Welcome to the next edition of our Snapshot Report.
This time, we looked closer into the phenomenon of Pokémon Go.
This report seeks to identify the variety of factors that go into Pokémon Go’s massive success. Understanding the logics behind this global phenomenon is key to determining whether or not this success can be replicated, and if so, at what opportunity cost.
Launching a Free-to-Play Game: Strategies, Risks, and PitfallsEric Seufert
This document summarizes a presentation about launching free-to-play mobile games. It discusses the challenges of discovery on app stores dominated by a few large developers and networks. It then analyzes the mobile gaming market in four quadrants based on marketing approach and financial requirements. Case studies of three successful games are presented that exemplify different quadrants: Crossy Road using virality, Marvel: Contest of Champions leveraging an existing brand, and Cookie Jam focusing on sustainable growth. The conclusion emphasizes choosing a quadrant-aligned strategy and focusing on product-market fit over short-term downloads.
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
This document discusses idle clicker games and why they are popular. It begins by introducing the author and his background in the games industry. It then defines idle clicker games and explains their origins on PC and rise in popularity on mobile. Key points made include that these games have strong retention rates, are popular with players due to short sessions, and are profitable for developers and publishers. The document provides tips on idle clicker game monetization through in-app purchases and ads, and recommends features like limited time events and leaderboards to drive engagement.
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert
The document discusses marketing strategies for launching the mobile game Jelly Splash. It describes soft launching the game in Canada to test metrics like retention, virality, and customer acquisition costs. The soft launch was successful, showing strong retention and virality with a low estimated customer acquisition cost of $1.04. This set up a global "trampoline launch" to quickly gain users by aiming for a top chart position, despite the strategy having higher upfront costs than a slower "ladder launch". The document evaluates the costs and risks of different global launch approaches.
BookMyShow was started in 1999 by Ashish Hemrajani in his bedroom. It began as an online ticketing platform called IndiaTicketing in 2002 before being rebranded as BookMyShow in 2007. It has since grown to become the largest online entertainment ticketing platform in India, selling over 30 million tickets annually. BookMyShow has expanded its offerings over the years through acquisitions and now provides services beyond movie tickets to events, plays, sports, and food delivery. It continues to strengthen its position through new features, partnerships, and a focus on customer experience.
The document discusses the product life cycle and how Netflix successfully managed its product cycle. It started as a DVD rental service by mail in 1997 which grew rapidly, introducing a subscription model in 1999. In 2007, it launched streaming services marking the introduction of a new product. By 2010, streaming had surpassed DVD rentals in traffic and subscribers. Today, Netflix has over 200 million paying subscribers and continues to grow, showing it has not yet reached maturity in its product life cycle through strategic expansion into original content and interactive storytelling.
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Welcome to the next edition of our Snapshot Report.
This time, we looked closer into the phenomenon of Pokémon Go.
This report seeks to identify the variety of factors that go into Pokémon Go’s massive success. Understanding the logics behind this global phenomenon is key to determining whether or not this success can be replicated, and if so, at what opportunity cost.
Launching a Free-to-Play Game: Strategies, Risks, and PitfallsEric Seufert
This document summarizes a presentation about launching free-to-play mobile games. It discusses the challenges of discovery on app stores dominated by a few large developers and networks. It then analyzes the mobile gaming market in four quadrants based on marketing approach and financial requirements. Case studies of three successful games are presented that exemplify different quadrants: Crossy Road using virality, Marvel: Contest of Champions leveraging an existing brand, and Cookie Jam focusing on sustainable growth. The conclusion emphasizes choosing a quadrant-aligned strategy and focusing on product-market fit over short-term downloads.
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
This document discusses idle clicker games and why they are popular. It begins by introducing the author and his background in the games industry. It then defines idle clicker games and explains their origins on PC and rise in popularity on mobile. Key points made include that these games have strong retention rates, are popular with players due to short sessions, and are profitable for developers and publishers. The document provides tips on idle clicker game monetization through in-app purchases and ads, and recommends features like limited time events and leaderboards to drive engagement.
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert
The document discusses marketing strategies for launching the mobile game Jelly Splash. It describes soft launching the game in Canada to test metrics like retention, virality, and customer acquisition costs. The soft launch was successful, showing strong retention and virality with a low estimated customer acquisition cost of $1.04. This set up a global "trampoline launch" to quickly gain users by aiming for a top chart position, despite the strategy having higher upfront costs than a slower "ladder launch". The document evaluates the costs and risks of different global launch approaches.
BookMyShow was started in 1999 by Ashish Hemrajani in his bedroom. It began as an online ticketing platform called IndiaTicketing in 2002 before being rebranded as BookMyShow in 2007. It has since grown to become the largest online entertainment ticketing platform in India, selling over 30 million tickets annually. BookMyShow has expanded its offerings over the years through acquisitions and now provides services beyond movie tickets to events, plays, sports, and food delivery. It continues to strengthen its position through new features, partnerships, and a focus on customer experience.
The document discusses the product life cycle and how Netflix successfully managed its product cycle. It started as a DVD rental service by mail in 1997 which grew rapidly, introducing a subscription model in 1999. In 2007, it launched streaming services marking the introduction of a new product. By 2010, streaming had surpassed DVD rentals in traffic and subscribers. Today, Netflix has over 200 million paying subscribers and continues to grow, showing it has not yet reached maturity in its product life cycle through strategic expansion into original content and interactive storytelling.
Driving profitability of Google App Campaigns in scale. What is easy, what is...GameCamp
Strategic and operational approach. Learnings taken from Huuuge Games campaigns. Which best practices I saw especially important, which ones can be skipped? Presentation delivered by Itay Milstein, Head of Growth from Huuuge Games at 8th edition of GameCamp (www.GameCamp.io).
Manpacks is a startup that provides monthly subscriptions for men's underwear. It aims to solve problems men have obtaining and maintaining their underwear supply. The founders have relevant experience in retail operations, web design and development. They are currently raising $500k on AngelList and 70% is already committed. The website and social media promote the company's limited time offers and discovery of new products to help men.
AppVirality - Plug & Play growth hacking toolkit for Mobile apps.
We help app developers implement Uber/Lyft like in-app referrals under 30 minutes. No coding required.
Checkout - http://appvirality.com
Using (Free!) App Annie data to optimize your next gameEric Seufert
This presentation describes a framework for using the free data indexed by App Annie to make an informed decision about which audience segments represent the largest opportunities in the mobile marketplace.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document provides an overview of Foodpanda, including that it was launched in 2012 in Bangladesh and operates in over 40 countries. It then gives a SWOT analysis of Foodpanda and its competitor HungryNaki.com. The rest of the document outlines Foodpanda's marketing strategy, including target audiences, communication objectives, message development, media selection, pricing, distribution, and physical evidence.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
The document discusses PlayFab's real-time analytics and experimentation capabilities for games. It provides an overview of PlayFab's analytics features such as real-time analytics, business analytics, data exploration, and custom reporting. It also describes how PlayFab allows for A/B experimentation through assigning players to treatments, measuring results, and facilitating trustworthy experimentation at scale. The document aims to help users get started with PlayFab by downloading SDKs and sending custom events to gain insights from player data.
Group 8 presents their business model analysis of Amazon. Amazon was founded in 1994 by Jeff Bezos and is now a global e-commerce giant. It generates revenue through online retail sales. Amazon started by selling books online and has since expanded into many other product categories. It has acquired companies to expand into new areas like cloud computing and artificial intelligence. Amazon's mission is to be the most customer-centric company and it prioritizes innovation to continually improve the customer experience through initiatives like fast delivery and a wide selection of products.
The document discusses different options for individual investors and some of their drawbacks. It notes that many advisors require a minimum of $250,000 to invest and those that accept smaller amounts often sell high-fee mutual funds. It also discusses how self-directed investors online through discount brokers can make mistakes by buying securities impulsively without a coherent strategy. Studies show self-directed investors underperform the market by 3-4% on average.
Netflix’s unique DVD rental service has revolutionized the industry. They successfully took the best of traditional conventions (like physical media, the U.S. Postal Service) and mixed them with new world internet-conventions. They have also effectively managed to discourage competition from both more established businesses and new entrants. The future growth of Netflix as it expands into streaming media, poses challenges in legal, infrastructure/technology, and through additional costs. In order to remain competitive, it is imperative that Netflix partner with companies with global reach to overcome these challenges. This presentation was part of an MBA class assignment to audit and industry in the the technology sector. The presentation has multiple authors listed on the title page. If you would like copies of the executive summary, complete S.W.O.T. analysis, and/or the transcript of the presentation please PRIVATE MESSAGE ME and I will email it to you.
Netflix started in 1997 as a DVD rental service by mail. In 2007, it launched its streaming service which allowed users to watch movies and TV shows online. This changed the company's business model to a subscription-based model. The document discusses Netflix's history, customers, competitors in the online video market, and its business strategy of focusing on customers' needs through recommendations and expanding its content library. It analyzes Netflix's strengths in its brand and algorithm, as well as weaknesses in rising content costs and potential threats from competition.
Zomato is an online restaurant guide and food delivery platform founded in 2008. It has expanded to 23 countries and sees 90 million monthly visits. The key positioning concept outlines Zomato's strengths as a digital presence and focus on search, discovery, and personalization. Their target is urban youth ages 18-35 who eat out often and seek reviews and ratings. Zomato aims to provide information to make eating out decisions easier while facilitating exceptional food experiences and a sense of community for "foodies". They disrupt the restaurant industry through comprehensive content in an unbiased manner.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
This document provides a marketing plan for a new mobile app called Tripper aimed at travel enthusiasts. The app will allow users to share photos and videos from their travels, view content from locations they like, and get suggestions for places to visit and things to do based on their preferences. The app will have both free and premium features. The goal is to reach 10,000 users within the first week by targeting social media users interested in travel and photography. The strategy involves making the app visually appealing around photo sharing, allowing users to connect with friends and discover new places, and using promotions and competitions to drive initial user growth.
List of Marketing Capstone Project Ideas, if you are looking for a unique topic for the project. http://www.capstoneproposal.com/marketing-capstone-project-ideas/
This document provides an overview of Amazon Go, Amazon's new checkout-free grocery store. Amazon Go uses computer vision, sensor fusion and deep learning to allow customers to shop without waiting in line. To shop at Amazon Go, customers need an Amazon account, a supported smartphone, and the Amazon Go app. The technologies track customers as they move through the store and automatically charge their Amazon account for any items they take. The store aims to create a more convenient shopping experience without the need to carry baskets or wait in checkout lines.
Pokémon is an international media franchise centered around collecting and training creatures called Pokémon. It was created in 1990 by Satoshi Tajiri, who drew inspiration from his interest in insect collecting. The franchise includes video games, an anime television series, trading card games, and more. The objective in the games is to defeat the Elite Four by overcoming eight gym leaders and collecting badges. There are currently over 600 unique Pokémon to catch, train, and battle with. Pokémon have different types that determine their strengths and weaknesses in battle.
Este documento resume el fenómeno de Pokémon Go, incluyendo su historia de 20 años y 3 años de desarrollo, cómo ha generado locuras entre los jugadores, y las oportunidades de emprendimiento que ha creado en áreas como comida, tours, alojamiento y merchandising. También analiza cómo los desarrolladores han tratado de revivir el juego con eventos temáticos.
Manpacks is a startup that provides monthly subscriptions for men's underwear. It aims to solve problems men have obtaining and maintaining their underwear supply. The founders have relevant experience in retail operations, web design and development. They are currently raising $500k on AngelList and 70% is already committed. The website and social media promote the company's limited time offers and discovery of new products to help men.
AppVirality - Plug & Play growth hacking toolkit for Mobile apps.
We help app developers implement Uber/Lyft like in-app referrals under 30 minutes. No coding required.
Checkout - http://appvirality.com
Using (Free!) App Annie data to optimize your next gameEric Seufert
This presentation describes a framework for using the free data indexed by App Annie to make an informed decision about which audience segments represent the largest opportunities in the mobile marketplace.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document provides an overview of Foodpanda, including that it was launched in 2012 in Bangladesh and operates in over 40 countries. It then gives a SWOT analysis of Foodpanda and its competitor HungryNaki.com. The rest of the document outlines Foodpanda's marketing strategy, including target audiences, communication objectives, message development, media selection, pricing, distribution, and physical evidence.
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
User Acquisition focused on LTV on steroidsGameCamp
How to use statistics and ML for a better user acquisition (UA) with Feature Selection (FS) methodology. Is FS for me? How does it work, how to prepare and how can I benefit from it? Let's take look on examples of gaming companies that used Feature Selection (FS) for improve and scale their business.
The document discusses PlayFab's real-time analytics and experimentation capabilities for games. It provides an overview of PlayFab's analytics features such as real-time analytics, business analytics, data exploration, and custom reporting. It also describes how PlayFab allows for A/B experimentation through assigning players to treatments, measuring results, and facilitating trustworthy experimentation at scale. The document aims to help users get started with PlayFab by downloading SDKs and sending custom events to gain insights from player data.
Group 8 presents their business model analysis of Amazon. Amazon was founded in 1994 by Jeff Bezos and is now a global e-commerce giant. It generates revenue through online retail sales. Amazon started by selling books online and has since expanded into many other product categories. It has acquired companies to expand into new areas like cloud computing and artificial intelligence. Amazon's mission is to be the most customer-centric company and it prioritizes innovation to continually improve the customer experience through initiatives like fast delivery and a wide selection of products.
The document discusses different options for individual investors and some of their drawbacks. It notes that many advisors require a minimum of $250,000 to invest and those that accept smaller amounts often sell high-fee mutual funds. It also discusses how self-directed investors online through discount brokers can make mistakes by buying securities impulsively without a coherent strategy. Studies show self-directed investors underperform the market by 3-4% on average.
Netflix’s unique DVD rental service has revolutionized the industry. They successfully took the best of traditional conventions (like physical media, the U.S. Postal Service) and mixed them with new world internet-conventions. They have also effectively managed to discourage competition from both more established businesses and new entrants. The future growth of Netflix as it expands into streaming media, poses challenges in legal, infrastructure/technology, and through additional costs. In order to remain competitive, it is imperative that Netflix partner with companies with global reach to overcome these challenges. This presentation was part of an MBA class assignment to audit and industry in the the technology sector. The presentation has multiple authors listed on the title page. If you would like copies of the executive summary, complete S.W.O.T. analysis, and/or the transcript of the presentation please PRIVATE MESSAGE ME and I will email it to you.
Netflix started in 1997 as a DVD rental service by mail. In 2007, it launched its streaming service which allowed users to watch movies and TV shows online. This changed the company's business model to a subscription-based model. The document discusses Netflix's history, customers, competitors in the online video market, and its business strategy of focusing on customers' needs through recommendations and expanding its content library. It analyzes Netflix's strengths in its brand and algorithm, as well as weaknesses in rising content costs and potential threats from competition.
Zomato is an online restaurant guide and food delivery platform founded in 2008. It has expanded to 23 countries and sees 90 million monthly visits. The key positioning concept outlines Zomato's strengths as a digital presence and focus on search, discovery, and personalization. Their target is urban youth ages 18-35 who eat out often and seek reviews and ratings. Zomato aims to provide information to make eating out decisions easier while facilitating exceptional food experiences and a sense of community for "foodies". They disrupt the restaurant industry through comprehensive content in an unbiased manner.
Live ops in mobile gaming - how to do it right?GameCamp
More and more growth in mobile gaming comes from Live Operations. How to use data to run Live Ops. Where it brings biggest business outcome? Good examples of live ops activities.
This document provides a marketing plan for a new mobile app called Tripper aimed at travel enthusiasts. The app will allow users to share photos and videos from their travels, view content from locations they like, and get suggestions for places to visit and things to do based on their preferences. The app will have both free and premium features. The goal is to reach 10,000 users within the first week by targeting social media users interested in travel and photography. The strategy involves making the app visually appealing around photo sharing, allowing users to connect with friends and discover new places, and using promotions and competitions to drive initial user growth.
List of Marketing Capstone Project Ideas, if you are looking for a unique topic for the project. http://www.capstoneproposal.com/marketing-capstone-project-ideas/
This document provides an overview of Amazon Go, Amazon's new checkout-free grocery store. Amazon Go uses computer vision, sensor fusion and deep learning to allow customers to shop without waiting in line. To shop at Amazon Go, customers need an Amazon account, a supported smartphone, and the Amazon Go app. The technologies track customers as they move through the store and automatically charge their Amazon account for any items they take. The store aims to create a more convenient shopping experience without the need to carry baskets or wait in checkout lines.
Pokémon is an international media franchise centered around collecting and training creatures called Pokémon. It was created in 1990 by Satoshi Tajiri, who drew inspiration from his interest in insect collecting. The franchise includes video games, an anime television series, trading card games, and more. The objective in the games is to defeat the Elite Four by overcoming eight gym leaders and collecting badges. There are currently over 600 unique Pokémon to catch, train, and battle with. Pokémon have different types that determine their strengths and weaknesses in battle.
Este documento resume el fenómeno de Pokémon Go, incluyendo su historia de 20 años y 3 años de desarrollo, cómo ha generado locuras entre los jugadores, y las oportunidades de emprendimiento que ha creado en áreas como comida, tours, alojamiento y merchandising. También analiza cómo los desarrolladores han tratado de revivir el juego con eventos temáticos.
8 ‘pokémon go’ lessons for marketers – the art of making money out of it!Subhakar Rao Surapaneni
The presentation explains how an augmented-reality based game; Pokémon Go that requires players to step out in open air surroundings via geotagging can turn out to be a potential marketing tool for most marketers. With lure feature to explore surroundings to level up each stage of the game, this vastly played game is highly addictive for users at Pokéstops that can bring guaranteed crowd into the business. It’s up to the marketers to leverage this opportunity of engagement and make it best for their businesses. The PPT explains 8 powerful Pokémon Go lessons that marketers should capitalize on and implement to drive “in-foot” traffic to stores.
The document provides information on the various regions of the Pokémon universe, including Kanto, Johto, Hoenn, Sinnoh, Unova, and Kalos. For each region, it lists the games, maps, Pokémon encountered, starter Pokémon, legendary Pokémon, gym leaders and elite four members. It also provides details on the villainous teams for each region such as their motives and key members. Finally, it includes lists of the types and locations of each gym leader. The document serves as a comprehensive guide and reference for the different aspects of the Pokémon franchise across multiple regions.
The Pokémon franchise began in 1990 as Capsule Monsters and was later changed to Pocket Monsters. It has since expanded to include over 50 video games across multiple Nintendo platforms and mobile phones. The objective is to become a Pokémon Master by catching, battling, and training Pokémon while journeying through various regions, battling gym leaders for badges, and ultimately challenging the Pokémon league champion.
pokemon go : concept et cas d'usage pour les marques & distributeursnrequillart
tout ce que vous devez savoir (ou presque) sur le phénomène "pokémon go" en 1 minute :
-explication du concept et des regles du jeu
-chiffres clefs
- exemple de cas d'usage applicable aux marques ou aux retailers
Si vous souhaitez en savoir plus sur la manière de capitaliser sur le sujet, rencontrons nous !
bonne lecture
Nicolas
The document discusses the relationship between social media and television. It covers how viewers now engage with TV through social platforms, how networks and advertisers are leveraging social media, and new technologies that enable social TV experiences. Networks are increasingly integrating social media into programming and measuring online buzz. Analytics companies are providing data on social conversations around TV shows. New technologies like smart TVs and apps are fusing social media with the television viewing experience.
Pokemon Go Is "Augmenting" the Face of Branding/Marketing by Evan McGowan WatsonEvan McGowan-Watson
The document discusses the results of a study on the effects of a new drug on memory and cognitive function in older adults. The double-blind study involved 100 participants aged 65-80 and found that those given the drug performed significantly better on memory and problem-solving tests than the placebo group after 6 months. The drug was found to be safe and well-tolerated with no serious side effects reported.
http://pokemonex.net/
The PokeMon Go Plus Bracelet is an extra which costs $35 and associates the different gadgets rendition of Pokemon Go by means of Bluetooth. The principle segment of the arm ornament is a tear formed hunk of plastic which have a misty catch at the middle and gives many shading inputs in view of the reaction started by the real diversion.
Pokemon Go Marketing 101: A Step-by-Step Guide for BeginnersEternal Spiral Books
Discover top tips on how to get started marketing in conjunction with the Pokemon go App. If you're a local business owner, event planner or new entrepreneur, this is one opportunity you won't want to miss out on.
Just in case you have missed the frenzy...
Pokémon Go is a free-to-play, location-based augmented reality game developed by Niantic for iOS and Android devices. It was initially released in selected countries in July 2016. In the game, players use a mobile device's GPS capability to locate, capture, battle, and train virtual creatures, inspired by late 90's Japanese series Pokémon, who appear on the screen as if they were in the same real-world location as the player. The game supports in-app purchases for additional in-game items.
Fancy having a look at the "behind-the-scene" technology ?
All you need to know about “pokémon go” phenomenon in less than 1 minute :-Concept & playing rules explanations-Key figures-Business applications for brands & retailersIf you are thinking on how to capitalize on this, feel free to contact meNicolas Réquillart
This document provides statistics about the Pokémon franchise including the number of seasons and episodes in the television show, the number of movies produced, the franchise's total revenue, and references for where the statistics were obtained. The franchise has had over 620 television episodes across 12 seasons, produced 12 movies that have earned $680 million globally, and the franchise as a whole has grossed over $14 billion with 190 million units sold.
Estrategias Digitales - Especial Pokémon GOSM Digital
Este documento resume el fenómeno de Pokémon Go. Se lanza en 2016 combinando realidad aumentada y GPS para que los usuarios atrapen Pokémones virtuales en el mundo real. Se vuelve extremadamente popular rápidamente, con millones de descargas en solo unos días. Varios negocios aprovechan esta popularidad ofreciendo promociones relacionadas a Pokémon Go para atraer más clientes.
1) The classic model of selling console or PC games at retail is being replaced by digital downloads and free-to-play mobile games.
2) Free-to-play games make money through in-app purchases rather than upfront costs, with popular options including cosmetic items, power-ups, and removing restrictions that encourage continued gameplay.
3) Highly successful games like Puzzle and Dragons and Clash of Clans generate millions in daily revenue through engaging core gameplay loops and social features that encourage in-app purchases without negatively impacting the gameplay experience.
This document discusses a mobile gaming company called InGyre that is developing two new games. It summarizes the mobile gaming market size and growth projections. It then discusses different focus areas for mobile games like innovative gameplay and technical platforms. The document outlines two games InGyre is developing - Beard of Power, an endless runner with RPG elements built on a custom engine, and Rising Tide, a 3D tower defense game set on water.
Niantic Inc. is an American software company based in San Francisco known for developing augmented reality mobile games like Ingress, Pokemon Go, and Field Trip. Founded in 2010 as an internal startup within Google, Niantic spun out in 2015 to become independent. In 2016, Pokemon Go became a global phenomenon, earning $125 million in its first month and generating an estimated $950 million in revenues that year. Niantic's success is built on its use of augmented reality and big data in its location-based games.
Pokemon GO & Marketing Part 2 of 4. In this section there's information about what to do before you decide to market your brand using Pokemon GO to local marketing information.
This document examines opportunities in mobile gaming. It provides an overview of the mobile gaming market landscape, key trends, and competition. Some of the main points include: the typical mobile gamer profile; rapid growth of the mobile gaming market; top game genres and where the money is made; and trends in user behavior, content, publishing/distribution, advertising, technology, and monetization. It also includes case studies on major mobile game developers and publishers such as Kabam, Kama Games, Storm8, Buffalo Studios, and Ludia to showcase their strategies.
Games and Java ME - Have fun and earn some moneyMarcelo Quinta
This document summarizes a presentation about developing games for Java ME platforms. It discusses how Java ME is still relevant on feature phones and newer devices like the Nokia X. It outlines strategies for implementing games, including using game canvases, sprites, layers, and game engines. It also reviews business models for monetizing games, such as paid apps, mobile advertising, freemium models with in-app purchases, and selling virtual goods. The presentation encourages developers to actively engage with the Java ME community.
Gaming is becoming increasingly mobile, allowing people to game anywhere and anytime on their mobile devices. The mobile gaming industry has experienced significant growth in recent years, fueled by advances in mobile hardware, high-speed networks, and distribution platforms like app stores. Popular mobile games like Angry Birds have achieved over a billion downloads. The future of mobile gaming includes advances like cloud gaming which will allow gaming from any device, as well as more immersive gaming experiences that integrate social and educational elements.
The importance of just-in-time operation of social gamesaction.vn
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting to begin the next cycle. Key aspects of operation include optimizing user stress levels, segmenting users, and running frequent in-game events to drive sales. Sales are broken down into key performance indicators like installations, retention rate, pay rate, and average revenue per paying user that must each be improved to increase overall revenue.
OGDC2012 Just-in-time Operation in Social Games_Mr.Eiji Okuda_GlooopsBuff Nguyen
This document discusses the importance of just-in-time operation for social games. It emphasizes blazing through the PDCA (plan-do-check-act) cycle on a daily basis by using user data to plan adjustments, implementing changes, checking results, and acting by starting the next cycle. Key aspects of operation include managing user stress levels by adjusting difficulty, holding regular in-game events, and segmenting and targeting different types of users. Success relies on breaking down sales into key performance indicators like installations, retention, payment rates, and average revenue per user.
This presentation discusses Pokémon Go and what can be learned from its phenomenon. It begins with an introduction to 3rd Sense, a team of technology creatives who are game designers for business. Their mission is to make the world more fun for everyone. They then discuss Pokémon Go, what it is, how it works using location-based augmented reality and geolocation gameplay. Key features that contributed to its success are discussed like social interaction. Monetization strategies using in-app purchases are also covered. Results showed it had over 100 million users and added billions to the company's market value. Game design principles that could be applied to business are presented. Examples of 3rd Sense's work in designing games for brands are provided.
This document discusses considerations for developing mobile applications across different platforms. It provides an overview of the iPhone, Android, and Blackberry operating systems and markets. Key challenges mentioned include varying screen sizes and resolutions across Android devices, navigating a crowded iPhone app market, and supporting multiple legacy devices for Blackberry. The document discusses porting tools like Flash and HTML5, as well as business factors like whether the app should be paid or free. It advocates determining the purpose and intended audience of the app to guide platform choices and strategies.
This document discusses trends in the mobile gaming market and strategies for successful mobile and social games. It notes that the mobile gaming market is large and growing, with over 120 million people playing social games on their phones. However, it is difficult for new games to gain traction due to competition and fragmentation across devices. The document provides recommendations around social features, monetization strategies like freemium pricing, understanding player motivations, and balancing game balance with revenue goals. It emphasizes the importance of metrics, iterative improvements, and focusing on player retention and lifetime value.
This document discusses the social casino gaming industry in 2014. It notes that the industry generated $2-2.5 billion in revenue in 2013, with the top 5 companies controlling 60% of the market. It also discusses the growth of mobile gaming and how revenue is following audiences to mobile platforms. Several mergers and acquisitions in the social casino space over the past few years are also summarized.
In "Bejeweled Blitz: One Year in the Life of a Top-Grossing Mobile Game," PopCap's Giordano Bruno Contestabile will discuss how Bejeweled Blitz made the jump from Facebook to iOS, and became one of the platform's most long-lasting success stories. Along the way, he'll explain how other cross-platform social game developers can emulate that success by combining smart game design, data analysis, and more.
This document discusses trends in the mobile social gaming market. It notes that there are over 5 billion mobile subscribers, with hundreds of millions playing social games and spending on virtual goods. It emphasizes that mobile players have different behaviors than other platforms due to factors like context and device fragmentation. The document provides a case study on a successful mobile game and discusses challenges like discoverability and monetization strategies like freemium, premium, and advertising models. It stresses the importance of understanding player motivations and designing social and engagement mechanics to maximize lifetime value and revenue.
This document provides tips and techniques for monetizing mobile games. It discusses paid games, free games with ads, and freemium models. Specific examples are given for each model like Minecraft earning $250 million using paid games and Candy Crush Saga earning $600,000 per day with a freemium model. Tips include starting with a free plus ads model to enter the market quickly and focusing on "good enough" over perfection. The document also recommends creating additional apps that can generate quick money to fund game development.
This deck was presented at Casual Connect Hamburg 2012 and talks about all the different techniques developers need to consider when promoting their game and the importance of Social Discovery
Business Perspective in the Global Context- Pokemon GONishad Satam
This document summarizes various aspects of the popular mobile game Pokémon Go. It discusses how the game has been downloaded over 100 million times worldwide, become more popular than other social media apps, and sparked both economic opportunities and legal/safety issues. The document outlines Pokémon Go's impacts on business, politics, society, technology, the environment, and provides recommendations such as allowing business sponsorships and expanding to virtual reality.
William Volk - Casual Connect 2013 PresentationPlayScreen
This document discusses strategies for content creators to increase the lifetime value of customers in the mobile gaming industry. It notes that user acquisition costs are often higher than lifetime user value due to the competitive mobile app market. It then provides several tactics for improving monetization and retention through optimized freemium models, paid apps, branded games, and potentially real-money gaming, though that option faces regulatory hurdles. It predicts larger publishers will gain ground and there may be industry consolidation as user acquisition costs rise. Throughout, it emphasizes the importance of prioritizing fun over optimization metrics.
The document provides an overview of the Indian and Chinese banking industries. It discusses the history and structure of banking in India, including the nationalization of banks in 1969. It outlines the major players in India by market share and growth over the past 5 years. For China, it describes the structure with the central bank and four largest state-owned commercial banks. It also analyzes the market dominance of these big four Chinese banks and provides rankings by assets, profits and other financial metrics.
The document discusses various ERP vendors for the education industry in India. It provides details on the education sector market size in India and benefits of implementing ERP systems in education. It then describes the top 5 ERP vendors in terms of market share globally - SAP, Oracle, Microsoft, Infor and Epicor. Further criteria for selecting between Oracle PeopleSoft and Microsoft Dynamics AX ERP solutions are outlined. Another Indian vendor called EduCube is also mentioned and its selection criteria are briefly described.
This document discusses innovation in the United States. It covers why the US is good for innovation, demographics of innovators in the US, sector-wise innovations, innovative companies, Silicon Valley, Indian contributors to innovation in the US, and the future of innovation. Key points include that the US ranks 4th globally for innovation, immigrants contribute greatly to innovation, and sectors like IT, medical devices, and semiconductors see high levels of innovation. Silicon Valley is highlighted as a global hub of innovation with many major tech companies. The future may see challenges from reduced funding and growing competition from China.
Hidesign is an Indian luxury leather goods brand established in 1978 known for its eco-friendly and handcrafted products. It has grown to a global presence in 23 countries through a distribution network of 2000 stores and manufacturing facilities in 4 locations. The brand targets high-income professionals between 25-40 years old seeking natural, high quality products. Key to its success is differentiation through craftsmanship and positioning as an affordable luxury brand.
This document summarizes the book "Lateral Thinking" by Edward de Bono. It provides details about the author, book information like title, publisher and price. It also lists some of de Bono's other works. The document discusses key concepts from the book like six thinking hats, parallel thinking and techniques for generating new ideas. It explains that lateral thinking is about freeing imagination through special techniques to break old concepts and generate alternatives. The goal is to stimulate creative and innovative thinking as a complement to traditional logical thinking.
Top 5 players in indian banking industryAgnes Miriam
The document provides information on 5 major banks in India: HDFC Bank, SBI, ICICI Bank, Axis Bank, and Kotak Mahindra Bank. For each bank, key details are given such as the CEO, market capitalization, total assets, profits, number of employees, branches, ATMs, customer base, and international presence. The sources of this financial information on the top 5 banks are also listed.
1) Stress is the number one lifestyle risk factor in India, affecting nearly 1 in 3 Indian employees. Young people and Indian women experience particularly high levels of stress.
2) Stress symptoms can be physical, behavioral, or emotional. Physically, stress may cause headaches, upset stomach, rapid heartbeat. Behaviorally, stress can result in crying, irritability, or increased smoking. Emotionally, stress leads to anxiety, fear, moodiness, and difficulty concentrating.
3) Common stressors include environmental factors, social/work pressures, physiological issues, and unhealthy behaviors. Effective coping strategies include exercise, meditation, spending time with friends/family, and relaxing activities like gardening, reading, or listening to
Stress management strategies document outlines various stress management techniques for individuals and organizations. It discusses the sources and symptoms of stress, as well as the consequences if left unmanaged. For individuals, it recommends time management, exercise, and meditation. For organizations, it suggests implementing role clarity, a supportive work climate, clear career paths, and company-wide wellness programs. Counseling and coaching/mentoring employees can also help reduce stress. The overall document provides an overview of stress and offers strategies to constructively manage and prevent the negative impacts of stress.
Sales promotion is a collection of marketing incentives used to stimulate quicker or greater purchase of particular products or services. It includes both consumer promotion tools like coupons, samples, and premiums as well as trade promotion tools given to retailers like price discounts and free goods. The objectives of sales promotion are to create long-term retailer relationships, attract new customers, reward loyal customers, increase repurchase rates, and attract brand switchers. Sales promotion differs from advertising in that it involves immediate incentives, has a short-term focus, is less expensive, and aims to directly increase sales. Major decisions in developing a sales promotion program include setting objectives, selecting appropriate promotion tools, developing the program, and evaluating its results.
The document contains a single word, "Clues", repeated twice. It provides little context or information beyond the repetition of that one word across two lines.
This document discusses management by objectives (MBO) and provides examples of how MBO has been implemented at different companies. It notes that MBO aims to motivate employees by tying compensation to meeting objectives but can misapply if objectives are not properly set. Examples are given of how MBO was used at HP, Microsoft, Intel, and for improving sales force performance through compensation plans linked to objectives. The document concludes that for MBO to be effective, objectives must be clear, measurable, and aligned across all levels of the organization.
Marketing segmentation, targeting & positioningAgnes Miriam
This document discusses market segmentation, targeting, and positioning. It begins by defining market segmentation as dividing a broad market into subsets with common needs and interests. The four factors that affect segmentation are clear identification, measurability, accessibility, and appropriateness for a company's resources. Segmentation strategies include behavioral, demographic, psychographic, and geographic differences. Market segmentation allows companies to devise tailored strategies for each subset. The document then discusses the steps in segmentation, targeting, and positioning, including identifying segments and competitors, determining perceptions, selecting target markets, and monitoring positions over time.
Norman Vincent Peale was a minister and best-selling author who wrote books on developing a positive attitude. This review summarizes his book "Six Attitudes for Winners", which outlines six attitudes - positive, courageous, enthusiastic, peaceful, confident, and expectant - that are keys to success. The book provides real-life examples and guides readers on implementing these attitudes in their daily lives and careers to achieve success, as the author intends to inspire students and professionals. The review evaluates that the book accurately meets readers' expectations on developing the right mindset to overcome common problems and turn failures into success.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
2. Pokemon Go
• Manufacturer : Nintendo
• Developer : Niantic
• Launched: July 5th,2016
• Augmented reality smart
phone game
• Uses location via GPS and
time from mobile
• Poke Stop – in app
purchases
• Poke Gym – Battlefield
3. Commercial Response
• Generating a revenue of $1.6 million everyday.
• Market Value of Nintendo - $7.5 billion by 8th July, 2016.
• Pokestops, Pokegyms – pre determined by Niantic – submit
request to sponsor locations.
• Marketing tool for small businesses.
• Coffee shops – special dishes – discounts to players.
• To increase the “Foot Traffic” in slow period of the day.
• Purchase the “”Lure Module” – meant to bring pokemon to a
specific place.
• Can be activated for half an hour.
• Threat to companies like Foursquare, Living Social etc. –
online marketing for small businesses for the past few years.
5. Future of Pokemon Go
• Technical Issues:
• Drains battery super fast.
• Server crashes frequently.
• No proper directions or
guidelines.
• Technical glitches appear often.
• Increased accidents and crimes;
public nuisance.
• Not just a game, has fantastic
marketing and revenue
opportunities.