It's about the FUTURE and the KSF in the GAMING INDUSTRY. Based on actual market research data (Gardner, PwC, etc.) answers mainly to two questions:
(1) How the ENVIRONMENTAL CHANGE of the gaming industry of the next years will be?
(2) What are the KSFs IN THE GAMING INDUSTRY of tomorrow?
Makalah bahasa indonesia tentang surat resmiRafi Mariska
File ini sangat bermanfaat untuk adik-adik atau abang-abang yang berakademisi. Surat resmi merupakan salah satu surat yang digunakan dalam hal resmi baik itu organisasi atau lembaga negara sekali pun. Jadi sangat penting untuk mempelajari file ini. Mohon membaca dengan khitmat.
Catalina California Structured Settlement Transfer Court order example. Uploaded by leading company Einstein Structured Settlements for those who are interested in learning how the sale process and transferring process works.
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Makalah bahasa indonesia tentang surat resmiRafi Mariska
File ini sangat bermanfaat untuk adik-adik atau abang-abang yang berakademisi. Surat resmi merupakan salah satu surat yang digunakan dalam hal resmi baik itu organisasi atau lembaga negara sekali pun. Jadi sangat penting untuk mempelajari file ini. Mohon membaca dengan khitmat.
Catalina California Structured Settlement Transfer Court order example. Uploaded by leading company Einstein Structured Settlements for those who are interested in learning how the sale process and transferring process works.
ShareDocs Enterpriser is a high-tech and secure document management system that lets you create, share, preserve, procure and manage official documents. Taking the Green Initiative forward, it helps you make your business go paperless. Its SME-specific modules, customizable design and ease of use makes ShareDocs Enterpriser one of the most favored enterprise document management system.
Company Description - AIVtech International Group Co. (“AIVtech” or the “Company”) is a leading manufacturer of consumer electronics
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to become a well-known international brand. AIVtech focuses on the integration of electronic devices, such as multimedia speakers, with
furniture and has coined the term “electronic furniture” to describe its products. The Company’s brand—AIV—stands for “Audio & Interactive
Video” and describes the integration of audio and video to provide complete audio-visual systems for its customers. Currently, the
Company classifies its products within three categories: (1) casual furniture audio such as rocking chair speakers and video game chairs;
(2) hi-fi digital and multimedia speakers; and (3) LCD/LED televisions, which entered into production in April 2010. The Company was
founded in October 2004 and is headquartered in Shenzhen, China, and its manufacturing facility is located in Dongguan.
Un análisis del entorno tecnológico actual y su impacto en la sociedad y en la industria. El caso INTEL es un claro exponente de la evolución digital, la innovación y la evolución de una compañía líder en su sector.
http://bit.ly/igmHCe
Nagios Conference 2012 - Dave Josephsen - 2002 called they want there rrd she...Nagios
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Data and the Future of Gaming Post COVIDData Con LA
Data Con LA 2020
Description
Given the lock down, consumption for gaming has increased dramatically across the world. We see major changes in how data is used in running the game, marketing the game, and monetizing gameplay.
*Size of gaming and how behaviors have changed since COVID
*Data it's role of games as a service games (in game telemetry)
*What are people playing around the world during lock down and what does it say about them?
*How data is used for marketing and how does it translate to in game
Speaker
Kunny Berdow, Google, Principal Analytical Lead
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
1. RIVALRY IN VIDEO GAMES
Rivalry in Video Games
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Dragosh OTTO
2. CONTENT
1. Definition and Facts
2. Timeline Consoles
3. Future Console and PC Games (Cows)
4. Future of Mobile, Wireless, and Social Games (Stars)
5. Environmental Change
6. Conclusion
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3. 1. DEFINITION AND FACTS
• Electronic game, also called computer game or 12
Source: PwC, 2012
video game, [is] any interactive game operated by 10 10,5 10,7
Average hours spent per week
computer circuit. (…) The term ‘video game’ (…) 8 8,9
can refer more specifically only to games played on
6 6,8
devices with video displays(…). (Britannica Online 6,3
Encyclopedia, 2012) 4 4,9
3,8
• Consoles are no longer the only game in town. 2 2,7
1,8 2
1 0,8
(The Economist, 2011) 0
Console Online on computer Wireless
(portable, phone, tablet)
• Online and wireless games will boost video games. Light Gamers Medium Gamers Heavy Gamers TOTAL
(PwC, 2011)
• Videogames market 2012 is $67bn, growing to
$82bn in 2017 [22% growth potential]. (David Cole, 120
Source: Gardner, 2012
112
DFC, 2012)
Gaming industry prognose in bn$
100
97
• Online games market $19bn in 2011 (…) to reach 80
74
$35bn by 2017 [84% growth potential]. (David Cole, 60
57
DFC, 2012) 51
40 45
• The ongoing economic weakness induced gamers 20 25 21
27 28
18
to shift to less expensive, online and wireless 0
12
options, cutting into the high-priced console game 2011 2013 2015
Gaming Software Gaming Hardware Online Gaming TOTAL
market. (PwC, 2011)
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4. 2. TIMELINE CONSOLES
NES: quality, performance, controller “specifically aimed at women, families
Atari Pong, and those who had never played video
1972 games before.” (The Economist, 2011)
Sega Genesis: better graphics,
relationship with developers
Atari 2600: exchangeable games & “gaming started to move from niche to
first commercial hit mainstream “ (The Economist, 2011)
Source: Infographic Design, 2012
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5. 3. FUTURE CONSOLE AND PC GAMES (COWS)
• Interactive multimedia platforms with
various capabilities (e.g. online, Kinect).
• Games need to be immersive (PwC, 2012), to
be simulations of the real world. (The Economist,
2011)
• Awareness of e-sports – video games
played professionally (Halo 2, StarCraft). Source: www.mashable.com
• Game production cost cutting is a KSF
for platform developers. This attracts
game developers. And they attract more
customers, means $ & .
• Smart & innovative business model.
OUYA open console for $99 on
Android OS will be launched in 2013.
Financed by crowd funding Source: www.ouya.tv
(kickstarter.com) they raised $8.1m.
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6. 4. FUTURE OF MOBILE, WIRELESS, AND SOCIAL GAMES (STARS)
• Now the ever-increasing computing power of mobile 50
Source: PwC, 2012
phones has put the means of playing games. (…) 40
Far more computing power than the original
PlayStation. (The Economist, 2011) 30
Billion $
• Gaming is in fourth place (42 percent), and appears 20
more popular than checking the news (40 percent) 10
and listening to music (40 percent). (Gardner, 2012)
0
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
• Price is much lower. Mostly for free. (Farmville)
Online/Wireless Console/PC
• Number of games on App Store and Co. are incomparable to consoles. E.g. App Store offers 128000 games, representing
18% (148Apps.biz, 2012) , Android Market 48244 games, representing about 15% (www.androlib.com, 2012).
• 64% of users who downloaded an [iOS] app in the past 30 days have downloaded a game. (Stan, 2012)
• 52% of all worldwide end user mobile sessions were spent in games. (Farago, 2012)
• “(…) the rules of competition have changed dramatically, arguably creating the most open, egalitarian market in the
history of video games”. (Farago, 2012)
• Purchase is easy. App Store 35bn, Play Store 30bn downloads in less then 5 years.
• Production costs for developers can be low. Focus on game player excitement.
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7. 5. ENVIRONMENTAL CHANGE
Games & devices Customer
1. Single platform -> multiplatform 1. Product -> service (PwC, 2012)
Exclusive console -> every console, PC & mobile. (PwC, 2011) Buy a game -> enjoy the time (online game platform).
2. Dedicated device -> standard platform 2. Hardcore gamer -> casual gamer
Atari (console) -> Xbox 360 (console, internet, DVD) -> iPhone (phone, Gamers will individually spend less hours playing (mean).
internet, email, player, gaming device, banking, ‘an app for everything’).
3. Young -> mature
3. Proprietary physical -> standardized online
The average game purchaser is in the US is 35 years. (ESA, 2012)
distribution
Cartridges -> CD, DVD, Blue Ray -> online. 2017: 39% of revenue. (DFC, 4. Male -> equilibrated
2012)
47% of the US players are female. (ESA, 2012)
4. High production costs -> lower costs (mean)
5. Individual gamer (offline) -> social gamer
Few big productions -> many small with some big productions (online)
5. Low version rate -> high version rate ‘Home alone’ -> ‘available’ friends (62% play with others).
6. Asia will gain importance. 6. Marketing driven -> network driven buying
China overtakes Japan (2nd in market size) in 2011 and will probably
decision ‘Word of mouth’ (PwC, 2012)
reach the US (biggest) gaming market by 2017. (PwC, 2011)
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8. DRIVING INNOVATION IS THE KSF IN THE GAMING INDUSTRY
• Resources & competences
• Attracting capital – VC, crowd funding (e.g. OUYA), in game advertising, in app
purchasing.
• Attracting HR – efficiency, creativity, and know-how.
• Realizing collaboration partnerships in order to enable innovative products.
• Attracting new customer segments (e.g. PlayStation, Wii, etc.). (The Economist, 2011)
• Technology
• Be up to date (with respect to cost/value ratio).
• But control your costs.
• Intuitive interfaces for customers.
• Ideas, visions embedded into a feasible strategy because:
Nothing is more powerful than an idea whose time has come.
(Victor Hugo)
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9. SOURCES
• App Store Metrics; 148Apps.biz; Nov. 2, 2012.
• Essential Facts About the Computer and Videogame Industry; ESA; 2012.
• Gartner Survey Highlights Top Five Daily Activities on Media Tablets; Gardner UK; July 3, 2012.
• Global entertainment and media outlook; 2011–2015; PwC; Aug. 2011.
• New Market Entrants Exert Greater Influence on U.S. Entertainment and Media M&A Activity, According to
PwC US; PwC US; Jan. 24, 2012.
• The evolution of video gaming and content consumption; PwC, 2012.
• Britannica Online Encyclopedia; 2012.
• Infographic Design (http://www.infographicdesign.org); 2012.
• Cole, David: DFC Intelligence Forecasts Worldwide Video Game Market to Reach $82 Billion by 2017;
PRWeb; July 16, 2012.
• Cross, Tim: All the world’s a game; The Economist; Dec. 10, 2011.
• Farago, Peter: Indie Game Makers Dominate iOS and Android; Flurry Analytics; March 06, 2012.
• Peterson, Steve: Game Industry Forecast Shows Solid Growth; October 12, 2011.
• Schroeder, Stan: Mobile Games Dominate Smartphone App Usage; Nielsen; July 7, 2012.
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