The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comF. Steven Ogunro
MidasLP expects 2011 revenues of over $1 billion. Founded in 2007, Zynga is the largest social-network game developer and has generated over $1.5 billion in cumulative bookings since its inception. As of September 2011, Zynga’s games have over 232 million monthly active users on Facebook.
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
Zynga Strategic Insights Report And Valuation Primer - MidasLP.comF. Steven Ogunro
MidasLP expects 2011 revenues of over $1 billion. Founded in 2007, Zynga is the largest social-network game developer and has generated over $1.5 billion in cumulative bookings since its inception. As of September 2011, Zynga’s games have over 232 million monthly active users on Facebook.
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
เอกสารบรรยายหัวข้อ การปรับตัวของผู้แทนจําหน่ายค้าส่งเพื่อเตรียมความพร้อมรับการแข่งขันที่สูงขึ้น
Wholesale management Training for SCG distributer
- Economic Justification for wholesaling
- Why Wholesale still exist?
- Wholesale Strategy
- Value chain
- Retail Support Strategy
by weera chearanaipanit
เอกสารการบรรยาย การบริหารการเปลี่ยนแปลง เล่ากรณึศึกษาการเปลี่ยนแปลงขององค์กรธุรกิจ ทั้งระดับโลก และระดับประเทศ รวมไปถึงธุรกิจ SME ที่ต้องรับมือการเปลี่ยนแปลง
บอกเทรนด์การบริหารตามแนวคิด Thailand4.0
และ 8 ขั้นตอนการเปลี่ยนแปลง
1.Establishing a greater sense of urgency
สร้างการตระหนักของความเร่งด่วนของการเปลี่ยนแปลง
2.Creating the guiding coalition
สร้างทีมนำการเปลี่ยนแปลง
3.Developing a vision and strategy
พัฒนาวิสัยทัศน์และยุทธ์ศาสตร์ที่ชัดเจน
4.Communicating the change vision
สื่อวิสัยน์ทัศน์ในการเปลี่ยนแปลงให้พนักงานเข้าใจและมีส่วนร่วม
5.Empowering others to act มอบอำนาจให้ผู้อื่นปฏิบัติ
6.Creating short-term wins สร้างแผนชัยชนะในระยะสั้น
7.Consolidating gains and producing even more change
สร้างการเปลี่ยนแปลงอย่างต่อเนื่อง
8.Institutionalizing changes in the culture
สร้างการเปลี่ยนแปลงให้เป็นวัฒนธรรมองค์กร
และกิจกรรมสร้างวัฒนธรรมองค์เพื่อการเติบโตอย่างยั่งยืน
Gaming a blast to technology, economy and globalization Soumo Dhali
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Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
An introduction about the variety of social networks out there (like cheese and wine, they come in many styles). This was an introduction to a panel on social networking in China at the China Internet Forum in November 2009. Some data is included, notably on gaming.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
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2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
This presentation is a general overview about the SNS and SNG industry in Korea and worldwide. It may be useful for those developers and publishers who are interested to enter the social gaming market in Korea.
BSS COMPANY Inc. is a game development company. It is located at Seoul, South Korea. We make multi-platform games. [Dicast:Dash]is now on iOS store and google store. [Dicast:Rules of Chaos] will be released on console, steam and mobile in this year!
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
A presentation for New Zealand Computer Society's June 2012 National Speaker Series.
About the growth of the video games industry, how NZ games studios have taken advantage of the opportunity, and some lessons from other businesses from the world of games.
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
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By Dr. Vinod Kumar Kanvaria
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
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.
Executive Directors Chat Leveraging AI for Diversity, Equity, and Inclusion
Mori vngogdc20121
1. Game Development - Driving
Vietnam's and Your Own Future
Prepared for VNG GDC 2012
July 21st, 2012
Tetsuya Mori
DeNA Asia Pacific
2. 1. Vietnam as a hidden gem
2. Global game market
3. A Little Bit about DeNA
4. A Big Picture you want to care about
3. Vietnam as a Hidden Gem
Did you know?
VNG is the largest Internet company across SEA and India?
Vietnam game market is by far the largest across SEA and
India?
Vietnam has the best mobile broadband access across SEA
and India?
Vietnamese engineers are by far the best in SEA, as good
as Japanese engineers?
Vietnam has the most active local Internet developer
community across SEA and India?
5. Internet Foundation
SEA + India Country Score Board
Country Population Network Consumer acceptance
3G/4G WIFI Net Online Smart
literacy games phone
India 1200M
Indonesia 240M
Philippine 93M
Vietnam 87M
Thailand 69M
Malaysia 28M
Singapore 5M
5
6. Vietnam IT Resources
Observations from VNG, Punch, Fsoft, VNG, and others
Leaders – some highly talented visionary leaders
Software engineering – on par with Japanese counterparts
English skills – better than Japanese counterparts
Organizations - easily scaling up to several hundreds and more,
better than Japanese counterparts
Internal management process – on par with Japanese
counterparts
Finance – good ops generate good margin relatively easily
OPEX – 1/10 of Japan, 1/15 of US, very low cost of failure
7. 1. Vietnam as a hidden gem
2. Global game market
3. A Little Bit about DeNA
4. A Big Picture you want to care
8. A Brief History of Computer Games Markets
1980 1990 2000 2010 Game Major
Market* Publishers
Console Games
Nintendo NES Activision
$30B
PC Games Electronic Arts
Bandai Namco
3D accelerator
Online Games (MMO) Tencent
Broadband $16B Nixon
Internet Shanda
Social Games DeNA
Facebook $8B
GREE
Zynga
Mobile Games
J2ME+3G $6B EA
Gameloft
*Title revenue only. Hardware sales not included.
8
9. Comparing Game Types
Console Games Online Games Social Games
MMOs
Product Package product Online services
Distribution Retail stores Internet (ADSL, mobile 3G)
Platform PC PC & mobile
Look & Feel Super intense 3D Intense 3D High quality 2D and
simple 3D
Game play Intense Casual, frequent
1-3 hr/play 5-30 min/play
Development >$50M >1000 m.month 100-200 m.month
>2 yrs 1-2 yrs 3-6 months
Operations N/A Data center, Data mining
Performance KPIs Unit sold DAU MAU DAU MAU
Gross margins CU PCU ARPU ARPPU
ARPU ARPPU LTV eCPNU
9
10. Social Games = Online Games Meshed
into Social Networks
Online Games
Card Battle
Simulations Social Networks
Strategy • Community
Dating • Messaging PC
Town building • User posting + Mobile
Management • Invites
RPG • Daily access
FPS • Cross promotion
Sports • Viral effects
Board Games
10
12. Card Battle Type Social Games Sets a New Trend
Japan US China Korea
Soon to come
JP market turned
Android No.1 iPhone No.1
completely to CBG
12
13. 1. Vietnam as a hidden gem
2. Global game market
3. A Little Bit about DeNA
4. A Big Picture you want to care
14. Global Leaders of Game Publishing
Company Name Revenue Country Game Type Growth
Bandai Namco $5.5B Japan Console games +
Activision Blizzard $4.8B US Console games
Electronic Arts $4.1B US Console games
Tencent Games $3.0B China Online games ++
DeNA $1.9B Japan Social games ++
GREE $1.5B Japan Social games ++
Square Enix $1.5B Japan Console games
Zynga $1.1B US Social games ++
Nexon $1.1B Korea Online games ++
Take-Two $1.1B US Console games
Ubi Soft $1.1B France Console games
14
15. JP Social Mobile Games – Explosive Growth
DeNA Net Revenue
US$2B
Mobile Social
Games
launch
Japan’s mobile social
game market
0→$5B in 3 years
US$1B
Highest ARPU x20 US
15
16. Over 50% of Mobage Game Revenue
Comes from 3rd Party Developers
3rd Party
Games
16
17. Big Title Revenue Scale
Mobage top 20 title aiming at $1M/month
Mobage top 5 title double digits millions / month
Market Enabling Rev Share Model
Gross Rev → Carriers 13%, DeNA 87%
Out of 87% → DeNA 30%, Developers 70%
17
18. Big Traffic and Big Data Mining
Big traffic – 20 billions PV / Day
20% of Japan’s mobile data traffic
1.2TB event log data / Day
480 CPU cores and Hadoop for real time processing
Internal analytic tools
Data miners (business analysts+ engineers)
18
19. Mobage Net Effect
Start from a
single user
An invite to 1 core user led to 15,000 user sign ups
21. Mobage Titles Winning The U.S.
US GooglePlay market Top Grossing
Rage of No.1
1st Bahamut
Tapfish No.10
20th Ninja
Royale No.14
40th
60th
80th
100th
4/10 4/15 4/23
21
22. DeNA in Vietnam
Punch Entertainment
Acquisition Q4 2011
Integrated into DeNA in-house studio in Japan
VNG
Entered into global social game partnership
Co-producing social games targeting Japanese market
New initiative to help improve artwork quality standard
23. 1. Vietnam as a hidden gem
2. Global game market
3. A Little Bit about DeNA
4. A Big Picture you want to care about
24. 4 years ago, I saw in Vietnam
Like Japan in 1960s
Organized chaos
Young, humble and hard working people
Strong education foundation, excellent students
Entrepreneurship everywhere
Construction everywhere
Shared code of building community and nation
‘Tomorrow is better than today’
25. Now I see…
New cityscape, upgraded quality of life
All I saw 4 years ago still remains good
However…
Slow industrialization
Macro economy remains fragile
Country run by money borrowed continuously
My friend’s comment ‘Vietnamese people learned to enjoy
their lives before they gained a competitive edge’
27. Build country’s sustainable growth…
Earn ‘Hard Currencies’ by driving exports
1. Leverage Vietnam based foreign companies to accelerate
near term exports
- Honda VN : manufactures 25% of SEA motorcycle production
WW 43M => SEA 9.5M => Honda VN 2.5M
- Samsung BacNinh plant : Exported $6B mobile phones in 2011
- Canon Tanh Long plant : Exported $2B inkjet printers in 2011
- Intel : Exported $0.5B in 2011 which is a half of Saigon High Tech
Park’s total export
1. Build globally competitive VN enterprises
→ This is about all of you!
28. Japan : 150 Years of Industrialization
Building Globally Competitive Companies
Today’s Japan
1868 Meiji Revolution Top 100 Companies
1878 Tokyo Stock Exchange founded Industry Founded before 1905
1882 Central Bank established Foundation 28 companies
1895 The Shino-Japanese War 1895 Building Mitsubishi, Mitsui, Sumitomo,
1905 The Russo-Japanese War Japan Rail, NTT, Nippon Steel,
Phongtrào Kirin Brewery, Asahi Beer, Shiseido,
Đông Du ‘Taisho Democracy’ Nintendo, Tokyo Marine Insurance…
Industry
Emergence of Consumer Economy
Expansion Founded 1905 - 1945
42 companies
The Shino-Japanese War 1937 began
1937
State Mobilization Law War Toyota, Suzuki, Canon, Nikon, Kao, Tak
1942 The Pacific War began eda Pharmaceutical, Astellas
Priority Industry Association Act
Economy Pharma, JFE Steel, Komatsu,
The Pacific War ended Ito-Yokado, EON, Termo, HOYA, Asahi
1945
US occupation began Glass, Yamato …
Tokyo Olympic Game
1964 Hyper Founded after 1945
Bullet Trains in operation
30 companies
1968 Japan as world second Economic
largest economy Growth Honda, Nidec, Sony, Kyocera, Fanuc,
1989 Bubble at height Secom, Orix, NTT DoCoMo, NTT Data,
KDDI, Softbank, Yahoo Japan, UNIQLO,
1990~ ‘Lost decades’ began Unicharm, Lawson, Oriental Land…
Internet economy began Matured
2008 World economic crises Economy
29. Games for You and for Your Country
For You… Guess I don’t need to explain
For Vietnam
Badly needed exports
Technology advancement
Globally competitive companies and talents
Tax revenue
30. Initial Steps
1. Play and study top ranking games outside Vietnam
Build your game ‘vocabulary’
2. Develop games you and your customers want
This is a business, not a hobby
3. Don’t be happy until you made names outside Vietnam
Your opportunity and responsibility