Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Mark's HoneyTracks presentation at Casual Connect 2012 in Hamburg on Feb 9th: What metrics / KPIs should you focus on along the different life cylce stages of your game.
The State and Future of Mobile Esports in Asia and the WestNewzoo
Over the past two years, the global esports market grew by 102% to reach $655 million in 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging that of PC and console.sing data from our esports solutions we examine the role of mobile in esports, the top performing titles, trends, and the differences between Asia and the West.
A lot of people is intrigued by the evolution of gaming, but more than tat it is just as intriguing to reflect the evolution of video games monetization.
So, let’s take a look at all the creative ways video game developers monetised their games over the years!
Check out my iOS development course on Udemy and get 97% discount with this link:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
Nintendo wants to target the ever growing big market of mobile games through its newest offering of “Super Mario Run” on IOS and Android platforms. The Super Mario game is not a new concept, but this game is released for the first time as a mobile app. Earlier this year, the release of the Pokémon Go app took the world by storm. The app quickly became the most downloaded app in history, and commanded a record audience of 45 million daily players. However Super Mario Run broke all records with its release on iTunes, Apple's platform in mid Dec 2016 with 2.65 Million downloads on the first day itself. Nintendo offered players to stop by their local Apple store before launch to try the game. Apple sold its billionth iPhone summer of 2017, leaving the app available to every user. This app not only boosted sales, but also introduced new people and the younger generation to the company, as well as its iconic characters. Nintendo increased its brand awareness among mobile app users. However, faced negative feedback from older generation of gamers on game features. In order to leverage current offerings and successfully expand into the mobile gaming industry this digital marketing plan provides suggestions on Nintendo's, Super Mario Run mobile game.
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
We are the experts in selling games and game related products. We are extremely familiar with our products. When you call our customer service number you are connected right away with a gaming expert.
We, here at Bello Games New York, are actively involved with our manufacturers in Italy, Hungary, France, Japan, Germany and China. We work directly with the manufacturers ensuring our products are made to Bello Games New York specifications.
You will always make the right choice at Bello Games New York, as our staff has been in the gaming industry for years.
Our unbeatable value and customer service is what sets us apart from the rest.http://www.bellogamesnewyork.com
Mark's HoneyTracks presentation at Casual Connect 2012 in Hamburg on Feb 9th: What metrics / KPIs should you focus on along the different life cylce stages of your game.
The State and Future of Mobile Esports in Asia and the WestNewzoo
Over the past two years, the global esports market grew by 102% to reach $655 million in 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging that of PC and console.sing data from our esports solutions we examine the role of mobile in esports, the top performing titles, trends, and the differences between Asia and the West.
A lot of people is intrigued by the evolution of gaming, but more than tat it is just as intriguing to reflect the evolution of video games monetization.
So, let’s take a look at all the creative ways video game developers monetised their games over the years!
Check out my iOS development course on Udemy and get 97% discount with this link:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
Nintendo wants to target the ever growing big market of mobile games through its newest offering of “Super Mario Run” on IOS and Android platforms. The Super Mario game is not a new concept, but this game is released for the first time as a mobile app. Earlier this year, the release of the Pokémon Go app took the world by storm. The app quickly became the most downloaded app in history, and commanded a record audience of 45 million daily players. However Super Mario Run broke all records with its release on iTunes, Apple's platform in mid Dec 2016 with 2.65 Million downloads on the first day itself. Nintendo offered players to stop by their local Apple store before launch to try the game. Apple sold its billionth iPhone summer of 2017, leaving the app available to every user. This app not only boosted sales, but also introduced new people and the younger generation to the company, as well as its iconic characters. Nintendo increased its brand awareness among mobile app users. However, faced negative feedback from older generation of gamers on game features. In order to leverage current offerings and successfully expand into the mobile gaming industry this digital marketing plan provides suggestions on Nintendo's, Super Mario Run mobile game.
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
We are the experts in selling games and game related products. We are extremely familiar with our products. When you call our customer service number you are connected right away with a gaming expert.
We, here at Bello Games New York, are actively involved with our manufacturers in Italy, Hungary, France, Japan, Germany and China. We work directly with the manufacturers ensuring our products are made to Bello Games New York specifications.
You will always make the right choice at Bello Games New York, as our staff has been in the gaming industry for years.
Our unbeatable value and customer service is what sets us apart from the rest.http://www.bellogamesnewyork.com
3. FORBES TOP SPORT BRAND
• Businesses
• 1. Nike ($15.9 billion)
• 2. ESPN ($11.5 billion)
• 3. Adidas ($6.8 billion)
• Events
• 1. Super Bowl ($470 million)
• 2. Summer Olympic Games ($348 million)
• 3. FIFA World Cup ($147 million)
• Athletes
• 1. Tiger Woods ($38 million)
• 2. Roger Federer ($29 million)
• T3. Phil Mickelson ($26 million)
• Teams
• 1. New York Yankees ($363 million)
• 2. Manchester United ($293 million)
• 3. Real Madrid ($255 million)
4. TOTAL REVENUE
• PREMIER LEAGUE 2,700 135,000
• BUNDESLIGA 1,400 70,000
• LALIGA 1,350 67,500
• CALCO SERIE A 1,200 60,000
• MATCH REVENUE คาตั๋ว
• BROADCASTING RIGHT ลิขสิทธิ์ถายทอด
• SPONSORSHIP สปอนเซอร
• COMERCIAL ACTIVITY คาโฆษณา และ กิจกรรมตางๆ
UNIT : MIL POUND / MIL BAHT
9. Purchasers Adoption Media Distribution Product Pricing Facilities Competition Exchange Employees
Owner buys Individual Contractual
existing or branding in power
Customers Loyalty Owner pays Static Adapted Single price economic
builds own competitive favors
facilities markets owners
Fan pays Government Contractual
Fans,
extra for (taxpayers) Monopoly power
Fans Recognition Sponsors, & Dynamic Global social
right to buy pay for power favors
Media pay
tickets facilities players
MARKET INFLUENCERS ‐ A PARADIGM SHIFT
17. • EVENT / COMPETITION
• EQUIPMENT & ACCESSORIES
• SPORT SERVICES / INFORMATION
• SPORT AS MARKETING TOOL
18. Types of Sports Products
• Sporting Events
– Player Appearances
– Arenas/Stadia
• Sporting Goods
– $60.2 billion industry comprised of four segments
(equipment, transportation, apparel, and footwear)
– Collectibles and Memorabilia
• Sports Training
– Fitness and Health Services
– Sports Camps and Instruction
• Sports Information
– Newspapers, Internet, Magazines, Radio, etc.
19. • MIT defined sport industry into 5 segments:
• Sport Media ( marketing, broadcasting, journalist & PR )
• Sport team administration ( personnel in high schools, universities,
professional teams )
• Sport-related engineering ( sport goods, electronic games, computer-
assisted training devices )
• Sport medicine ( athletic training, nutrition, psychology, rehabilitation,
orthopedics)
• Others ( sport finance, management, law, statistics, retail)
20. The Structure of the Sports Industry
Consumers
Spectators
Participants
Products
Events
Sporting Good
Personal Training
of Sports
Sports information
Player appearances
Manufactures and Machines
Owners
Sectioning Bodies
Corporations or Business
Agents
Equipment Manufactures
Special Interest Group
Players
Customers
Corporations or Business
Sponsors
Media
21. Consumers
• Spectator: Consumers that derive a benefit
from observing or following an event
• Participant: Consumers that derive a benefit
form physically participating in a organized
or unorganized armature sport at some level
of frequency
22. Customers
• Customers: Corporations, business, and
media (both with and without sponsorship
agreements) that leverage a sports equities
to attract that sports consumer
23. The Product
• A sports product is goods, services, or any
combination of the two that is designed to
provide benefits to sports consumers,
customers, or manufacturers.
– Goods and Services
• Sporting events
• Sporting goods and training
• Sponsorships and Media Deals
• Sports information
• Player appearances, endorsement, etc
– Benefits
• Monetary
• Ability to reach a desired audience
• Entertainment and emotional connections
24. Manufactures and Machines
• The manufacture of the sports product and the
organizations that perform some function in the
marketing of sports products:
– Owners: Big nae (navin)
– Sectioning Bodies: Thai Premier league
– Corporations or Business: Pepsi
– Agents: Mark McCormack (sport agent)
– Equipment Manufactures: Nike
– Special Interest Group: The city of Beijing
– Players:Beckham
34. Growth of the Global Sports Industry
• Sports Equipment:
– 2005 Global Sports Equipment Sales reached $64.2 Billion
• +2.5% vs. 2004
• Estimated to reach $72 Billion by 2010
– The Americas account for 42% of the market