Looking for a white paper such as this one?
Need some top-notch consultancy regarding gaming, social gaming, digital business models and digital innovation?
write me an email at erezyerush@gmail.com
Yazino develops innovative social games that use real-time multiplayer technology – an approach we call “in-sync gaming” – allowing playful grown-ups to enjoy synchronous game play, meet, chat, compete, and socialise together, across the website, Facebook, or mobile devices.
Is social gaming the biggest web market? By Nadya Jahan
Nadya is an entrepreneur passionate about video games, she speaks regularly at conferences on the topic of social gaming. After a very strong business development experience in a videogame company, she launched her own structure: Mandala games that will release its first social game on facebook very soon. She analyzed in detail the world of social gaming and will share her knowledge about the reality of this market and its players.
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
Yazino develops innovative social games that use real-time multiplayer technology – an approach we call “in-sync gaming” – allowing playful grown-ups to enjoy synchronous game play, meet, chat, compete, and socialise together, across the website, Facebook, or mobile devices.
Is social gaming the biggest web market? By Nadya Jahan
Nadya is an entrepreneur passionate about video games, she speaks regularly at conferences on the topic of social gaming. After a very strong business development experience in a videogame company, she launched her own structure: Mandala games that will release its first social game on facebook very soon. She analyzed in detail the world of social gaming and will share her knowledge about the reality of this market and its players.
Grell & Rau - Ingress In Adult Life - ECER2016Petra Grell
Ingress is a real time, location-based, social online game, that is continuously played on smartphones. The virtual playground is based on the physical world, visible through maps of earth. Each player needs to choose one of the two combatting factions and aligns oneself with a local community.The purpose of the research is to generate an extensive understanding of the meaning of this game for players and communities. The main question, in which way this game influences or broadens players’ views on urban space, on communities and environments is based on an understanding of Bildung as a process of orientation and transformation.
More Information are available on: http://www.eera-ecer.de/ecer-programmes/conference/21/contribution/38247/
Industrial Design Introduction - The Designer (Hebrew)Erez Yerushalmi
The Industrial Designer:
Attributes, personality and talent; the Industrial Designer is a professional individual torn between functionality and aesthetics at every given moment of his daily life.
the Deck covers professional and personal attribution of the industrial designer, as well as the basic methodologies used by this individual and the various tools/powers in his arsenal
המצגת מתארת את חשיבותו והשלכותיו של הקונספט (הרעיון) על תהליך הפיתוח, העיצוב והשיווק. המצגת פורשת לראשונה את שיטת הפרסונות המאגדת אבות טיפוס של מעצבים ויזמים, פורטת את קווי האופי של כל אחד מהם ומציגה תרגילים אופייניים לייצור רעיונות, יציאה ממחסום יצירתי ופריצת גבולות מחשבתית
Introduction to the world of Industrial design.
What is a product?
The essence of aesthetics?
What makes a Product into an industrial product?
Discussion of the attributes that make a product into a "successful" product
(All rights, art and content reserved to Plarium)
A great sample of Plarium's product deck, portraying their amazing range of hardcore social-games
Design& content by Erez Yerushalmi (Smite Entertainment)
Business Models in the Creative Industry - B (Hebrew)Erez Yerushalmi
מודלים עסקיים נפוצי בתעשיית האינטקרטיב, עיצוב וקריאייטיב. פרק זה עוסק בבניית ההצעה העסקית, תהליך המכירה והגורמים המשפיעים עליו כגון מיקוח. תמכור, עלויות משנה וטעויות נפוצות
Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Product Innovation
The deck describes basic pillars and techniques in conceptualizing and injecting innovation within products (whether digital or tangible).
The deck covers elements such as need vs entertainment, design vs utility conceptualization techniques and disruption factors
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (www.FangDigital.com).
Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).
Industrial Design Introduction - The Designer (Hebrew)Erez Yerushalmi
The Industrial Designer:
Attributes, personality and talent; the Industrial Designer is a professional individual torn between functionality and aesthetics at every given moment of his daily life.
the Deck covers professional and personal attribution of the industrial designer, as well as the basic methodologies used by this individual and the various tools/powers in his arsenal
המצגת מתארת את חשיבותו והשלכותיו של הקונספט (הרעיון) על תהליך הפיתוח, העיצוב והשיווק. המצגת פורשת לראשונה את שיטת הפרסונות המאגדת אבות טיפוס של מעצבים ויזמים, פורטת את קווי האופי של כל אחד מהם ומציגה תרגילים אופייניים לייצור רעיונות, יציאה ממחסום יצירתי ופריצת גבולות מחשבתית
Introduction to the world of Industrial design.
What is a product?
The essence of aesthetics?
What makes a Product into an industrial product?
Discussion of the attributes that make a product into a "successful" product
(All rights, art and content reserved to Plarium)
A great sample of Plarium's product deck, portraying their amazing range of hardcore social-games
Design& content by Erez Yerushalmi (Smite Entertainment)
Business Models in the Creative Industry - B (Hebrew)Erez Yerushalmi
מודלים עסקיים נפוצי בתעשיית האינטקרטיב, עיצוב וקריאייטיב. פרק זה עוסק בבניית ההצעה העסקית, תהליך המכירה והגורמים המשפיעים עליו כגון מיקוח. תמכור, עלויות משנה וטעויות נפוצות
Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Product Innovation
The deck describes basic pillars and techniques in conceptualizing and injecting innovation within products (whether digital or tangible).
The deck covers elements such as need vs entertainment, design vs utility conceptualization techniques and disruption factors
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (www.FangDigital.com).
Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
Why Whales Sing: heavy spenders drive virality and retentionJussi Laakkonen
Heavy spenders are social animals. They discover new mobile games via online word of mouth, drive viral growth via inviting and sharing, and stick in games with strong social features.
Whales sing because they love discovering, sharing and connecting.
Presentation from Game Developers' Conference 2014 (GDC 2014) and based on a survey of 3000 mobile gamers.
Players and Avatars: Against IdentificationMia Consalvo
Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate?
This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Knowing your competition is one of the best ways to disrupt an existing market. Understanding your competitor's strength and weakness points, enables you to maneuver past "what has already been accomplished" and quickly tap into hidden opportunities that have been ignored or evaded.
Check out my article on LinkedIn: https://www.linkedin.com/pulse/disruption-101-innovate-through-competition-erez-yerushalmi?published=t
Presenting Concepts to "Disoriented" PartnersErez Yerushalmi
The deck presents a sample of how multiple rapid concepts are presented to a "disoriented" client (aka, a client who is not sure about what he is exactly looking for).
The deck exhibits a sample of multiple concepts for a gesture-based game company (i.e. Kinect), underlining the techniques of bundling, copy writing and imaging
The deck covers basic elements and perceptions in the entrepreneurial business world; From the deal process to various techniques and deal closure methodologies. The deck also covers the essence of the entrepreneur incentive elements: equity, money, barter and Rev-Share
Game Design - Virality
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying VIRALITY among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Design & Development Emerging Markets (Hebrew)Erez Yerushalmi
מצגת קצרה המציגה את התחומים העיצוביים והקריאטיבים הטומנים בחובם פוטנציאל עסקי וסף חדירה נמוך. לשימוש מעצבים, פרילנסרים ואנשי קריאייטיב בישראל
מצגת זו משמשת על פי רוב לדיון וסיעור מוחות ואינה כוללת מידע מעמיק על כל אחד מן התחומים
תעשיית המדיה הדיגיטלית כוללת בחובה מוצרים עשירי תוכן ובכללם משחקים, רשתות חברתיות ואפליקציות המעניקות למשתמש חוויות שונות.
מצגת זו פורסת את יסודות התעשייה והמוצרים המהווים את ליבת המדיה העשירה
Entrepreneurship Basics - Fund Raising (Hebrew)Erez Yerushalmi
מבואות בימזות עסקית וגיוס הון: מצגת זו מתארת את מושגי היסוד בגיוס ההון, תהליך הגיוס ועקרונות ההשקעה של משקיעים שונים, ובכללם חממות טכנולוגיות, קרנות הון סיכון, ומשקיעים פרטיים
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
An introduction to the cryptocurrency investment platform Binance Savings.Any kyc Account
Learn how to use Binance Savings to expand your bitcoin holdings. Discover how to maximize your earnings on one of the most reliable cryptocurrency exchange platforms, as well as how to earn interest on your cryptocurrency holdings and the various savings choices available.
Buy Verified PayPal Account | Buy Google 5 Star Reviewsusawebmarket
Buy Verified PayPal Account
Looking to buy verified PayPal accounts? Discover 7 expert tips for safely purchasing a verified PayPal account in 2024. Ensure security and reliability for your transactions.
PayPal Services Features-
🟢 Email Access
🟢 Bank Added
🟢 Card Verified
🟢 Full SSN Provided
🟢 Phone Number Access
🟢 Driving License Copy
🟢 Fasted Delivery
Client Satisfaction is Our First priority. Our services is very appropriate to buy. We assume that the first-rate way to purchase our offerings is to order on the website. If you have any worry in our cooperation usually You can order us on Skype or Telegram.
24/7 Hours Reply/Please Contact
usawebmarketEmail: support@usawebmarket.com
Skype: usawebmarket
Telegram: @usawebmarket
WhatsApp: +1(218) 203-5951
USA WEB MARKET is the Best Verified PayPal, Payoneer, Cash App, Skrill, Neteller, Stripe Account and SEO, SMM Service provider.100%Satisfection granted.100% replacement Granted.
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
1. erezyerush@gmail.com
Social Gamer
43 YRS 5 HRS $12 USD
The average age Average weekly Average Revenue
of a social gamer hours played Per Paying User
Social gamers by age
60+ 16% Key Facts
22% „ 55% of social gamers are female
50-59
„ 95% play multiple times a week
„ 83% play over Facebook
40-49 20%
„ 56% have been playing for at least one year
„ 76% play with people their own age
30-39 21%
„ 53% play games for “excitement”
22-29 14% „ 45% play games for “stress relief”
„ 28% are single. 28% are married with children
<21 6% „ 41% work full time. Only 11% are Homemakers
„ 57% rely on word of mouth as a primary way to
0% 5% 10% 15% 20% 25% discover new games
Usage pattern
Social gamers spend more than half (54%) of their time on social networking sites playing games. In
addition 69% of social gamers also spend 15% of their time playing casual and hardcore games. Though
49% play on desktop/Laptop, Handheld devices are rapidly becoming (15%) a popular gaming platform
Gamer life time Frequency of play
>3 years 25% Once a week or less 5%
2-3 years 11%
1-2 years
2-3 times a week 31%
20%
7-12 months
17% Once a day 30%
4-6 months 14%
0-3 months
Several times a day 34%
12%
0% 5% 10% 15% 20% 25% 30% 0% 10% 20% 30% 40%
The average social gamer spends 5 hours a week playing social games
168 Hours/Week
Spending
Among social gamers who spend money on virtual goods, 56% will make a second purchase, while 25% will
purchase 3 times or more. While examining the popularity of specific virtual items, Utility Goods (items
that affect the game directly, rather than vanity items) seem to drive more users to pay
AVERAGE REVENUE MONETIZATION CONVERSION LIFE TIME VALUE
Top Facebook games Top games monetize Top games convert an Average Life time value
obtain a $1 to $2 USD an average of $100 average of 3% players of a social gamer is $55
ARPU USD per 1000 DAU to paying users USD
$1 $10 3% $55
High Performance High Performance High Performance One time purchaser
games obtain $0.35 games monetize an games convert an pay an average of $12
USD ARPU average of $10-$30 average of 1% players USD. Loyal purchasers
USD per 1000 DAU to paying users reach $250 USD
Asia
$30
Latin
North Social gaming
America
America $74 “Top Spenders” are
$57
estimated at $1000
Europe USD Life Time Value
$62
LTV by Region
Erez Yerushalmi „ erezyerush@gmail.com „ +972-544-688538 „ www.digi-boom.com