A quick view over indie scene and israeli game industry including the Israeli Game Developers Association , GameIS, and its next conference in July 6th 2017 in Israel!
This document discusses King.com, a casual gaming company founded in 2003 with over 130 employees. It has over 30 million monthly unique visitors and 3 million daily active users playing over 1 billion games per month across multiple platforms. Key points include its cross-platform strategy of developing casual skill-based games on mobile, social media like Facebook, and its own website. The company has studios in Stockholm, Poland and Romania producing over 200 games in 9 languages. It discusses its focus on social and mobile gaming, providing familiar gameplay and competition to engage users across multiple platforms.
DinglePharb creates social and mobile games for Facebook and iPhone. Their first Facebook game, WoldMe, will launch in March 2010. They have 10 iPhone games in development to be released between December 2009-May 2010. DinglePharb is seeking $100,000 in investment to grow their business and launch their own games, which they project will earn over $6 million by October 2010. They will return the investment within 6 months.
The document discusses publishing games on Facebook and mobile platforms. It outlines the services a company called 6L provides to help independent game developers grow and profit, including distribution, marketing, localization, hosting, and game advisory services. 6L has helped scale many popular games across different genres that have reached over 1 million monthly active users. The new frontier of social and mobile publishing allows for more transparency between publishers and developers. Game development cycles are also faster, so signing with a publisher does not mean years of work. Publishers who can operate across social and mobile networks have more ways to reach players.
Explore this blog to know more about ten exciting NFT games to look forward to in 2022 and beyond. Perceive the intricacies of enlisted games along with their features and gaming mechanisms.
Electronic Arts is a gaming company that produces games across multiple genres and platforms, including online games. They operate under labels like EA Games, EA Sports, EA Play, and EA Interactive.
Summit Entertainment is a film company that produces, finances, develops and distributes films worldwide, releasing 10-12 films annually. They became well known for the Twilight film franchise. Common jobs in film include director, which can be reached through starting as a runner and progressing to roles like camera operator or sound recordist.
Galaxy is a radio station in Scotland owned by Global Radio. It has a large weekly audience of 42 million listeners. A well-known job in radio is being a presenter, which
Rob Spectre discusses mobile app distribution using Twilio. He explains how Twilio can be used to send SMS messages to promote and distribute mobile apps. Some key benefits highlighted are low cost of 1 cent per message, guaranteed delivery, and the ability to reach users directly on their phones. Example case studies of companies using Twilio for mobile app distribution include Path, Belly, and Sidecar.
This document discusses King.com, a casual gaming company founded in 2003 with over 130 employees. It has over 30 million monthly unique visitors and 3 million daily active users playing over 1 billion games per month across multiple platforms. Key points include its cross-platform strategy of developing casual skill-based games on mobile, social media like Facebook, and its own website. The company has studios in Stockholm, Poland and Romania producing over 200 games in 9 languages. It discusses its focus on social and mobile gaming, providing familiar gameplay and competition to engage users across multiple platforms.
DinglePharb creates social and mobile games for Facebook and iPhone. Their first Facebook game, WoldMe, will launch in March 2010. They have 10 iPhone games in development to be released between December 2009-May 2010. DinglePharb is seeking $100,000 in investment to grow their business and launch their own games, which they project will earn over $6 million by October 2010. They will return the investment within 6 months.
The document discusses publishing games on Facebook and mobile platforms. It outlines the services a company called 6L provides to help independent game developers grow and profit, including distribution, marketing, localization, hosting, and game advisory services. 6L has helped scale many popular games across different genres that have reached over 1 million monthly active users. The new frontier of social and mobile publishing allows for more transparency between publishers and developers. Game development cycles are also faster, so signing with a publisher does not mean years of work. Publishers who can operate across social and mobile networks have more ways to reach players.
Explore this blog to know more about ten exciting NFT games to look forward to in 2022 and beyond. Perceive the intricacies of enlisted games along with their features and gaming mechanisms.
Electronic Arts is a gaming company that produces games across multiple genres and platforms, including online games. They operate under labels like EA Games, EA Sports, EA Play, and EA Interactive.
Summit Entertainment is a film company that produces, finances, develops and distributes films worldwide, releasing 10-12 films annually. They became well known for the Twilight film franchise. Common jobs in film include director, which can be reached through starting as a runner and progressing to roles like camera operator or sound recordist.
Galaxy is a radio station in Scotland owned by Global Radio. It has a large weekly audience of 42 million listeners. A well-known job in radio is being a presenter, which
Rob Spectre discusses mobile app distribution using Twilio. He explains how Twilio can be used to send SMS messages to promote and distribute mobile apps. Some key benefits highlighted are low cost of 1 cent per message, guaranteed delivery, and the ability to reach users directly on their phones. Example case studies of companies using Twilio for mobile app distribution include Path, Belly, and Sidecar.
Video Games as Communication. Democratizing game development and reaching bi...Frank Coppersmith
In the same way that blogging has empowered millions of people worldwide to share their ideas and passion with the world (there are over 200MM blogs!), the rise of easy to use game development tools (GameSalad, Unity) is creating millions of potential game developers. At the same time, billions of new game players are being created via mobile phone gaming, often in markets ill served by the current game industry. Combined, the increase of developers and players create an incredibly opportunity for those with a message to reach millions of new listeners using engaging, sophisticated game play mechanics. The presentation explores how such an outcome may come about, and looks to specific examples where games were used to influence an election in India as well as for education and training.
Xbox's Julia Lehepuu present 'Microsoft's Reckoning: How to Engage Amid Uncer...AnneNguyen92
Julia Lehepuu, Xbox Integrated Marketing Lead for Australia and New Zealand, explores how Microsoft shifted its strategy to stay connected with its fans at a time when experiences were not possible at this year's Mumbrella Sports and Entertainment Marketing Summit.
i have made this ppt for engineering students for the HU Lab project. it is easy to elaborate as it is a very common topic as in a game. you will find easy to understand and the design will impress the viewers.
1. here you will find some of the troops pictures that's because it is not possible to give every one's picture, so I gave only the most used troop's pictures.
2. the video does not contain any video
Cell phone games have evolved since 1997. Casual games are intended for casual gamers and have low barriers to entry, short play times, and forgiving gameplay. Massive multiplayer online games (MMOGs) support hundreds of players in a persistent world where players create content. Alternate reality games (ARGs) weave narratives into the real world through multiple media to create interactive games. Community games focus on building communities through and around the game.
The document discusses the history and types of cell phone games, including casual games, massive multiplayer online games (MMOGs), alternate reality games (ARGs), and community games. It provides examples like Snake, the N-Gage, I Love Bees, and The Go Game. The document also compares ARGs to MMOGs, noting differences in boundaries, gameplay, and how the cell phone is used. Issues around redefining work, leisure, and identity with these new types of mobile games are also mentioned.
MewSim is a popular cat simulation game that has been one of the top grossing apps on the Russian App Store for years. It has over 3 million players in Russia, with an average play time of 90-100 minutes per session. After launching on Google Play, MewSim quickly rose to top rankings in various categories. The game reaches players through major distribution channels like mobile operators and Samsung's app store. It has also built a loyal fan base, with over 200 fan pages on Russian social networks and hundreds of fan videos on YouTube.
The israeli gaming industry at a glance june 2016Yael Hakshurian
The israeli gaming industry at a glance june 2016 - GameIS.
GameIS is a nonprofit association, bringing together the majority of Israeli game companies and developers.
Operating Games in the Modern Mobile Market | Andy ZhongJessica Tams
Delivered at Casual Connect Asia 2016
As the mobile gaming industry continues to grow, so do demands on developers. Players will not accept low quality games, which means a substantial investment for game makers. Publishers must operate globally to ensure maximum reach and return. To achieve this, publishing partnerships for small companies are no longer an option, but a necessity. Join Andy Zhong, CEO of FunPlus, as he shares how small studios can compete in a market dominated by giants.
This document summarizes Erik Huey's presentation on the state of the video game industry and its role in impact games. It discusses how the video game industry has grown tremendously in recent years to become a $66 billion global industry. It also outlines several initiatives the Entertainment Software Association is involved in to promote impact and learning games, such as partnerships with government agencies and challenges focused on health, STEM, and using games for social good.
This document discusses mobile social games and outlines plans for a new social mobile game that introduces elements of politics, money exchange, and barter systems. It provides context on the growing mobile gaming market and opportunities in India. Details are given on the game's technical implementation, its freemium earning model, and competitive advantages over other games in India due to a lack of major competitors and focus on users over money. The plan is to develop the game for Android, integrate with Facebook, and publish on Google Play to become a leading mobile gaming company in India.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
Adobe Gaming Conference Israel - The State Of Flash Games In IsraelAlmog Koren
The document discusses the state of Flash game development in Israel. It provides examples of unique games from Israel including Comfyland, Mob Wars, and Iron Dome. It also discusses the strong Flash game developer community in Israel and provides information on groups like the Flash & Flex Israel user group and the GameIS gaming community.
This document provides information about Weiss Investment Media and their online gaming division Game Power 7. It outlines their mission to create online games that respect regional values and principles. It then gives an overview of Game Power 7's history, industries, published games including Arabic Rappelz, World of Secrets and X-Kick. Details are provided on the games' features and statuses. The document also discusses how Game Power 7 localizes games for different cultures by adapting stories, characters and more.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
- Japan has three major social networking platforms: Mixi, DeNA (Mobile Game), and Gree, which all have billing systems for their social games.
- Mixi has the most users at 18 million but sees 30% of traffic from PCs while the other two are exclusively mobile.
- Pikkle is Japan's leading social game publisher and has developed games for these three platforms utilizing their billing systems and social graphs. They have also received investment from Mixi.
Soul and Vibe Interactive Inc. is a developer and publisher of video games for consoles, mobile devices, and PCs. It has developed games based on licensed brands like General Mills cereals, and its latest game Timeless Gems is a "match-3" puzzle game. The company aims to reach profitability by 2015 through direct sales of games and related content across multiple platforms. It is led by an industry veteran and works with advisors experienced in major game franchises.
Flat to Tilted: How to Make Your Region into a Gaming Powerhouse | Dean Takah...Jessica Tams
Delivered at Casual Connect Europe 2017. The gaming world is flat, but you can tilt it in your direction. Mobile gaming helped game development spread out around the world. But it isn’t easy to generate a full ecosystem that generates jobs across generations of technology. Each region has to be competitive in an age of accelerating change. We’ll tour the world and consider Europe’s place in gaming's pantheon.
Flat to tilted: How to turn your region into a gaming powerhouseDean Takahashi
This document discusses how regions can become powerhouses for gaming. It provides background on the author and their experience covering the gaming industry. It then analyzes factors that contribute to strong gaming regions like San Francisco, Los Angeles, Tokyo, including technology sectors, universities, culture, leadership, and government support. Examples are given of how regions like Silicon Valley, Japan, Canada, and Europe developed gaming industries. Emerging regions like China, Israel, and India are also discussed. The document argues that while games can be made anywhere, having a critical mass of companies and culture in a gaming hub tilts the odds in a region's favor.
Video Games as Communication. Democratizing game development and reaching bi...Frank Coppersmith
In the same way that blogging has empowered millions of people worldwide to share their ideas and passion with the world (there are over 200MM blogs!), the rise of easy to use game development tools (GameSalad, Unity) is creating millions of potential game developers. At the same time, billions of new game players are being created via mobile phone gaming, often in markets ill served by the current game industry. Combined, the increase of developers and players create an incredibly opportunity for those with a message to reach millions of new listeners using engaging, sophisticated game play mechanics. The presentation explores how such an outcome may come about, and looks to specific examples where games were used to influence an election in India as well as for education and training.
Xbox's Julia Lehepuu present 'Microsoft's Reckoning: How to Engage Amid Uncer...AnneNguyen92
Julia Lehepuu, Xbox Integrated Marketing Lead for Australia and New Zealand, explores how Microsoft shifted its strategy to stay connected with its fans at a time when experiences were not possible at this year's Mumbrella Sports and Entertainment Marketing Summit.
i have made this ppt for engineering students for the HU Lab project. it is easy to elaborate as it is a very common topic as in a game. you will find easy to understand and the design will impress the viewers.
1. here you will find some of the troops pictures that's because it is not possible to give every one's picture, so I gave only the most used troop's pictures.
2. the video does not contain any video
Cell phone games have evolved since 1997. Casual games are intended for casual gamers and have low barriers to entry, short play times, and forgiving gameplay. Massive multiplayer online games (MMOGs) support hundreds of players in a persistent world where players create content. Alternate reality games (ARGs) weave narratives into the real world through multiple media to create interactive games. Community games focus on building communities through and around the game.
The document discusses the history and types of cell phone games, including casual games, massive multiplayer online games (MMOGs), alternate reality games (ARGs), and community games. It provides examples like Snake, the N-Gage, I Love Bees, and The Go Game. The document also compares ARGs to MMOGs, noting differences in boundaries, gameplay, and how the cell phone is used. Issues around redefining work, leisure, and identity with these new types of mobile games are also mentioned.
MewSim is a popular cat simulation game that has been one of the top grossing apps on the Russian App Store for years. It has over 3 million players in Russia, with an average play time of 90-100 minutes per session. After launching on Google Play, MewSim quickly rose to top rankings in various categories. The game reaches players through major distribution channels like mobile operators and Samsung's app store. It has also built a loyal fan base, with over 200 fan pages on Russian social networks and hundreds of fan videos on YouTube.
The israeli gaming industry at a glance june 2016Yael Hakshurian
The israeli gaming industry at a glance june 2016 - GameIS.
GameIS is a nonprofit association, bringing together the majority of Israeli game companies and developers.
Operating Games in the Modern Mobile Market | Andy ZhongJessica Tams
Delivered at Casual Connect Asia 2016
As the mobile gaming industry continues to grow, so do demands on developers. Players will not accept low quality games, which means a substantial investment for game makers. Publishers must operate globally to ensure maximum reach and return. To achieve this, publishing partnerships for small companies are no longer an option, but a necessity. Join Andy Zhong, CEO of FunPlus, as he shares how small studios can compete in a market dominated by giants.
This document summarizes Erik Huey's presentation on the state of the video game industry and its role in impact games. It discusses how the video game industry has grown tremendously in recent years to become a $66 billion global industry. It also outlines several initiatives the Entertainment Software Association is involved in to promote impact and learning games, such as partnerships with government agencies and challenges focused on health, STEM, and using games for social good.
This document discusses mobile social games and outlines plans for a new social mobile game that introduces elements of politics, money exchange, and barter systems. It provides context on the growing mobile gaming market and opportunities in India. Details are given on the game's technical implementation, its freemium earning model, and competitive advantages over other games in India due to a lack of major competitors and focus on users over money. The plan is to develop the game for Android, integrate with Facebook, and publish on Google Play to become a leading mobile gaming company in India.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
This document discusses social casino games and whether they constitute gambling. It summarizes that while social casino games incorporate elements of chance like real gambling, they differ in that players do not risk anything of real-world value, can only win virtual currency to continue playing, and have no means of cashing out winnings. Though the lines are blurred, social casino games are intended for entertainment rather than the pursuit of real-world prizes through monetary risk, and are regulated differently than real-money gambling apps.
Adobe Gaming Conference Israel - The State Of Flash Games In IsraelAlmog Koren
The document discusses the state of Flash game development in Israel. It provides examples of unique games from Israel including Comfyland, Mob Wars, and Iron Dome. It also discusses the strong Flash game developer community in Israel and provides information on groups like the Flash & Flex Israel user group and the GameIS gaming community.
This document provides information about Weiss Investment Media and their online gaming division Game Power 7. It outlines their mission to create online games that respect regional values and principles. It then gives an overview of Game Power 7's history, industries, published games including Arabic Rappelz, World of Secrets and X-Kick. Details are provided on the games' features and statuses. The document also discusses how Game Power 7 localizes games for different cultures by adapting stories, characters and more.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
- Japan has three major social networking platforms: Mixi, DeNA (Mobile Game), and Gree, which all have billing systems for their social games.
- Mixi has the most users at 18 million but sees 30% of traffic from PCs while the other two are exclusively mobile.
- Pikkle is Japan's leading social game publisher and has developed games for these three platforms utilizing their billing systems and social graphs. They have also received investment from Mixi.
Soul and Vibe Interactive Inc. is a developer and publisher of video games for consoles, mobile devices, and PCs. It has developed games based on licensed brands like General Mills cereals, and its latest game Timeless Gems is a "match-3" puzzle game. The company aims to reach profitability by 2015 through direct sales of games and related content across multiple platforms. It is led by an industry veteran and works with advisors experienced in major game franchises.
Flat to Tilted: How to Make Your Region into a Gaming Powerhouse | Dean Takah...Jessica Tams
Delivered at Casual Connect Europe 2017. The gaming world is flat, but you can tilt it in your direction. Mobile gaming helped game development spread out around the world. But it isn’t easy to generate a full ecosystem that generates jobs across generations of technology. Each region has to be competitive in an age of accelerating change. We’ll tour the world and consider Europe’s place in gaming's pantheon.
Flat to tilted: How to turn your region into a gaming powerhouseDean Takahashi
This document discusses how regions can become powerhouses for gaming. It provides background on the author and their experience covering the gaming industry. It then analyzes factors that contribute to strong gaming regions like San Francisco, Los Angeles, Tokyo, including technology sectors, universities, culture, leadership, and government support. Examples are given of how regions like Silicon Valley, Japan, Canada, and Europe developed gaming industries. Emerging regions like China, Israel, and India are also discussed. The document argues that while games can be made anywhere, having a critical mass of companies and culture in a gaming hub tilts the odds in a region's favor.
Yodo1 Overview July 2014 English versionJames LaLonde
The document discusses China's large and growing smartphone and mobile gaming markets. It notes that China surpassed the US in 2014 to become the world's largest smartphone market, with over 800 million smartphones used in China. The document then outlines some of the challenges Western developers face in China, such as difficulties with discovery, distribution, payments and networks. It introduces Yodo1 as a platform that can help simplify the China market for Western developers by providing services in areas like cultural localization, IP protection, distribution, monetization, co-production opportunities and games as a service.
The gaming industry has seen tremendous growth over the past decade. The number of hours spent gaming has hit 156 billion annually and total funding for gaming rose 130% from 2009 to 2010. The global gaming market was worth $60 billion in 2010 and $70 billion in 2015, while the US market alone was worth $21.6 billion in 2011. Mobile gaming revenues grew from $33 billion in 2010 to an estimated $54 billion in 2015. Social gaming revenues increased from $8 billion in 2011 to an estimated $11.4 billion in 2014, with 600 million global social gamers and over 50% of US internet users playing social games.
This document summarizes AbZorba's mobile social casino games platform. It discusses the opportunity for real gambling sites to utilize virtual games as feeders through affiliate and white label programs. AbZorba has experience in this space and offers turnkey solutions including published casino game titles like blackjack, poker and roulette that generate revenue through in-game purchases and ads. Their platform allows for social features and integration between games and third-party sites.
Group 4 consists of 4 members: Abraham John, Rohit CV, Riya Aseef, and Nikhil John Abraham.
Tencent Holdings is a Chinese conglomerate founded in 1998 and headquartered in China. They operate in internet services, entertainment, artificial intelligence, and technology. Tencent has different product categories like communication, games, and lifestyle to meet different customer needs. Their games are divided into segments like action, shooting, massively multiplayer online (MMO), sports, and casual games. Tencent uses their social platforms like WeChat and QQ to interact with customers and release and distribute games.
Similar to Reboot Showcase - Israeli Game Industry & GameIS (20)
3. Some Major Players
300 games, 10 a month, over
1B DL
Top 10 Publisher
Pirate Kings FB game, ~1M Daily
Active Users
Partners with Samsung,
Engaging Android & Oculus Rift
games
Leading hardcore F2P MMO Games
on Facebook – Stormfall, Soldiers inc,
Tides of Fortune, War of Empires
Top 10 developer for F2P Social
Gaming games
Leading in Interactive Quiz type
(“which superhero are you”)
surveys – passed the BBC, The
Guardian, NY Times, and
Buzzfeed.
Who 2017?
4. Some Major Players
over 1B DL
Top 10 Publisher
70M Installs
Board Kings Launch
Pet Monsters
Protocol Zero VR
Terminator, Predator, IP Based
The 4.4 B$ Deal!
Top Facebook Publisher world
wide.
Who 2017?
60. The digital games industry association in Israel.
NPO: Volunteering, Transparency, Mutual Aid
•Established (officially) in 2011
•Over 1400 members
•Representing over ~200 companies in fields of Game
Development, Technology and business
• 5000+ members in our mail and Facebook activity
•Taking part in over 50+ events all year long
•Core values: Volunteering, Transparency, Mutual benefit
61. • Over 800 participants in 2014, Expecting ~1000 in 2017
• 40 speakers over 3 tracks, both local and international
Annual GameIS Conference
62. GAMEIS CONF 2017: July 6th, 2017
•WE ARE LOOKING FOR SPEAKERS & SPONSORS!
• Contact us at nir@gameis.org.il
• Check https://www.gameisconf.com/ for details
Editor's Notes
Jelly Button Games: Pirate Kings, Board Kings
SideKick Games
Plarium: Traditional social strategy builder games with auto-resolved combat and reliance on clans and alliances for high level players
Gates of War (soft launch): full scale mobile RTS game with synchronous PvP and persistant base
PC/Console digital distribution also on the rise, with few games passing Kickstarter, Steam greenlight and approved for console development.
Established (officially) in 2011
Over 650 members
Representing over 150 companies in fields of Game Development, Technology and business
2500 members in our mail and facebook activity
Taking part in 25 events during 2013
Run by 5 board members
Core values: Volunteering, Transparency, Mutual benefit