Slides from the keynote of Jens Begemann at the Virtual Goods Summit in Berlin (May 25th 2001).
Social Games: Why Brands and Publishers are Obsolete
Throughout game industry history, “Publishers” played an important role. Data gathering, market analysis, portfolio planning, IP aggregation, marketing, manufacturing, distribution, sales, and customer service were the Publisher’s value-add. Developers created the games, but publishers provided the scale to build big business.
With the rise of online game distribution the Publisher’s role diminished in importance. The social games ecosystem pushes it into obsolescence. There is no media to press, no boxes to ship. There are no “gold masters” to handoff. Game services require direct and immediate feedback & iteration loops between consumers and creatives. Facebook provides near-instant access to a captive global audience of hundreds of millions, and built-in contextual, targeted marketing mechanisms to effectively reach almost any audience within that huge constituency.
Other companies provide fully-featured tools for monetization, scalable ops, analytics, and customer acquisition. In short – the social game ecosystem enables and requires direct access to huge audiences and major-league tools. Who needs a Publisher anymore?
Speaker:
Jens Begemann, Founder & CEO, wooga
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Obama proved in 2008 that social networking and the Internet are key to winning an election campaign. Purple Forge builds on that by allowing supporters from mobile devices to share political information, and for candidates to poll and survey the public anytime, anywhere.
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Make mistakes and innovate: How entrepreneurs can change the worldSebastien de Halleux
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The Four Lenses of Game Making and Social GamesTadhg Kelly
A talk I gave on the Four Lenses of Game Making at the Social Developers London meetup. This version speaks about the pitfalls of social game and gamification design, and asks whether they should be looking at other lenses for inspiration.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
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This is the first part of my course for the Master of Digital Marketing of the International Univeristy of Monaco:
Most of what is known in traditional economy has been widely questioned, or even completely destroyed, by internet.
The disintermediation of value chains, the acceleration of commercial exchanges, the importance of brand sociology, !ash sales methods, the transformation of products into services, the permeability of borders, the abundance and volatility of o"ers... All these phenomenas make digital markets hardly accessible to those who still use 20th century management tools.
In this course, we will explore #rst the main principles distinguishing digital from traditional economy. We will work then on the importance of two-sided or multi-sided markets, and in particular the economy of gratuity. We will then move forward with the extension of models of monetization enabled by the web today.
Finally, we will try to suggest a new approach on a digital company’s creation of value and added value for its clients, insisting on the notion of ecosystems and «closed gardens». For each key point we will use a recent case study, allowing the students to understand the underlying mechanisms and the practical impacts (for ex. why Diablo III is in competition with iTunes? Why la FNAC is not one of Amazon’s competitor?).
Music Like Water: Gerd Leonhard at A2N 2009 BerlinGerd Leonhard
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* Legalize it: a public, collective, open License for the use of Music online
* Collaborative efforts to develop new, web-native revenue streams
* A new social contract for Content
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In every company, it is possible to identify processes that do not thrive well in a bureaucratic structure. The localization of people, content, and expertise, the utilization of special talents and the maintenance of usable innovation: many things run more smoothly when use is made of an organization’s social dimension. Many tasks can be performed better by organizing employees not just in teams but also in communities and crowds. An organization that makes use of social media,
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The Four Lenses of Game Making and Social GamesTadhg Kelly
A talk I gave on the Four Lenses of Game Making at the Social Developers London meetup. This version speaks about the pitfalls of social game and gamification design, and asks whether they should be looking at other lenses for inspiration.
10 Things We Know about Designing Games for Learning From ResearchKarl Kapp
This decidedly nonacademic presentation provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to changing learner behaviors. You will examine 10 findings from research and see how those findings directly relate to the creation of instructional games, games that make an impact on learner behavior. And, yes, you will play a game in this session!
Learn to apply:
-Findings from game-based research to create effective learning content.
-Three principles for adding game elements to online and stand up instruction.
-Four motivational aspects of games to improve learning recall and application.
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
This is the first part of my course for the Master of Digital Marketing of the International Univeristy of Monaco:
Most of what is known in traditional economy has been widely questioned, or even completely destroyed, by internet.
The disintermediation of value chains, the acceleration of commercial exchanges, the importance of brand sociology, !ash sales methods, the transformation of products into services, the permeability of borders, the abundance and volatility of o"ers... All these phenomenas make digital markets hardly accessible to those who still use 20th century management tools.
In this course, we will explore #rst the main principles distinguishing digital from traditional economy. We will work then on the importance of two-sided or multi-sided markets, and in particular the economy of gratuity. We will then move forward with the extension of models of monetization enabled by the web today.
Finally, we will try to suggest a new approach on a digital company’s creation of value and added value for its clients, insisting on the notion of ecosystems and «closed gardens». For each key point we will use a recent case study, allowing the students to understand the underlying mechanisms and the practical impacts (for ex. why Diablo III is in competition with iTunes? Why la FNAC is not one of Amazon’s competitor?).
Music Like Water: Gerd Leonhard at A2N 2009 BerlinGerd Leonhard
All-together-now (A2N) was a great place to talk about the Future of the Music Industry. Finally, here's a place to discuss real innovation in the music industry. A summary:
* Legalize it: a public, collective, open License for the use of Music online
* Collaborative efforts to develop new, web-native revenue streams
* A new social contract for Content
TeamPark book (english) part 1, vision and inspirationPatrick Savalle
In every company, it is possible to identify processes that do not thrive well in a bureaucratic structure. The localization of people, content, and expertise, the utilization of special talents and the maintenance of usable innovation: many things run more smoothly when use is made of an organization’s social dimension. Many tasks can be performed better by organizing employees not just in teams but also in communities and crowds. An organization that makes use of social media,
social networks, crowdsourcing, stigmergic collaboration and other “2.0” concepts has an advantage over its competitors. This type of organization is what we are calling the “Intelligent Organization.”
This book gives a vision of that new organization. The accompanying book is "TeamPark, platform and method".
Presented by Dr Bernard Leong in Professor Michael Netzley's course "Digital Media across Asia" (#Comm215) in Singapore Management University, it presents an introduction to social networks, the global trends and observations and three case studies on corporate communications: (i) Kaixin001, (ii) CyWorld and (iii) Facebook Pages on a Singapore Case Study. It also gives a short glimpse to mobile social networking and its rise in 2010.
Presentacion sobre los Nuevos Medios y el Marketing.
Realizada en la Universidad Di Tella en Abril 08.
Recopilacion de ideas, informacion y arte para ayudar pensar mejor a los estudiantes sobre los nuevos desafios.
Basado en la fragmentacion de los medios y la nueva economia de la atencion.
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Social Games: Making Publishers Obsolete
1. +
Social Games
– Making Publisher obsolete
Jens Begemann
Founder & CEO wooga
2. wooga
–
world
of
gaming
About
wooga
Jens
Begemann
Founded
January
2009
Founder
&
CEO
Funding:
Founders,
Balderton
Capital,
Holtzbrinck
Ventures
(total
of
€5m+)
Interna9onal
team
of
85
from
20
countries
in
Berlin
Key
stats
5
games
on
Facebook;
30
million
ac9ve
users
Biggest
European
social
game
developer
Only
5%
of
users
from
adver9sing
70%
of
users
are
female
(age
20-‐60)
2
3. n A)
Game
Publisher
or
Developer?
n B)
Blogger
or
Journalist?
n C)
Investor,
Banker,
Analyst?
n D)
Provider
for
the
industry:
Ad-‐Pla[orm/Network,
Tool
provider,
Supplier
(e.g.
Sound/Graphics),
Agency,
Cross-‐linking
network
etc.?
n E)
Other
3
4. #1
§ Launched
July
2009
§ Biggest
brain
training
game
on
Facebook
5. #2
§ Launched
February
2010
§ Top
20
Facebook
game
§ Pop
colourful
bubbles
and
explore
the
secrets
of
a
mysterious
island.
6. #3
§ Launched
May
2010
§ Top
20
Facebook
game
§ Grow
crazy
plants
and
build
your
own
unique
Monster
Garden.
7. #4
§ Launched:
December
2010
§ Cure
cute
pets
of
funny
diseases
while
building
your
own
pet
hospital.
8. #5
§ Launched:
March
15
§ Click
as
many
gems
as
possible
in
60s
§ Already
a
top
20
Facebook
game
§ Fastest
growing
Facebook
app
today
17. The
Role
of…
Publishers
&
Developers
1. Medium
1. Gameplay,
Ideas
&
Story
2. Distribu9on
2. Tes9ng
3. Reach
3. Visuals,
Graphics,
Sounds
4. Market
research
4. Programming
5. Financing
in
vs.
Old
world
New
world
17
18. 1)
Medium
Old
world:
New
world:
Making
physical
media
Online
access
18
19. 2)
Distribu9on
Old
world:
New
world:
Retail,
gatekeepers
Direct
to
Consumer
19
20. 3)
Reach
Old
world:
New
world:
Branding,
Ads,
PR
Viral
+
X-‐linking
20
21. 4)
Market
research
Old
world:
New
world:
Focus
groups
+
mystery
Analy9cs
21
22. 5)
Financing
Old
world:
New
world:
Advances
/
Financing
Steady
cash-‐flow
23. Publishers’
tasks
change
drama9cally
Old
world
New
world
1. Medium:
Physical
media
à
Online
access
2. Distribu9on:
Retail
etc.
à
Direct
to
consumer
3. Reach:
Branding
&PR
à Viral
&
X-‐Linking
4. Market
research:
Mystery
à
Analy9cs
5. Financing:
Advances
à
Steady
cash-‐flow
Publishers
Developers
23
24. Social
Games
–
Making
Publisher
obsolete
I. The
role
of
the
publisher
II. EvoluFon
of
computer
games
III. Key
trends
in
social
gaming
24
29. A/B
test:
Growth
9me
of
lemonade
bushes
5
min
=>
3
min
7
day
ret
3
day
ret
1
day
ret
Reached
lvl
4
3 min
Reached
lvl
3
5 min
0%
10%
20%
30%
40%
50%
60%
30. Analy9cs:
A/B
test
of
different
characters!
Welcome Bill!
Welcome Bill!
Welcome Bill!
I’ll help you get I’ll help you get
I’ll help you get
started on your started on your
started on your
garden.
garden.
garden.
30