I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.
Social media consultant Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Launching Video Games In Casinos: Gold Rush Or Bust? | Darion LowensteinJessica Tams
Casinos all over the USA have seen steady declines in slot revenue. Revolutionizing the casino, companies like Gamblit Gaming have launched new interactive touch screen hardware on casino floors that bring skill video games and gambling together. In this metrics focused talk, 20+ year industry veteran and Gamblit Gaming CMO Darion Lowenstein will talk about what it takes to gamblify games like Into The Dead, Catapult King, Jetpack Joyride and launch it on a casino floor.
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.
Hewlett Packard Enterprise (HPE) ha pubblicato l’edizione 2016 dello studio HPE Cyber Risk Report, un rapporto che identifica le principali minacce alla sicurezza subite dalle aziende nel corso dell’anno passato. La dissoluzione dei tradizionali perimetri di rete e la maggiore esposizione agli attacchi sottopongono gli specialisti della sicurezza a crescenti sfide per riuscire a proteggere utenti, applicazioni e dati senza tuttavia ostacolare l’innovazione né rallentare le attività aziendali.
La presente edizione del Cyber Risk Report analizza lo scenario delle minacce del 2015, proponendo azioni di intelligence nelle principali aree di rischio, quali la vulnerabilità delle applicazioni, le patch di sicurezza e la crescente monetizzazione del malware. Il report approfondisce inoltre tematiche di settore rilevanti come le nuove normative nell’ambito della ricerca sulla sicurezza, i “danni collaterali” derivanti dal furto di dati importanti, i mutamenti delle agende politiche e il costante dibattito su privacy e sicurezza.
Se le applicazioni web sono una fonte di rischio significativa per le organizzazioni, quelle mobile presentano rischi maggiori e più specifici. Il frequente utilizzo di informazioni personali da parte delle applicazioni mobili genera infatti vulnerabilità nella conservazione e trasmissione di informazioni riservate e sensibili, con circa il 75% delle applicazioni mobili analizzate che presenta almeno una vulnerabilità critica o ad alto rischio rispetto al 35% delle applicazioni non mobili.
Lo sfruttamento delle vulnerabilità software continua a essere un vettore di attacco primario, soprattutto in presenza di vulnerabilità mobili. Basti pensare che, come nel 2014,le prime dieci vulnerabilità sfruttate nel 2015 erano note da oltre un anno e il 68% di esse da tre anni o più. Windows è stata la piattaforma software più colpita nel 2015: il 42% delle prime 20 vulnerabilità scoperte è stato indirizzato a piattaforme e applicazioni Microsoft. Colpisce poi anche un altro dato. Il 29% di tutti gli attacchi condotti con successo nel 2015 ha infatti utilizzato quale vettore di infezione Stuxnet, un codice del 2010 già sottoposto a due patch.
Passando ai malware, i bersagli sono cambiati notevolmente in funzione dell’evoluzione dei trend e di una sempre maggiore focalizzazione sull’opportunità di trarre guadagno. Il numero di minacce, malware e applicazioni potenzialmente indesiderate per Android è cresciuto del 153% da un anno all’altro: ogni giorno vengono scoperte oltre 10.000 nuove minacce. Apple iOS ha registrato le percentuali di crescita maggiori, con un incremento delle tipologie di malware di oltre il 230% anno su anno.
If you find your digestive tract grumbling and protesting more than you think it should, you might want to replenish your gut’s probiotics. Probiotics are a combination of living, beneficial bacteria that occur naturally in the human intestinal tract. Probiotics are essential for maintaining healthy digestion.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
Seminar will outline the size, scope and reach of casual gaming worldwide as well as the role casual games play in people’s lives. We will lead a conversation on the benefits of integrating gaming into your marketing or content strategy and briefly discuss Exent’s long history in this market. We will then review the various ways site owners and marketers have “Gamified” themselves including, but not limited to, Advergaming, content plays, advertising programs, and social gaming. We will end with a look at the future of gaming and its implications.
eent
EDUCATION ABOUT ENTREPRENEURSHIP AND NEW TECHNOLOGIES
@JaumeTeixi
12/07/2011
Social Games
(a little introduction)
Player Types
All Games Are Social?
Definition
Innovations
Microtransactions with Virtual Goods
Zynga and the Big Operators
Design Copycats
Near Future
Innovations
F2P - Free to Play
Virtual Goods - Microtransactions
Casual Gamers
Social Graph’s Spam/Gameplay
MVP – Minimum Viable Product
Pivoting, A/B Tests, Metrics 4 All
BVG – Branded Virtual Goods
Given at the 2017 Atlanta Science Fiction & Fantasy Expo, provides an overview of copyrights and trademarks issues involved in cosplay and fan enthusiasm.
This was the breakfast keynote for the ISSA Women in Security SIG held at the Disney Contemporary in October, 2014. The session looks at the info security issues from what can be expected in the near and mid-term future, the challenges of management and leadership talent in this area, and how women can uniquely fill the leadership gap.
This session prepared for the ATL Film Festival gives an overview of some of the legal issues filmmakers need to know about as they write, film, and distribute their films.
This session prepared for the ATL Film Festival focuses on the legal issues documentary filmmakers need to be aware of as they prepare for, film, and distribute their documentaries.
This session reviews the basics of digital revenues streams for musicians using online radio, download and streaming sites to promote and sell their music.
This session reviews social media policy concerns from the perspective of universities and colleges. It offers best practices and a series of scenarios as to what and how social media policies can help institutions of higher education.
This presentation offers an overview of the legislative and legal landscape of cyber bullying and sexting. It is meant for attorneys involved in these kinds of cases.
2. Social Games What are they? Who is playing them? What makes some successful? Business & Legal Issues What does the future hold? “Gamification is reinventing business, marketing, and everyday life” ~ Jennifer Van Grove, Mashable.com, July, 2011
3. Are these social games? Knucklebones Chess Dungeons and Dragons Magic: the Gathering Farmville Words with Friends World of Warcraft 2012 London Olympics: Competitive Tweeting Foursquare
4. What are Social Games? A game that takes advantage of your friendships in meaningful ways. ~ John Romero, game designer Social games take advantage of the social graph to include your real life friends into the game experience. ~ Jens Begemann, CEO, wooga Nicholas Lovell from Gamesbrief.com asked more than 2 dozen gaming gurus how would they define a “social game”.
5. What are Social Games? Any game which uses the social graph to increase and improve the gaming experience, while utilizing game theory and psychology to generate revenue from the active user base from a combination of virtual goods, advertising, and offers. ~ Andy Rogers, managing director, enteraction
6. Who is playing social games? “Social Gamer Thought Leadership Study” ~ RockYou& Interpret, Sept., 2011 37 million social gamers in US alone Social gamers are more socially active online than expected (average 13 hours a week online; 9.5 playing games) Social gamers are increasingly sophisticated gamers (25% prefer games with missions or quests)
7. Who is playing social games? Social gamers are highly receptive to in-game ads (esp. When offered real-world rewards or virtual currency in exchange) Social gamers are avid consumers and valuable customers in the real world Social gamers can be categorized into 4 segments.
8. Who is playing social games? Premium Paul – affluent player who spends on in-game currency to get ahead Competitive Charlie – plays to win and broadcasts his achievements Devoted Danielle – power player but prefers free play Newbie Nancy – less tech savvy; prefers free content From: Study and SocialTimes.com
9. What makes some successful? Based on the interaction between the players. Bragging rights; boasting about achievements Comparing scores and rankings Co-operating; Challenges Gifting; Sharing
10. What makes some successful? Farmville – Zynga Farm simulation game – neighbour system; 10% of all Facebook users
11. What makes some successful? Words with Friends Competitive Scrabble with thousands of “friends” – a classic game everybody already knows the rules to.
12. What makes some successful? World of Warcraft 12 million subscribers; you can live a separate life; become magical and powerful; create relationships – the “guild”
13. Some Business & Legal Issues The Business Model Subscriptions/User Fees Registered Users; Active Users; Lifetime Value Microtransactions for Virtual Goods Facebook Credits Advertising Sponsorships Branded Virtual Goods Product Placement
14. Some Business & Legal Issues Business of Design Original titles vs. Expansion packs Franchising New user acquisition/Marketing of Games Investment Landscape Mobile/Android International Platforms Language & Culture
15. Some Business & Legal Issues Legal Concerns Privacy (TOS & User Agreements) Privacyville - Zynga
16. Some Business & Legal Issues Legal Concerns (cont). Technology (Patent) Platform Content (IP) Production Original vs. Derivative Work Context (Trademarks, etc.) Appropriation vs. Inspiration Publicity Rights Music Licensing Issues
17. Some Business & Legal Issues Legal Concerns (cont). Content (IP) Production (cont). Offensive Content? Children’s Online Protection Act Game Ratings Constitutional Issues First Amendment vs. Censorship
18. Some Business & Legal Issues Legal Concerns (cont). Content Access & Distribution Digital Rights Management Licensing Territory Compensation
19. What Does the Future Hold? The M’s: More & Mobile More complexity in the game (advanced storytelling/augmented reality) More variety amongst genres and play style More expansion to education & business More quality Mobile
20. What Does the Future Hold? The Last M – More respect The use of social gaming to do social good. Zynga and Pizza Hut to help fight world hunger – exclusive in-game items can be purchased by users
21. What Does the Future Hold? The Last M – More respect (cont.) Jane McGonigal: Gaming Can Make a Better World; TED 2010 Gamers Can Be World Heroes
22. What Does the Future Hold? Why can gamers make a better world? Because they learn and acquire the following superpowers: Urgent Optimism Weaving a tight social fabric Blissful productivity Epic Meaning
23. What Does the Future Hold? Why can gamers make a better world? (cont.) So they become “super-empowered hopeful individuals” They are a human resource for good.