This document is a mobile statpack from eMarketer that provides statistics and forecasts about mobile device usage, mobile commerce, and mobile marketing in the United States. It contains information on topics such as the reach of mobile devices, the growth of mobile shoppers and buyers, the influence of mobile on commerce, and metrics related to mobile commerce performance. The statpack is broken into three sections on mobile device reach, mobile shoppers and buyers, and mobile commerce influence and performance, and provides charts, statistics, and forecasts on each topic.
The document summarizes the mobile app market in India. It states that India has over 375 million active internet users, with over 303 million being mobile internet users. The app market in India is projected to grow substantially, with the estimated market size increasing from $150 million in 2014 to $626 million in 2016. Communication apps currently make up the largest category at 36% of the Indian app market. The document also outlines some limitations and future trends of the Indian app market, such as increasing internet speeds and the rise of wearable devices and next-gen platforms that will drive further app usage and growth.
Your Mobile PPC Sucks (But It Doesn't Have To!) - SMX West 2017 - Maddie CaryMaddie Cary Deuel
The document discusses optimizing mobile paid search campaigns. It begins by highlighting how mobile usage has surpassed desktop and the importance of mobile. It then provides tips to stop ignoring mobile, stop devaluing mobile audiences and intent, and stop doing mobile PPC badly by focusing on bidding, creative, and landing pages. Finally, it suggests expanding ideas for mobile PPC to include call extensions, app campaigns, remarketing, and shopping campaigns. The overall message is that marketers should not rule out or underestimate mobile opportunities.
Après le CES de Las Vegas en janvier, le NRF de New-York en février, les équipes de Niji sont parties à l’assaut du Mobile World Congress 2017, du 27 février au 02 mars à Barcelone : le rendez-vous annuel de l’écosystème et la communauté mobile internationale !
5G, cyber sécurité, assistant personnel, robot, voiture autonome, maison connectée, nouveaux smartphones et interfaces toujours plus innovantes : le MWC 2017 est l’occasion pour de nombreux acteurs de dévoiler leurs dernières nouveautés ... autant d'innovations que nos équipes se sont efforcées d’observer et d'analyser sur place.
The document discusses mobile game retention strategies. It introduces the speaker as having 11 years of experience in the online game industry and owning a mobile game publishing company. It then outlines the typical player retention cycle of engagement, immersion, and seeking new content or challenges. Specific retention techniques mentioned include exclusive time-limited content, boosters, subscriptions, and unlockables to keep players engaged and wanting to continue playing. The document stresses that retention is about game design and a proper free-to-play user experience rather than just push notifications or ads.
This document outlines 5 steps for non-Western game developers to achieve success in Western markets: 1) Set up a business overseas for tax and operational benefits, 2) Develop a product tailored for Western audiences through UX design and market research, 3) Localize the product for language and cultural differences to boost conversions by 70%, 4) Distribute through major app stores' centralized payment and tracking systems, and 5) Market effectively using the Western region's large media buying opportunities and lower fraudulent traffic.
This document discusses the role of a sound designer in game development. It outlines traits to look for in a sound designer, including technical knowledge, creative vision, and good communication skills. It also describes the game development process from the perspective of a sound designer, including pre-production, production, implementation, and polish. The production process involves tasks like recording, synthesis, and editing sounds. Implementation involves integrating sounds into the game engine and setting up systems for sound effects, ambience, and reverb zones.
This document is a mobile statpack from eMarketer that provides statistics and forecasts about mobile device usage, mobile commerce, and mobile marketing in the United States. It contains information on topics such as the reach of mobile devices, the growth of mobile shoppers and buyers, the influence of mobile on commerce, and metrics related to mobile commerce performance. The statpack is broken into three sections on mobile device reach, mobile shoppers and buyers, and mobile commerce influence and performance, and provides charts, statistics, and forecasts on each topic.
The document summarizes the mobile app market in India. It states that India has over 375 million active internet users, with over 303 million being mobile internet users. The app market in India is projected to grow substantially, with the estimated market size increasing from $150 million in 2014 to $626 million in 2016. Communication apps currently make up the largest category at 36% of the Indian app market. The document also outlines some limitations and future trends of the Indian app market, such as increasing internet speeds and the rise of wearable devices and next-gen platforms that will drive further app usage and growth.
Your Mobile PPC Sucks (But It Doesn't Have To!) - SMX West 2017 - Maddie CaryMaddie Cary Deuel
The document discusses optimizing mobile paid search campaigns. It begins by highlighting how mobile usage has surpassed desktop and the importance of mobile. It then provides tips to stop ignoring mobile, stop devaluing mobile audiences and intent, and stop doing mobile PPC badly by focusing on bidding, creative, and landing pages. Finally, it suggests expanding ideas for mobile PPC to include call extensions, app campaigns, remarketing, and shopping campaigns. The overall message is that marketers should not rule out or underestimate mobile opportunities.
Après le CES de Las Vegas en janvier, le NRF de New-York en février, les équipes de Niji sont parties à l’assaut du Mobile World Congress 2017, du 27 février au 02 mars à Barcelone : le rendez-vous annuel de l’écosystème et la communauté mobile internationale !
5G, cyber sécurité, assistant personnel, robot, voiture autonome, maison connectée, nouveaux smartphones et interfaces toujours plus innovantes : le MWC 2017 est l’occasion pour de nombreux acteurs de dévoiler leurs dernières nouveautés ... autant d'innovations que nos équipes se sont efforcées d’observer et d'analyser sur place.
The document discusses mobile game retention strategies. It introduces the speaker as having 11 years of experience in the online game industry and owning a mobile game publishing company. It then outlines the typical player retention cycle of engagement, immersion, and seeking new content or challenges. Specific retention techniques mentioned include exclusive time-limited content, boosters, subscriptions, and unlockables to keep players engaged and wanting to continue playing. The document stresses that retention is about game design and a proper free-to-play user experience rather than just push notifications or ads.
This document outlines 5 steps for non-Western game developers to achieve success in Western markets: 1) Set up a business overseas for tax and operational benefits, 2) Develop a product tailored for Western audiences through UX design and market research, 3) Localize the product for language and cultural differences to boost conversions by 70%, 4) Distribute through major app stores' centralized payment and tracking systems, and 5) Market effectively using the Western region's large media buying opportunities and lower fraudulent traffic.
This document discusses the role of a sound designer in game development. It outlines traits to look for in a sound designer, including technical knowledge, creative vision, and good communication skills. It also describes the game development process from the perspective of a sound designer, including pre-production, production, implementation, and polish. The production process involves tasks like recording, synthesis, and editing sounds. Implementation involves integrating sounds into the game engine and setting up systems for sound effects, ambience, and reverb zones.
2016 Local Industry Highlights and the Roadmap Ahead (Philippines)
Presented by Alvin Juban, President, GDAP at GMGC Manila
LinkedIn: https://ph.linkedin.com/in/emperoralvin
Recipe for Success (looking at our strategy for creating and publishing games)
Presented by Mario Wynands, Managing Director, PikPok at GMGC Manila
LinkedIn: https://nz.linkedin.com/in/mariowynands
The document provides lessons learned from running a game startup. It emphasizes the importance of having proper legal agreements in place to define responsibilities and protect the business. It also stresses embracing challenges and constant growth. Key advice includes getting outside perspectives from advisors, veterans, and peers. Continuous learning, resilience, and fostering a supportive community are also highlighted as critical skills for startup success.
The document discusses how game designers can make effective decisions when developing games. It notes that the game industry is unpredictable and designers do not have a guaranteed formula for success. It recommends that designers use a combination of their intuition ("gut"), data analysis, and testing to guide their decisions. Designers should leverage their experience, gather player data and behavior metrics, and encourage testing of different design theories with prototypes and experiments. By considering multiple perspectives and validating ideas through a fast iterative process, designers can make better informed choices despite the uncertain nature of game development.
VNG is Vietnam's largest social media and digital media company. It owns Zalo, Vietnam's most popular messaging app, similar to Line, WeChat, and Kakao. Vietnam has a rapidly growing mobile market and smartphone user base, with smartphone penetration expected to reach 70% by 2019. The mobile game market in Vietnam is also growing quickly and is expected to reach over $100 million by 2015. VNG aims to build up its mobile game publishing on Zalo to take advantage of these trends in the Vietnamese market.
The document discusses DeNA's operations in Vietnam. It notes that DeNA Hanoi is the main development arm for DeNA Singapore/Hanoi Studio, targeting global mobile social game development and operations. It describes DeNA Hanoi's staff of over 100 people and lists some of the titles it has developed. It also outlines DeNA's transformation of its Vietnam operations from a contract engineering house to a game studio, and notes the success it has achieved in gaining global market experience and technical skills while maintaining a competitive cost base in Vietnam.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
HALO Digital provides mobile content and payment solutions globally. It has 5 mobile game development teams, publishes over 200 games, and processes over $20 million per month in transactions. HALO offers the HALOPAY solution, which supports multiple platforms and automatically locates the user's preferred payment methods based on factors like location and language. HALOPAY integrates with over 100 payment solutions worldwide to offer a one-stop shop for developers. HALO is seeking partners for its payment channels, content publishing platforms, and mobile game development services.
1. The document discusses a company called Pati Games that develops mobile games targeted towards Asian women.
2. Pati Games has had success with games like "I Love Coffee" which has over 20 million registered users globally and is popular in Asia on platforms like Line.
3. The document outlines Pati Games' approach to targeting Asian women, which focuses on emotional messaging that taps into women's dreams rather than using logical arguments.
4. It discusses expanding to new game content like a resort-themed game and finding new platform partners to reach more users.
Tapjoy provides predictive analytics and marketing automation tools to help mobile game developers maximize monetization from their user base. Their platform segments users into cohorts based on payment behavior, predicts future user value, and targets personalized content like ads and offers to optimize revenue. One customer saw a 90% boost in ad revenue by testing currency exchange rates identified by Tapjoy as most profitable. Tapjoy aims to help developers monetize from their many non-paying users by delivering the right experience at the right time.
- Mediasoft Entertainment is Malaysia's largest game developer with 13 years of experience in the creative industry. They are known for the mobile game Badminton Jump Smash which achieved multi-million installs.
- Their core business is in IP creation, game development, animation, game publishing, IP licensing and app development. They have technology and publishing partners to support their work.
- Their roadmap focuses on first creating original IPs, understanding the market and demands, and increasing value through partnerships which allows them to enter new markets through licensing. Their culture emphasizes imagination, action and people.
VNG was originally a PC game publisher that saw great success for 8 years, but then faced challenges as the environment rapidly changed with the rise of mobile gaming. To adapt, VNG built an integrated game business model across PC and mobile to publish their franchises on multiple platforms and find continued growth in the new mobile era.
The mobile gaming market in India is growing rapidly and is an important opportunity for game developers. It is expected to triple in size to $300 million by 2017. Currently, only 2 out of every 100 mobile subscribers in India play mobile games, indicating significant room for growth. As affordable smartphones and cheap data plans become more common, more Indians are gaining access to mobile games. The market is especially promising for Android games due to the high adoption rate of the Android operating system in India.
This document discusses monetization strategies for mobile games in Southeast Asia. It provides an overview of the gaming market and revenue potential in key Southeast Asian countries. It then outlines approaches for monetization from the perspective of game publishers and content owners. Common payment options for games in Southeast Asia are also examined, including credit cards, prepaid cards, mobile payments, and online banking. Factors to consider when selecting the right payment options like coverage, fees, and regulations are highlighted. The document concludes with an overview of MOL's expansion and leadership in the Southeast Asian market since its founding in 2000.
1) The document provides an overview of the mobile game markets in China and Vietnam, comparing their development paths and key metrics.
2) China's mobile game market is much larger than Vietnam's, with over 1.2 billion mobile users in China compared to 134 million in Vietnam. However, Vietnam's market is growing rapidly.
3) The document outlines trends in the two markets such as rising revenues and user numbers. It also analyzes the industry chains and discusses opportunities and challenges in Vietnam compared to China's more developed market.
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.
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.
To view the video (Mandarin) please visit: https://www.youtube.com/watch?v=ndN0Keu2iAU Bryan Xu, COO, Talkingdata Presented at GMGC2015 Beijing, Talkingdata
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
2016 Local Industry Highlights and the Roadmap Ahead (Philippines)
Presented by Alvin Juban, President, GDAP at GMGC Manila
LinkedIn: https://ph.linkedin.com/in/emperoralvin
Recipe for Success (looking at our strategy for creating and publishing games)
Presented by Mario Wynands, Managing Director, PikPok at GMGC Manila
LinkedIn: https://nz.linkedin.com/in/mariowynands
The document provides lessons learned from running a game startup. It emphasizes the importance of having proper legal agreements in place to define responsibilities and protect the business. It also stresses embracing challenges and constant growth. Key advice includes getting outside perspectives from advisors, veterans, and peers. Continuous learning, resilience, and fostering a supportive community are also highlighted as critical skills for startup success.
The document discusses how game designers can make effective decisions when developing games. It notes that the game industry is unpredictable and designers do not have a guaranteed formula for success. It recommends that designers use a combination of their intuition ("gut"), data analysis, and testing to guide their decisions. Designers should leverage their experience, gather player data and behavior metrics, and encourage testing of different design theories with prototypes and experiments. By considering multiple perspectives and validating ideas through a fast iterative process, designers can make better informed choices despite the uncertain nature of game development.
VNG is Vietnam's largest social media and digital media company. It owns Zalo, Vietnam's most popular messaging app, similar to Line, WeChat, and Kakao. Vietnam has a rapidly growing mobile market and smartphone user base, with smartphone penetration expected to reach 70% by 2019. The mobile game market in Vietnam is also growing quickly and is expected to reach over $100 million by 2015. VNG aims to build up its mobile game publishing on Zalo to take advantage of these trends in the Vietnamese market.
The document discusses DeNA's operations in Vietnam. It notes that DeNA Hanoi is the main development arm for DeNA Singapore/Hanoi Studio, targeting global mobile social game development and operations. It describes DeNA Hanoi's staff of over 100 people and lists some of the titles it has developed. It also outlines DeNA's transformation of its Vietnam operations from a contract engineering house to a game studio, and notes the success it has achieved in gaining global market experience and technical skills while maintaining a competitive cost base in Vietnam.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
HALO Digital provides mobile content and payment solutions globally. It has 5 mobile game development teams, publishes over 200 games, and processes over $20 million per month in transactions. HALO offers the HALOPAY solution, which supports multiple platforms and automatically locates the user's preferred payment methods based on factors like location and language. HALOPAY integrates with over 100 payment solutions worldwide to offer a one-stop shop for developers. HALO is seeking partners for its payment channels, content publishing platforms, and mobile game development services.
1. The document discusses a company called Pati Games that develops mobile games targeted towards Asian women.
2. Pati Games has had success with games like "I Love Coffee" which has over 20 million registered users globally and is popular in Asia on platforms like Line.
3. The document outlines Pati Games' approach to targeting Asian women, which focuses on emotional messaging that taps into women's dreams rather than using logical arguments.
4. It discusses expanding to new game content like a resort-themed game and finding new platform partners to reach more users.
Tapjoy provides predictive analytics and marketing automation tools to help mobile game developers maximize monetization from their user base. Their platform segments users into cohorts based on payment behavior, predicts future user value, and targets personalized content like ads and offers to optimize revenue. One customer saw a 90% boost in ad revenue by testing currency exchange rates identified by Tapjoy as most profitable. Tapjoy aims to help developers monetize from their many non-paying users by delivering the right experience at the right time.
- Mediasoft Entertainment is Malaysia's largest game developer with 13 years of experience in the creative industry. They are known for the mobile game Badminton Jump Smash which achieved multi-million installs.
- Their core business is in IP creation, game development, animation, game publishing, IP licensing and app development. They have technology and publishing partners to support their work.
- Their roadmap focuses on first creating original IPs, understanding the market and demands, and increasing value through partnerships which allows them to enter new markets through licensing. Their culture emphasizes imagination, action and people.
VNG was originally a PC game publisher that saw great success for 8 years, but then faced challenges as the environment rapidly changed with the rise of mobile gaming. To adapt, VNG built an integrated game business model across PC and mobile to publish their franchises on multiple platforms and find continued growth in the new mobile era.
The mobile gaming market in India is growing rapidly and is an important opportunity for game developers. It is expected to triple in size to $300 million by 2017. Currently, only 2 out of every 100 mobile subscribers in India play mobile games, indicating significant room for growth. As affordable smartphones and cheap data plans become more common, more Indians are gaining access to mobile games. The market is especially promising for Android games due to the high adoption rate of the Android operating system in India.
This document discusses monetization strategies for mobile games in Southeast Asia. It provides an overview of the gaming market and revenue potential in key Southeast Asian countries. It then outlines approaches for monetization from the perspective of game publishers and content owners. Common payment options for games in Southeast Asia are also examined, including credit cards, prepaid cards, mobile payments, and online banking. Factors to consider when selecting the right payment options like coverage, fees, and regulations are highlighted. The document concludes with an overview of MOL's expansion and leadership in the Southeast Asian market since its founding in 2000.
1) The document provides an overview of the mobile game markets in China and Vietnam, comparing their development paths and key metrics.
2) China's mobile game market is much larger than Vietnam's, with over 1.2 billion mobile users in China compared to 134 million in Vietnam. However, Vietnam's market is growing rapidly.
3) The document outlines trends in the two markets such as rising revenues and user numbers. It also analyzes the industry chains and discusses opportunities and challenges in Vietnam compared to China's more developed market.
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.
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.
To view the video (Mandarin) please visit: https://www.youtube.com/watch?v=ndN0Keu2iAU Bryan Xu, COO, Talkingdata Presented at GMGC2015 Beijing, Talkingdata
More from Global Mobile Game Confederation (GMGC) (20)
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
• For a full set of 530+ questions. Go to
https://skillcertpro.com/product/servicenow-cis-itsm-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.