PlaySpan Inc. and Magid Associates analyze the consumer demand for free to play video games and the business models influence on console game developers. Report was conceived and commissioned by PlaySpan and conducted by Magid Associates.
TAG: The Mobile Assassination Game - SXSWi 2011viaPlace
TAG: The Mobile Assassination Game, a play on the cult 80's movie, is an intersect of social meets mobile meets good ol' competitiveness. A unique mobile game that allows players to track & tag their targets using location & social tools , such as foursquare, on their mobile phones. Players can also share their "TAGshot" on Facebook & Twitter. It's a fun way to meet, interact & enhance social experiences. Game play ranges from corporate team building to networking events to college orientations. Players can share their "TAGlshot" on Facebook & Twitter.
Trends in video games amongst influential game players; male vs. female Xbox gameplay; XBLA success stories; online games; WoW; Age of Conan; increasing social, global game population.
This case study examines representations and audiences of video games. It provides background on the video game industry and popular titles like Grand Theft Auto IV and Manhunt 2. It discusses the conventions, genres and intertextuality of video games. The document analyzes how audiences use video games for entertainment, social interaction, identity and information. It also considers debates around the influence of violent video games and moral panics they can generate.
thinkLA Gaming Breakfast 2013 - Simon Whitcombe PresentationthinkLA
Mobile gaming is very popular with 39% of smartphone users playing games at least once a week. Popular mobile games like Candy Crush Saga and Puzzles and Dragons generate millions of dollars per day. Gaming has also become a spectator sport with over 1 million concurrent viewers watching a DOTA 2 tournament last weekend. Console gaming is also experiencing a resurgence with the new PlayStation and Xbox consoles competing and popular new titles being released.
Stuart Westphal 'First hand experiences of setting up and running a games bus...Pocket Gamer Biz
This document provides an overview of the Chinese mobile market, including its fragmentation across different carriers and payment systems. It analyzes Chinese player behavior, preferences for casual and card/strategy games, and spending on single-player RPG and card battle games. The document also discusses challenges like app piracy and the standard revenue split between developers and app stores/carriers in China.
Slideshare #3: NFL & The Change of DemographicsKristin Sample
The NFL and its demographics are expected to shift along economic lines. Effects of terrorism, globalization, and demographics on NFL. The "Ghettoization" of football.
The NBA has seen strong global growth in recent years through expanded broadcasting and marketing efforts. However, the rise of super teams has damaged fan interest, and load management of star players has become a concern. The league seeks to further expand internationally and through the G League. It faces threats from other professional sports leagues and potential public relations issues from political stances of players or executives.
The document discusses the NBA's use of social media and provides examples of its strategies and activities. Some key takeaways are:
1. The NBA has been highly successful on social media, with over 38 million followers across platforms. It emphasizes integration across sites and using social media to enhance the fan experience.
2. The NBA amplifies organic content and discussions. It also creates content like the Jenson Button video that garnered nearly 600,000 views.
3. Innovation is a pillar of the NBA's approach, with initiatives like the Mike Mosaic, interactive social experiences, and location-based check-ins during games.
4. The NBA aims to balance opportunities on social media against risks
TAG: The Mobile Assassination Game - SXSWi 2011viaPlace
TAG: The Mobile Assassination Game, a play on the cult 80's movie, is an intersect of social meets mobile meets good ol' competitiveness. A unique mobile game that allows players to track & tag their targets using location & social tools , such as foursquare, on their mobile phones. Players can also share their "TAGshot" on Facebook & Twitter. It's a fun way to meet, interact & enhance social experiences. Game play ranges from corporate team building to networking events to college orientations. Players can share their "TAGlshot" on Facebook & Twitter.
Trends in video games amongst influential game players; male vs. female Xbox gameplay; XBLA success stories; online games; WoW; Age of Conan; increasing social, global game population.
This case study examines representations and audiences of video games. It provides background on the video game industry and popular titles like Grand Theft Auto IV and Manhunt 2. It discusses the conventions, genres and intertextuality of video games. The document analyzes how audiences use video games for entertainment, social interaction, identity and information. It also considers debates around the influence of violent video games and moral panics they can generate.
thinkLA Gaming Breakfast 2013 - Simon Whitcombe PresentationthinkLA
Mobile gaming is very popular with 39% of smartphone users playing games at least once a week. Popular mobile games like Candy Crush Saga and Puzzles and Dragons generate millions of dollars per day. Gaming has also become a spectator sport with over 1 million concurrent viewers watching a DOTA 2 tournament last weekend. Console gaming is also experiencing a resurgence with the new PlayStation and Xbox consoles competing and popular new titles being released.
Stuart Westphal 'First hand experiences of setting up and running a games bus...Pocket Gamer Biz
This document provides an overview of the Chinese mobile market, including its fragmentation across different carriers and payment systems. It analyzes Chinese player behavior, preferences for casual and card/strategy games, and spending on single-player RPG and card battle games. The document also discusses challenges like app piracy and the standard revenue split between developers and app stores/carriers in China.
Slideshare #3: NFL & The Change of DemographicsKristin Sample
The NFL and its demographics are expected to shift along economic lines. Effects of terrorism, globalization, and demographics on NFL. The "Ghettoization" of football.
The NBA has seen strong global growth in recent years through expanded broadcasting and marketing efforts. However, the rise of super teams has damaged fan interest, and load management of star players has become a concern. The league seeks to further expand internationally and through the G League. It faces threats from other professional sports leagues and potential public relations issues from political stances of players or executives.
The document discusses the NBA's use of social media and provides examples of its strategies and activities. Some key takeaways are:
1. The NBA has been highly successful on social media, with over 38 million followers across platforms. It emphasizes integration across sites and using social media to enhance the fan experience.
2. The NBA amplifies organic content and discussions. It also creates content like the Jenson Button video that garnered nearly 600,000 views.
3. Innovation is a pillar of the NBA's approach, with initiatives like the Mike Mosaic, interactive social experiences, and location-based check-ins during games.
4. The NBA aims to balance opportunities on social media against risks
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
Serkan Toto is a social and mobile gaming industry consultant based in Japan. He gave a presentation on the gaming industry in Japan and key trends. The presentation covered: [1] The structure of Japan's social gaming market, which is dominated by GREE and DeNA. [2] Projections that Japan's social gaming market will reach $3.9 billion by 2013. [3] Ten key trends in gaming including the rise of smartphone, tablet, and indie gaming as well as cloud gaming and full immersion technologies. [4] Threats and opportunities for GREE and DeNA from regulations, international expansion, and competitive landscape changes.
The document lists 9 potential game ideas to develop, including rogue-like, RPG, strategy, racing, and shooter genres. Some of the most popular options mentioned are The Binding of Isaac for its simple 2D mechanics, Fallout 3 for its success on consoles and PC, Civilization 5 as a popular 4X strategy title, and League of Legends as an extremely popular MOBA game. Battlefield 3 is also noted as a popular first person shooter known for its destruction engine.
This report analyzes how Sony can improve the PlayStation customer experience. It finds that PlayStation is very successful financially but needs to improve hardware to compete with PC gaming performance. The report recommends that PlayStation increase frame rates without losing 4K graphics and implement an effective recycling program that provides store credits to incentivize trading in old consoles. This would allow PlayStation to exceed expectations in the growing gaming industry and eSports market.
Grand Theft Auto V was designed for an adult male audience, featuring nudity and violence. When released, it broke several sales records, becoming the fastest entertainment property to gross $1 billion. Although the game cost $115 million to produce, the most expensive video game ever at the time, it made over $2 billion in sales and was praised by critics for its engrossing narrative and freedom of player choice.
Did Facebook Eat The Casual Game Market Shareguest8bb204e
This document summarizes how the rise of Facebook and social games on the platform disrupted the casual game market. It notes that in 2008-2009, the casual download game market saw dropping prices and saturation as Facebook-based games like FarmVille gained popularity. One application, FarmVille, had over 6.6 million daily active users in the US alone. The document suggests that casual game developers looking to succeed on Facebook need to design games that take advantage of viral sharing and make monetization a core part of the game. It also notes that social game company Zynga came to dominate the market through cross-promotion between its games and that this is a key strategy for others to emulate.
Roblox allows users to create and play 3D games. The document proposes an integrated marketing campaign (IMC) for Roblox to increase sales and player experience. It includes a SWOT analysis, target audience details, customer profile, marketing goals and strategies. The marketing strategies proposed are billboard ads, TV ads, and email marketing to promote Roblox at amusement parks, on TV, and through emails with special offers. The goal is to make Roblox the best company and help players by improving marketing efforts.
The document summarizes the results of an analysis of sentiment toward the Xbox One and PS4 gaming consoles. It finds that there was slightly more positive sentiment expressed toward the Xbox One compared to the PS4. Negative sentiment toward the Xbox One focused on issues like the required Kinect and higher price, while negative PS4 sentiment mentioned the Xbox One in comparisons of price. Key differences between the consoles included price, RAM, CPU, required internet and mandatory game installs.
Examining Social Gaming for the Chinese Market | Kevin LiJessica Tams
Delivered at Casual Connect Asia 2016
As mobile penetration continues to grow in China, the Chinese market is too big for game developers to miss. In this lecture we will review the growth of mobile social gaming and evaluate the most popular social games in China.
The electronic gaming market is estimated to be worth $27 billion in 2005 and growing at an average annual rate of 7.7%. The US market accounts for 30% and is growing at 3.7% annually. In 2005, the US gaming market was bigger than the movie and DVD markets. Growth is coming from consoles, which account for 82.3% of gaming units sold. Significant opportunities for Philippine game developers include art outsourcing, localization, serious games, advergaming, and cultural games.
The controversial nature of fantasy footballdpaulsson
Fantasy football has grown tremendously over the past few decades from small private leagues to a multi-billion dollar industry. Daily fantasy websites like DraftKings and FanDuel have accelerated growth through extensive advertising but also raised legal questions about gambling. While season-long fantasy leagues remain popular, the future of high-stakes daily games is uncertain as they have been banned in some areas and face challenges regarding their classification as games of skill versus gambling.
Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
Gdc next2013 magid-play-span-session-finalRobb Lewis
The document summarizes research from surveys of American gamers ages 13-54 about free-to-play (F2P) games and alternative payment methods. Key findings include: 1) Most gamers now prefer F2P games over pay-to-play games, with over $3 billion spent annually on virtual goods in the US. 2) Younger male gamers spend the most on F2P games. 3) Consoles are increasingly offering F2P options to attract these gamers. However, F2P faces challenges in increasing average spending and overcoming perceptions of "pay-to-win" games. The research suggests F2P will continue growing across platforms and devices.
Virtual goods purchasing among US consumers has doubled over the past two years, with one-in-four consumers now purchasing virtual goods. Gamers make up 71% of consumers and are more likely to be male and younger. One-third of gamers purchased virtual goods in 2011, with the highest rates among male teenagers. Virtual goods purchasing is increasing fastest among women and older age groups.
The document summarizes key differences between Silicon Valley in California and the emerging "Silicon Roundabout" startup scene in London. It describes the main areas where startup activity is concentrated in Silicon Valley and notes the culture of optimism, risk-taking, failure, innovation, and openness that defines the region. It then provides an overview of the Silicon Roundabout in London, highlighting some successful startups and large tech companies with offices there. Finally, it contrasts some of the differences between the two regions, noting Silicon Roundabout's greater diversity, collaboration, smaller average company size, and evolving venture capital environment compared to Silicon Valley.
Magnetic - Query Categorization at ScaleAlex Dorman
presented 09/23/14 at NYC Search, Discovery & Analytics meetup
Classification of short text into a predefined hierarchy of categories is a challenge. The need to categorize short texts arises in multiple domains: keywords and queries in online advertising, improvement of search engine results, analysis of tweets or messages in social networks, etc. We leverage community-moderated, freely-available data sets (Wikipedia, DBPedia, Freebase) and open-source tools (Hadoop, Solr) to build a flexible and extensible classification model.
Magnetic is an online advertising company specializing in search retargeting and applying data science to online search behavior. We create custom real-time audience segments based on what users have searched for across the web. Targeting individual keywords found in user search history is a great way to build an audience. But the need to create manually selected keywords might present operational challenge. The ability to classify queries and keywords helps to create larger audiences with less effort and better accuracy. Among the other use cases for keyword classification in online advertising are reporting on size of inventory available by category, and campaign performance optimization.
We will share our experiences building a real-world data science system that scales to production data volumes of more than 20 million keyword classifications per hour. And will touch on some aspect of knowledge discovery such as language detection, n-gram extraction, and entity recognition.
about the speaker: Alex Dorman, CTO at Magnetic.
Alex has used Hadoop technologies since 2007. Before joining Magnetic, Alex built big data platforms and teams at Proclivity Media and ContextWeb/PulsePoint.
SuperData Research has conducted a survey in 4 European countries for HiPay in order to understand what motivates the online F2P gamers to pay for items and what their purchase behaviors are
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
Serkan Toto is a social and mobile gaming industry consultant based in Japan. He gave a presentation on the gaming industry in Japan and key trends. The presentation covered: [1] The structure of Japan's social gaming market, which is dominated by GREE and DeNA. [2] Projections that Japan's social gaming market will reach $3.9 billion by 2013. [3] Ten key trends in gaming including the rise of smartphone, tablet, and indie gaming as well as cloud gaming and full immersion technologies. [4] Threats and opportunities for GREE and DeNA from regulations, international expansion, and competitive landscape changes.
The document lists 9 potential game ideas to develop, including rogue-like, RPG, strategy, racing, and shooter genres. Some of the most popular options mentioned are The Binding of Isaac for its simple 2D mechanics, Fallout 3 for its success on consoles and PC, Civilization 5 as a popular 4X strategy title, and League of Legends as an extremely popular MOBA game. Battlefield 3 is also noted as a popular first person shooter known for its destruction engine.
This report analyzes how Sony can improve the PlayStation customer experience. It finds that PlayStation is very successful financially but needs to improve hardware to compete with PC gaming performance. The report recommends that PlayStation increase frame rates without losing 4K graphics and implement an effective recycling program that provides store credits to incentivize trading in old consoles. This would allow PlayStation to exceed expectations in the growing gaming industry and eSports market.
Grand Theft Auto V was designed for an adult male audience, featuring nudity and violence. When released, it broke several sales records, becoming the fastest entertainment property to gross $1 billion. Although the game cost $115 million to produce, the most expensive video game ever at the time, it made over $2 billion in sales and was praised by critics for its engrossing narrative and freedom of player choice.
Did Facebook Eat The Casual Game Market Shareguest8bb204e
This document summarizes how the rise of Facebook and social games on the platform disrupted the casual game market. It notes that in 2008-2009, the casual download game market saw dropping prices and saturation as Facebook-based games like FarmVille gained popularity. One application, FarmVille, had over 6.6 million daily active users in the US alone. The document suggests that casual game developers looking to succeed on Facebook need to design games that take advantage of viral sharing and make monetization a core part of the game. It also notes that social game company Zynga came to dominate the market through cross-promotion between its games and that this is a key strategy for others to emulate.
Roblox allows users to create and play 3D games. The document proposes an integrated marketing campaign (IMC) for Roblox to increase sales and player experience. It includes a SWOT analysis, target audience details, customer profile, marketing goals and strategies. The marketing strategies proposed are billboard ads, TV ads, and email marketing to promote Roblox at amusement parks, on TV, and through emails with special offers. The goal is to make Roblox the best company and help players by improving marketing efforts.
The document summarizes the results of an analysis of sentiment toward the Xbox One and PS4 gaming consoles. It finds that there was slightly more positive sentiment expressed toward the Xbox One compared to the PS4. Negative sentiment toward the Xbox One focused on issues like the required Kinect and higher price, while negative PS4 sentiment mentioned the Xbox One in comparisons of price. Key differences between the consoles included price, RAM, CPU, required internet and mandatory game installs.
Examining Social Gaming for the Chinese Market | Kevin LiJessica Tams
Delivered at Casual Connect Asia 2016
As mobile penetration continues to grow in China, the Chinese market is too big for game developers to miss. In this lecture we will review the growth of mobile social gaming and evaluate the most popular social games in China.
The electronic gaming market is estimated to be worth $27 billion in 2005 and growing at an average annual rate of 7.7%. The US market accounts for 30% and is growing at 3.7% annually. In 2005, the US gaming market was bigger than the movie and DVD markets. Growth is coming from consoles, which account for 82.3% of gaming units sold. Significant opportunities for Philippine game developers include art outsourcing, localization, serious games, advergaming, and cultural games.
The controversial nature of fantasy footballdpaulsson
Fantasy football has grown tremendously over the past few decades from small private leagues to a multi-billion dollar industry. Daily fantasy websites like DraftKings and FanDuel have accelerated growth through extensive advertising but also raised legal questions about gambling. While season-long fantasy leagues remain popular, the future of high-stakes daily games is uncertain as they have been banned in some areas and face challenges regarding their classification as games of skill versus gambling.
Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
Gdc next2013 magid-play-span-session-finalRobb Lewis
The document summarizes research from surveys of American gamers ages 13-54 about free-to-play (F2P) games and alternative payment methods. Key findings include: 1) Most gamers now prefer F2P games over pay-to-play games, with over $3 billion spent annually on virtual goods in the US. 2) Younger male gamers spend the most on F2P games. 3) Consoles are increasingly offering F2P options to attract these gamers. However, F2P faces challenges in increasing average spending and overcoming perceptions of "pay-to-win" games. The research suggests F2P will continue growing across platforms and devices.
Virtual goods purchasing among US consumers has doubled over the past two years, with one-in-four consumers now purchasing virtual goods. Gamers make up 71% of consumers and are more likely to be male and younger. One-third of gamers purchased virtual goods in 2011, with the highest rates among male teenagers. Virtual goods purchasing is increasing fastest among women and older age groups.
The document summarizes key differences between Silicon Valley in California and the emerging "Silicon Roundabout" startup scene in London. It describes the main areas where startup activity is concentrated in Silicon Valley and notes the culture of optimism, risk-taking, failure, innovation, and openness that defines the region. It then provides an overview of the Silicon Roundabout in London, highlighting some successful startups and large tech companies with offices there. Finally, it contrasts some of the differences between the two regions, noting Silicon Roundabout's greater diversity, collaboration, smaller average company size, and evolving venture capital environment compared to Silicon Valley.
Magnetic - Query Categorization at ScaleAlex Dorman
presented 09/23/14 at NYC Search, Discovery & Analytics meetup
Classification of short text into a predefined hierarchy of categories is a challenge. The need to categorize short texts arises in multiple domains: keywords and queries in online advertising, improvement of search engine results, analysis of tweets or messages in social networks, etc. We leverage community-moderated, freely-available data sets (Wikipedia, DBPedia, Freebase) and open-source tools (Hadoop, Solr) to build a flexible and extensible classification model.
Magnetic is an online advertising company specializing in search retargeting and applying data science to online search behavior. We create custom real-time audience segments based on what users have searched for across the web. Targeting individual keywords found in user search history is a great way to build an audience. But the need to create manually selected keywords might present operational challenge. The ability to classify queries and keywords helps to create larger audiences with less effort and better accuracy. Among the other use cases for keyword classification in online advertising are reporting on size of inventory available by category, and campaign performance optimization.
We will share our experiences building a real-world data science system that scales to production data volumes of more than 20 million keyword classifications per hour. And will touch on some aspect of knowledge discovery such as language detection, n-gram extraction, and entity recognition.
about the speaker: Alex Dorman, CTO at Magnetic.
Alex has used Hadoop technologies since 2007. Before joining Magnetic, Alex built big data platforms and teams at Proclivity Media and ContextWeb/PulsePoint.
SuperData Research has conducted a survey in 4 European countries for HiPay in order to understand what motivates the online F2P gamers to pay for items and what their purchase behaviors are
Online Paying Gamers Motivations and Purchase Behavior By Hi-Mediaservicesmobiles.fr
1) The document provides an overview of a survey conducted on 500 French online gamers regarding their gaming habits, purchase behavior, and payment methods used.
2) Key findings from the survey include that the majority of paying online gamers are male, aged 19-45, and play sports and MMORPG games most frequently. Gamers playing MMORPGs have the longest average play sessions.
3) Regarding purchases, over 1/3 of gamers reported being motivated to buy in-game items for competitive advantages. Average spending per purchase is 9.40 euros, with MMORPG gamers spending the most on average.
- The survey found that over half of Chinese mobile gamers play for more than an hour per day, with the most popular times being during lunch breaks and in the evening.
- Puzzle games and MOBAs were the most popular genres among female and male gamers respectively.
- Most gamers spend less than $6 per month on mobile games and prefer free-to-play games with in-app purchases over paid or ad-funded options.
- Chinese gamers highly value interacting with others and discovering new games through app store rankings more than influencer recommendations.
Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (www.FangDigital.com).
Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).
The global digital gaming market is forecasted to reach $272.2 billion by 2022, growing at a CAGR of 18.98% from 2016. The mobile gaming segment currently generates the most revenue, followed by console and PC games. Key trends driving growth include the shift to digital distribution, use of communication tools and virtual credits for monetization, adoption of AR/VR technologies, the rise of esports, and a growing number of women and non-millennial gamers. North America represents a major market, supported by increasing incomes, internet penetration, and interest in esports. Leading companies like Electronic Arts are focusing on esports and mobile gaming to capitalize on these trends.
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.
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.
Slides for the Marketing Through Mobile panel at the What's Next Boomer Busin...Mike Lee
This document discusses gaming trends among older adults and some key findings from a new study. It provides statistics showing that the average game player is 30 years old, 47% of players are women, and casual games appeal most to those over 30. A new study found that regular and occasional gamers among seniors aged 63+ reported lower depression and better daily functioning than non-gamers. The document promotes AARP's online games and resources for older adult gamers.
This document provides information about a case study on video games for a media studies course. The case study will examine the conventions, representations, ideologies, and messages in video games, as well as how audience models can be applied to understanding video games. It includes discussion questions about video game genres, conventions, why people play video games, and how the uses and gratifications model applies to the popular video game Grand Theft Auto IV. It also summarizes the banning of the video game Manhunt 2 in the UK due to its focus on violence.
Gamer 2.0, Exploring the use of Gaming, Community, & Social MediaChris
This document summarizes current gaming trends and the use of social media by gamers. It finds that gamers are getting older, casual gaming is growing, and games now offer social experiences. Gamers are avid social media users and want customizable, interactive gaming experiences. The use of microtransactions and digital distribution are changing revenue models in the industry. Gaming communities and social features in games are blending gaming and social media.
The document discusses key details about the global games market including:
- Gamers span all ages but core gamers are typically 18-49 years old.
- There are different types of gamers from core to casual.
- The global games market is expected to grow to $86 billion by 2016.
- YouTube is an important community for gamers to watch gameplay videos.
- Digital downloads are convenient but physical games allow resale and collecting.
In the past, video games were played mostly by teenage boys and men using physical copies on home PCs or consoles like Nintendo. Games were single-player only unless others were present. Today, the average gamer is 35 and half of gamers play multiplayer games weekly on various devices like smartphones. Popular games include League of Legends with 67 million monthly players. In the future, gaming audiences will become more diverse in both gender and age as games are increasingly accessed through mobile devices and multi-platform downloads. Most games will be available digitally across all devices and interactive multiplayer games will grow in popularity, providing new income sources for gaming companies.
Video games, by the numbers - Michael Pachter, Wedbush SecuritiesLondonGamesConference
Slides from Michael Pachter's keynote at November 2013's London Games Conference.
Michael, Research Analyst at Wedbush Securities shares insights and analysis on both the state of the video games market and where the opportunities are
Mobile Games- A Critical Analysis of Players and Culturepumascomm
Mobile gaming will continue to thrive as more consumers use portable connected devices like smartphones and tablets. The increasing capabilities of these devices, availability of free games with in-app purchases, and expanding wifi coverage are driving the growth of mobile gaming. China in particular may surpass the US as the largest mobile gaming market by 2015. Meanwhile, game developers are creating high-quality 3D games for mobile that combine hardcore graphics with casual gameplay.
This document discusses virtual worlds and online games. It provides statistics on gaming participation rates that show gaming is booming. It discusses the size and growth of the web-based and mobile online game market. It also outlines evolving business models for online games, including virtual goods, franchises, subscriptions, advertising, free-to-play models with microtransactions, and in-game advertisements. The document emphasizes that games are being played by everyone and are becoming a major social platform.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?
PlaySpan Magid free-to-play influence on consoles-casual-connect-sf-2013
1. The Future of F2P: New
Research and New Trends
Robert M. Crawford, Ph.D.,
Vice President, Frank N. Magid Associates
2. 2
Where Do We Stand Now?
• The market is shifting
away from pay-to-play
(P2P) games and toward
a F2P model.
• Casual game developers
saw it first.
• Data shows that 110
million Americans prefer
playing F2P games over
P2P or subscription
games.
• $3 billion U.S. virtual
goods market this year.
• More than 8 in 10
consumers are gamers.
“Do you generally play more F2P
games or more P2P games?”
3. The Research
• Research was performed in conjunction with Frank
N. Magid Associates.
• Three separate gamer surveys focused on three
separate areas:
– Gaming and alternative payments
– Video game business models
– F2P and virtual goods on consoles
• Americans 13-54 surveyed and asked about
gaming habits.
• Broad consumer data allowed us to learn more
about our current and potential users.
3
4. Trends as we Move Toward F2P
Strong gender
differences in
favorite genres,
and favorite
platforms
4
Youth and male
gamers driving
F2P spending
F2P growing on
consoles, and
factoring in
purchasing
decisions
5. Gender Differences
• Consoles strongly
preferred among men,
women lean toward
mobile.
• Most-played genres:
– Both: Strategy
– Women: Arcade, Web-
Based Casual Games,
Social Games
– Men: Shooters, RPGs,
Action, Sports, Adventure
5
“What platform do
you play most often?”
6. F2P Spending Trends
• Gamers 24 and under
the biggest spenders.
• Men lead on F2P
spending.
6
Men and Women 18-24:
“How much did you spend
on F2P games last month?”
7. Even Consoles Going F2P
• Even consoles are joining the
F2P revolution
• Data shows a strong desire
among console gamers for
more F2P options
• F2P Titles coming to consoles
this year:
– Xbox 360: World of Tanks,
Ascend: Hand of Kul
– Xbox One: Project Spark,
Killer Instinct
– PlayStation 4: DC Universe
Online, Blacklight:
Retribution, PlanetSide 2,
Warframe
7
8. Challenges & Opportunities
for F2P
• Currently, relatively low monthly ARPU
($9.15 for F2P vs. 28.86 for P2P).
• 46 percent of F2P players pay nothing.
• Quality perception among P2P players.
• “Pay-to-Win” perception among competitive players of
hardcore games (Call of Duty, StarCraft).
8
9. • F2P will overtake P2P in annual revenue
when average spend on F2P games increases
from $9 to $17.
• Gamers, and games, less dependent on a
single platform (strong consumer desire for
connected platforms and devices).
– 46 percent of console gamers said they’d be
more likely to play a game with friends if they
could across platforms and devices.
• F2P is a massive opportunity that extends
beyond games.
– F2P casts the widest net and lowers the barrier
to entry, luring gamers interested in other
types of digital content (video, music, etc.).
9
Where Are We Headed?