concrete idea of what that strategy would look like
yet.
By 2012, MatchMove had revamped its back-end system to meet
the demands of a growing number of clients. The company had
also ventured into various other opportunities, such as
gamification, which were related to its core business. However,
Naik wanted to accomplish even more. He was eager to create
the next technological disruption to existing commerce, finance
and other sectors, and capture new opportunities coming up in
the market. Naik’s mantra was to “fail fast”, and to take risks.
He saw far greater potential in the product that was beyond its
initial value proposition, and just needed to decide where to
take it from its current position, and what business model would
best accomplish those goals.
Changes in the Gaming Industry
In 2012, the global video games market, worth US$66.3 billion,
was estimated to grow at a compound annual growth rate of
6.7% to reach US$86.1 billion in 2016 (refer to Exhibit 1 for
the Video Game Market Revenues Worldwide, by Segment,
2012–2016).1 Although the segment that dominated this
category was traditional video console gaming, the share of this
type of gaming was falling, with social games and
smartphone/tablet games on the ascent.2 This represented a
significant technological disruption that conventional publishers
and studios were unprepared for, and unskilled to handle.
Coupled with this trend was the falling cost of mobile and
social game development, which opened the door to many new
and often inexperienced, but creative, developers. This lowered
the risk of developing new games, and enabled faster game
distribution through established social networking channels—
thus leading to expedited profits and attracting more attention
4. play a game—players of the more casual social games had a
different profile, being mostly older, and female.8
Gaming in Asia
In the beginning of 2013, Asia was the region with the largest
number of video gamers online at 477 million (39%), and also
the largest revenue share globally at US$25.1 billion
(36%).9 PriceWaterhouseCoopers’s 2011 Global Entertainment
and Media Outlook 2010–2014 recognised that although earlier
low-tech phones had prevented the ‘monetisation’ of social
media games, this would now change with the introduction of
3G wireless mobile infrastructure and widespread uptake of
smart-phones in the region,
The growth of smartphones is driving social gaming in Asia.
Mobile now provides an environment that allows games to be
developed to the standard of regular console and online games,
and this has already led to an explosion in casual gaming. [In
2011], the region is already home to more wireless phone
subscribers than the rest of the world combined, and currently
accounts for 63 per cent of global wireless gaming spend.10
However, the report also recognised challenges to the online
gaming business in the region,
The partnership between game developers, platform owners, and
brands is important, and ideally should be a natural process by
now. However, in the real world this is not happening as there
are constraints and limitations to how branded content can be
integrated into the production of games. Each Asian market,
from Japan to China, from Korea to the Philippines, has a lively
social gaming scene, but with specific characteristics and
different tastes that need to be catered to.11
Gestating an Idea
Cryptologic
It was in this environment that Naik made his foray into the
Asian online gaming industry and built up his company to
capitalise on what he saw was a huge but untapped market
potential. Naik had begun his career in technology, working as a
project manager to deliver Oracle and SAP technology solutions
5. to multinational companies that were clients of
PricewaterhouseCoopers and Ernst & Young consulting
services. From there, he started to understand business needs
from a technology perspective, and how business worked at the
back-end to drive frontend processes. His next move was in a
strategy and operations role as Managing Director, Strategy and
Operations, Asia Pacific for Cisco Systems, a US-based
multinational technology firm.
In 2007, a US-based, NASDAQ-listed gaming company,
Cryptologic, had approached Naik to be their CEO. Cryptologic
was trying to move into this new “space” even as they
maintained an existing organisational structure and business
model—one that was based on publishing games and built up
through acquisitions of studios. Cryptologic’s plan was to be a
business-to-consumer (B2C) company for online gamers,
providing a platform for users to play game content that it
owned exclusively. In this role, Naik went around Asia
acquiring gaming studios and platforms to build up
Cryptologic’s proprietary online gaming platform. He acquired
five studios for the company and started to understand the
online gaming business in more depth. He understood that the
challenge facing game developers was ‘high content, low
traffic’, or being able to attract enough players to play their
games. Typically, a player’s awareness of a game spread via
word-of-mouth, but also through paid marketing campaigns.
From B2C to B2B
In working for Cryptologic, Naik and HH, his CFO at
Cryptologic, became keenly aware of a few converging trends
and started to explore options that could capitalise on these
opportunities, after realising that the Cryptologic organisation
structure (which focused on the end consumer), could not
accommodate their interest in creating a new business model
and value proposition for other businesses as clients.
Naik and his team had conducted business dialogues and carried
out market research for six months. Based on concurrent
conversations with search engine companies, as well as
6. telecommunications companies that had high user traffic on
their websites, Naik came to an interesting observation,
The problem was that users were now changing their style
[manner of playing games]. Instead of going to a website and
consuming news and games and meeting their friends
individually, they now wanted it all in one space—and were all
converging on spaces like Facebook and so on. Meanwhile, the
big brands and the telcos were saying—hang on, these are our
users, and we’d better offer them something else we’ll lose
them.
At the same time, Naik and HH recognised that there was
another trend in the market. A common practice was for game
developers to launch their games on social networking platforms
such as Facebook, where Facebook would share revenues earned
from game players with the game developer. However, over
time, the margin that Facebook was taking from this revenue
stream became higher and higher, with less revenue coming
back to the game developer. Major game developers such as
Zynga then started to use Facebook more as a source, and not
the ultimate destination for users. Where previously Facebook
would host Zynga’s games, now Facebook users who wanted to
play a Zynga game would be redirected to a Zynga website to
play the game there. This was pushing the game developers to
create their own gaming platforms—but with correspondingly
weaker “traffic” than the larger portals and social media giants.
With this combination of insights, Naik started developing the
concept of a business-to-business (B2B) business model of his
own, to work with large multinationals to help them solve their
problem of ‘high traffic, low content’. He had further
conversations with companies such as Yahoo! and Microsoft,
which were keen to attract more users to their websites and keep
them there for a longer time, earning additional revenues
through casual games and online purchases on their sites.
Naik confessed that he had conceived a grand plan from the
beginning,
These large multinational companies all had the following pain
7. points—How do I keep users on my website? How do I get
quality content? And how do I do all this without additional
headcount? We discovered this while investing in the smaller
companies and so decided to combine this into a new service
combining the whole package—social gaming, social
networking and e-commerce. We had a core vision about all
three as a package, because we knew that if we didn’t do so, we
wouldn’t be able to get scale. And only once we get scale,
would the business be sustainable. The whole world thought we
were crazy.
Naik also realised that unless they were able to offer all three
arms to a client, it would be easy for a big client to say “I can
do the games, or one of the other pieces, myself.”
Naik and HH then put together a presentation to show their
potential clients how their business model was well thought out
and would address all the pain points. This all-in-one value
proposition approach turned out to be of great value to their
clients—all of whom immediately asked, “how do I sign up?”–
giving Naik and his team the confidence that there was indeed a
market opportunity there.
In 2009, in the midst of the global financial crisis, Naik and HH
left their well-paying jobs with Cryptologic to start a company
of their own.12 They had done all their due diligence, and the
timing was too compelling for this new business model.
MatchMove
MatchMove is to online entertainment and e-commerce what
software providers SAP and Oracle are to enterprise software.
—Shailesh Naik, CEO, MatchMove Pte Ltd 13
In February 2009, MatchMove Pte Ltd was incorporated in
Singapore, with Naik as the CEO, and HH as the COO. “Finding
people to work for us was the hardest in the beginning”, Naik
said. “Not everyone wants to work for start-ups. It was hard to
get Singaporeans to apply for our job openings, so we had to
head-hunt for people in China.”14 Eventually they overcame
this problem and by June 2013, MatchMove had 46 employees
in Singapore, Indonesia, the Philippines, Vietnam, China and
8. the US.15
The MatchMove Proposition
MatchMove helps online businesses increase revenue, user
engagement and loyalty through the strategic use of its
sophisticated games, social networking and site gamification
and e-payments platform.
—MatchMove website16
MatchMove would provide an entertainment platform as a
service to clients, and would offer a selection of games and
apps which their clients could host on their own portals for their
own customers. They would become a ‘curator’ of sorts,
choosing and testing the best games from various game
developers, and also providing the technology platform. In
Naik’s words, it would provide “infrastructure for companies
that are keen to offer games on their sites but do not want to do
it on their own”.17 The closed social network platform allowed
users to perform actions such as to click ‘like’ on content and
comment on one another’s activities on the portal. Building its
library of Internet- and subsequently mobile-enabled games,
MatchMove targeted the telecommunications, media and
technology (TMT) segment. Naik said,
We initially targeted the big Western multinationals, knowing
that their management in Asia would probably be frustrated
with the lack of local products, and at the same time see the
opportunity slipping away.
Many of these were Asian offices of US multinationals, which
lacked the resources to customise the US-based content from
their US headquarters in a way that was appealing to Asian
users. Naik was very clear from the beginning on how
MatchMove should position itself,
We don’t acquire [game] content generation [capabilities].
We’ve always invested in distribution and the platform. So we
want to be like a B2B iTunes, where games can come from
anywhere. So it’s this ecosystem where we want to be the
platform, and we will integrate payments with the platform. We
will be the central cog in the wheel that brings everyone
9. together. We will invest in infrastructure, support, and platform,
because that’s what really captures the value (refer to Exhibit
2 for a concept diagram of MatchMove’s business).
In short, MatchMove aimed to offer content management
(games), transaction management (e-commerce), and the
technology platform as a one-stop package to customers in Asia.
Naik and his team realised that there were fundamental
differences between games in the US and in Asia. For instance,
Western games were heavily invested in character intellectual
property like Batman or Superman, whereas Asian games tended
to be a variation of popular fictional or historical content, like
the ‘Monkey King’ myth or the ‘Three Kingdoms’ novel. Asian
characters, even villains, could look cute. They recognised that
their value proposition had to focus on the Asian games market,
with Asian-made games for the Asian arms of Web portals and
other sites, for their Asian clients. There would of course be
crossover games (games that crossed over cultures) later, but
addressing the regional consumer taste was at the core of their
differentiated offering.
Naik recalled how ground-breaking this business model and its
value proposition was to the industry, or for that matter, in all
the industry verticals that their business model spanned,
In 2009, Digital Capital (a private equity investor in the digital
entertainment space), named MatchMove twice in a report
together with Facebook, Uniclip, Trimedia, and Popcap. This
put us on the global map. People were viewing the industry in
those days as verticals—developers, publishers, portals,
aggregators … We came in saying that we are disrupting the
business model—we are working right across all these verticals
… we’ve got the whole suite.
MatchMove was essentially operating a two-sided market
business model–servicing the game developers on the one hand,
and the portals and other Web companies on the other. Game
10. developers would benefit by working with MatchMove as they
could gain information on the volume of customers accessing
their games, and MatchMove provided transparency on
payments due to them. MatchMove looked for more and bigger
clients for developers to distribute games to, and sought to
create a two-way cycle where building trust with more of the
popular game developers enabled them to attract larger clients
as well. Whilst Apple’s iTunes store took 30% of margins from
games, MatchMove was willing to take as low as a five percent
margin from game developers that it had an exclusive
relationship with.
The Remaining Pieces of the Puzzle
By September 2009, the private equity market had started
recovering from the post-financial crisis doldrums, and amidst
the flurry of deals being sealed in the industry, MatchMove
managed to raise US$1.6 million (S$2 million)18 of funds from
Singapore-based private equity firm Vickers Venture Partners to
kick-start their first project with Yahoo! Southeast Asia.19 As
of June 2013, the company had managed to raise an additional
US$5.5 million (SGD$7 million) of funding from private equity
firms in the US, Europe and China. Ultimately, MatchMove had
to seek other potential investors and game developers in order
to secure funding. This was a time-consuming back-and-forth
process that required a lot of trust building.
From the start, MatchMove had decided to put its platform
entirely in the ‘Cloud’20. This made it easy for the company to
update all its clients with new software and
services.21 Importantly, the cloud-based platform enabled the
company to perform software updates quickly for overseas
clients, and to serve their gamer customers faster.22 This was
important as many of MatchMove’s potential customers were in
countries outside of Singapore, and games, especially at that
time, required fast server response times.
Getting the First Client
Yahoo!
Yahoo! Asia was using their US offices’ US-designed games,
11. and “failing miserably here”, said Naik. Based on his
experience with Cryptologic, Naik knew this to be a weak point.
MatchMove specifically targeted Yahoo!-Asia and another IT
giant with a significant consumer portal at the same time, and
eventually partnered with Yahoo! in September 2009.23 In his
earlier meetings with Yahoo! executives, Naik understood that
Yahoo! Asia, being at its core an Internet search portal, had no
resources to curate a stable of Asian-specific games on its
website. Yahoo! had earlier acquired a game company to
develop games exclusively for its website, but their games had
become increasingly obsolete as they could not keep up with
evolving technologies such as Flash, and upcoming content
trends such as social gaming.
Naik gave Yahoo! a proposed solution to their problems.
MatchMove would be responsible for the technology transition
of existing and new games to new technology platforms. It
would also make it possible for Yahoo! to avoid paying the
upfront costs for new game development; instead MatchMove
handled the payments to the game developers on their end. They
achieved this by standardising the terms offered to all game
developers who worked with them. By handling the negotiations
and accounting on behalf of Yahoo! for the hundreds of
different game developers that were on the Yahoo! Platform,
MatchMove acted as a consolidator and complemented Yahoo!
in areas that Yahoo! did not have the bandwidth to accomplish.
In this way, MatchMove could work out a consistent revenue
sharing scheme with game developers and publishers. The deal
made a total of 143 titles available for purchase on Yahoo!’s
online store, making Yahoo! one of the top sites in Southeast
Asia offering the most popular casual game
titles.24 Additionally, a payment gateway provided on the
platform enabled MatchMove’s clients to collect payments from
their end users via payment services such as PayPal, Visa and
MasterCard, and also Mobile payments and pre-paid cards
which were more popular and accessible to young Asians.25
Naik explained how MatchMove tested games for quality,
12. although ultimately a ‘good’ game was measured by how much
user traffic it could generate,
We have a few people who test the game from end to end,
running through all the episodes. It should not be totally
predictable, and there should be enough of an element of
surprise and engagement to keep you coming back … good
workmanship, design, sound, lots of episodes … The real test
though is when you put it out in the market.
MatchMove’s coverage mirrored Yahoo! Southeast Asia’s
countries of focus—Indonesia, Malaysia, the Philippines,
Singapore, Thailand and Vietnam— which were amongst the
fastest growing nations in the world in terms of Internet
penetration.26 Yahoo! became an important proof of concept to
build out MatchMove’s sophisticated product architecture. The
‘Yahoo!-grade’ project involved building a multiple-country,
multi-language and even multi-currency platform that included
standards of performance and customer service that made it
easier to acquire a future customer base.
Pricing for MatchMove’s platform was on a subscription basis,
and customers paid between US$7,921 (SGD$10,000) to
US$39,605 (SGD$50,000) per month to use it, saving
themselves millions of dollars in having to build up the
capability on their own.27
Building In Speed and Flexibility
After a few months spent building up its customer base, Naik
decided to be more focused on MatchMove’s strengths, and the
competition never really got a foothold,
We had competitors at two places when we first arrived—
Yahoo! and Starhub were talking to two other companies (one
European and the other a US billion dollar concern)— which did
not offer the whole package. And they said they would offer
this in three months, but we said that we would do it in two
weeks, then two days, then five minutes.
Starhub28told us during final talks why they were choosing us
even though we weren’t established, we weren’t known— we
didn’t even have a company. They said—’you’re offering me
13. local games … (and) a faster time to market’.
Once we identified those two factors as key selection criteria
for B2B customers, we worked harder and faster on improving
our capabilities in those areas. We had to build the e-commerce
function as a necessary aspect to get the flow of money for their
customers to pay. If you were a customer on Yahoo! Asia,
which was in six countries, you had the option to pay for games
on a local website through a local payment provider.
AppKungfu’s Origins
The realisation that speed and scalability (across clients) were
their competitive advantages eventually led Naik and HH to
revamp MatchMove’s platform.
When we went in to design our overall ecosystem, we made sure
that our deployment got faster and faster. My architects and
product designers were constantly looking to improve our speed
to market … so competitors could never catch up in the key
areas where we believed our clients told us we had a
competitive advantage. So when our competitors needed three
months to deploy a solution, we were able to do it in weeks.
From there, we started to improve the technology to be able to
deploy a large scale solution in just days. Global competitors
from the US and Europe stopped competing with us and pulled
out whenever they heard we were in the running. We had started
to accelerate away from the competition by focusing on our key
differentiators...not as we saw them, but as our clients saw
them.
By late 2010, MatchMove had so much demand for its services
that Naik knew that its platform would not be scalable. For
every project MatchMove took on, they had to have engineers’
onsite at the client’s office to integrate MatchMo ve’s backend
system with the clients—and each integration project took six to
eight weeks. The decision was thus made to revamp
MatchMove’s platform, to make it modular and enable clients to
self-service to set up their websites, which also changed the
range of customers that MatchMove targeted. Naik explained,
Once we saw the emerging pipeline, we thought here was an
14. opportunity to scale this big time. And so we stepped back to
revamp the whole platform, and renamed it AppKungfu–
offering it to just anyone who wanted it, not just our target
enterprise customers. You could be a young girl in Taiwan who
was selling t-shirts online, and now wanted to add games and
social networking. We already had the core technology, and we
wanted to offer a ‘freemium’ model, so anyone who wanted to
use it at a basic level could do so. In 2010 we started to rewrite,
and in 2011, we had a product that could be used both ‘B2C’
and ‘B2B’.
In the beginning of 2012, MatchMove unveiled AppKungfu,
which was a patent-pending system of application programming
interfaces (API).29 Customers could ‘self-service’ and choose
to enhance their websites with social networking features such
as sharing and achievements tracking.30 As Nate Wang, VP of
Marketing at MatchMove described,
Imagine playing with Lego blocks. You no longer have to take
the entire castle. You can now take the right tower and add it to
your own castle. If that’s not enough, you can break it down
into the individual bricks and customise it any way you like.31
With this new API-based platform, ‘what would normally take
two years [to implement] is often done in less than two
weeks’.32 The result of the AppKungfu platform was that it
enabled standard websites to be converted, sometimes within
mere hours, to a full Internet and mobile experience.33
AppKungfu also incorporated new and powerful features for
MatchMove’s customers. The use of APIs allowed customers to
collected data on users’ activities and preferences on their
websites, so that they could target customers and cross-sell
relevant products with this information.34
In line with the ‘freemium’ business model, MatchMove made
the basic platform free for customers on a self-service basis.
Customers paid a monthly subscription fee for licencing and
value-added services such as single-sign on capability, and
intellectual property rights. Naik described the change that
AppKungfu brought to MatchMove’s way of doing business,
15. At that point, we were not limited anymore, and could start
targeting geographically rather than sector wise … we added
French, Spanish, Arabic [language versions of the platform] and
so on … Over time, we made more and more self-service … if a
customer was really big and serious, we would give them more
customised attention.
On the developer side, starting with ten game developers and
300 game titles when they first started working with Yahoo!,
MatchMove’s stable of games grew to 50 developers and 3000
titles about a year later. This was largely because of its API-
based platform that made it easier for software developers to
integrate into the MatchMove platform from anywhere in the
world.
Further Moves
The Move into Gamification
In 2012, MatchMove developed the opportunity in what Naik
called an ‘adjacent space’—gamification. As the MatchMove
website explained to potential corporate clients,
Gamification ensures that users fall in love with performing the
actions that you want.35
Gamification was part of the next wave of technology-related
trends gaining popularity in the market after casual games and
social networking. In essence, ‘gamification’ was the
application of the mechanics of games to non-game scenarios, to
make an activity more fun and engaging.36 An example was
getting high scores on a leaderboard for sales numbers
achieved. MatchMove saw a way to link this to the clients
already using their platform for gaming and social networking,
and apply gamification to internal enterprise issues like
corporate employee training and increasing employee
commitment through participation in games. Naik shared how
MatchMove developed this new revenue stream,
Gamification was at that time a new term. So we looked at it
and realised that actually, we know how to do this stuff. It
required the underlying social networking platform, so we had
two engineers work on it for three months, and we came up with
16. the gamification product. We created a prototype, pushed it out
to a few customers. They loved it … Almost all our clients are
going onto it.
In addition, MatchMove also provided monitoring and
implementation tools through AppKungfu that enabled
companies to perform the back end analytics and evaluate if
gamification had promoted the desired improvement in internal
metrics, such as productivity or reduced absenteeism.
Failing Fast
MatchMove also experimented with projects that did not
succeed as well. Up until 2012, it had at least three to four
failures. For instance, it attempted to go into branded hardware,
but the supplier failed to deliver because the Android37 boom
in the 2010’s took up all the suppliers’ production capacity. In
2010, the company tried to launch a kid-friendly Internet
browser with a Korean partner, a project that did not take off
because of language difficulties. Naik noted, “We fail fast. If a
project does not gain traction in three months and lift-off in six,
we move on”.
However, Naik was also selective about the new ventures that
the company took on, as with its growing reputation,
MatchMove received an increasing number of offers for
partnerships. He explained,
The core seeds were the same, but we continued to grow each
one. Gamification was just an extension; it was highly
opportunistic. How the business model evolves is that we look
at what’s in front of us, what’s nearby, what’s around the
corner–and then try to determine whether it fits in with our
grand plan of entertainment, social networks, and e-commerce.
… Rarely have we said ‘this is really cool, sooner or later
people will catch on, let’s just throw it out there.’ Whenever we
are after something, we always go and talk to potential channel
partners, customers. …
It was for the same reason that MatchMove said ‘no’ to
American Idol, FOX and other clients which approached them
for television-related ventures that integrated video streaming
17. and new technologies onto their websites. Those were perceived
to be a poor fit with MatchMove’s core value proposition.
The Next Move
By the time MatchMove found its way into 25th place in the
Deloitte Technology Fast 500 Asia Pacific rankings, the
company had become one of the fastest growing technology
firms in South-East Asia and had a three-year revenue growth
rate of 902 percent, with revenue for the 2012 financial year at
just under US$8 million (SGD$10 million).38 Naik took stock
of the company’s progress so far,
We have 150 enterprise customers across the world; they in turn
have about 300 million users. We have hundreds of social APIs.
We offered content and social plug-ins and e-commerce. We
offer “your own branded social entertainment site [set up] in
one week, across multiple devices, across nine languages.” We
now have hundreds of payment providers across many countries.
So far, MatchMove had been building its business as a full
service games service provider that included a financial services
component. Naik knew that he wanted this offering to be
stretched to incorporate other services for adjacent markets with
similar purposes, but was yet unclear on the direction. However,
Naik’s research had revealed e-commerce to be the next big
opportunity. He explained,
In Asia 80% of transactions are cash-based. Only 20% goes
through cards. This is the whale we were looking for (refer
to Exhibit 3 for data on payment values and types used for
online purchases in Asia and other regions). We always had the
vision that one day we were going to offer an e-commerce
(payment) capability that would work not only on our customer
(enterprise) side, but be an open wallet. The basic criteria was
to allow anyone in Asia to shop online anywhere. That’s what
the vision was.
By January 2014, MatchMove had already built up the seeds of
its next business model evolution. It had developed a robust and
complete API-based platform for both B2B and B2C that hosted
18. games and social networking capabilities, which could be
extended to gamification. The rollout of its platform in the
region had also enabled it to build an e-commerce platform
where it could help its clients collect payments in local
currencies domestically in ten countries in Asia, scaling beyond
the six countries it had started with when Yahoo! Southeast
Asia had on-boarded as their first client.
Naik thought that with the depth of the e-commerce payment
capability that MatchMove had, it could do more than just
service its existing stable of customers. He envisioned an open
network that could tap on the current trend of the ‘unbanked’
and ‘uncarded’. Could he do this alone, or should he look for a
partner? How would this idea work, in reality? He knew that
MatchMove would need to evolve its business model to tap on
this next big opportunity.
se
PSY320 – Language Development
in Young Children
Project Outline
Due: 11:59 p.m. EST, Sunday of Unit 5
Points: 100
Overview:
19. For this assignment, you will be composing an outline for your
final research project.
Identify each section of the paper and include at least three
sentences for each
section explaining what you plan to discuss. Be sure to review
the grading rubric
below.
Instructions:
The following information must be included in the Project
Outline:
• Introduction
• Body of the paper, which should cover at least the following:
o Description and definition of overall characteristics of
delay/disorder, its causes, and how it manifests itself in
behavior, cognition, speech, and language.
o Assessment tools.
o Interventions and instructional strategies.
o Treatment options.
o Evaluation and treatment alternatives.
o Specific recommendations to parents and teachers for
20. learning modifications in the classroom and at home.
• Conclusion
• Sixth edition APA Style citations and formatting:
o Typed, double spaced, 12 point Times New Roman font
o Cover page and (if necessary) Reference page
Useful Resources:
• The Purdue OWL: Sample outlines. (n.d.). The Purdue Online
Writing Lab.
• Writing an outline. (n.d.). Austin Community College.
Be sure to read the criteria, by which your project will be
evaluated, before you write,
and again after you write.
https://owl.english.purdue.edu/media/pdf/20081113013048_544.
pdf
http://www.austincc.edu/tmthomas/sample%20outline%201.htm
Evaluation Rubric for Project Outline Assignment
21. CRITERIA Deficient Satisfactory Proficient
0 – 13 Points 14 – 17 Points 18 – 20 Points
Introduction
Purpose and
significance of the
research topic and
all major points of
the project are
missing, vague, or
do not connect.
Purpose and
significance of the
research topic and all
major points of the
project are somewhat
explained; intentions
are unclear.
22. The purpose,
significance, and all
major points of the
research project are
clearly stated.
0 - 27 Points 28 - 35 Points 36 - 40 Points
Body
Required information
is lacking in detail,
missing, or
disconnected.
Required information
is provided but is
somewhat unclear;
lacking information
and specific detail.
Body includes all
requirements that are
23. relevant, accurate,
and discussed in
clear detail.
0 - 13 Points 14 – 17 Points 18 - 20 Points
Conclusion
Conclusion does not
summarize main
points and intentions
of the research project.
Conclusion
summarizes all main
points and intentions
but is somewhat
unclear or
disconnected.
Conclusion
summarizes all main
points and intentions of
24. the research project
clearly.
APA, Grammar and
Mechanics
Does not meet APA
format. Has significant
grammatical and
mechanical errors.
Some APA,
grammatical, and/or
mechanical errors.
Minimal to none APA,
grammatical, and/or
mechanical errors.