The document discusses how cloud gaming will fundamentally change the game industry by moving the platform from specialized devices to the cloud. This will result in a complete disruption and switch from client games to cloud games. Shinra Technologies aims to pioneer this new era by enabling new game experiences through cloud computing and establishing a new ecosystem centered around the cloud operator rather than device manufacturers. Shinra believes this represents the industry's greatest transformation and invites others to join them in building new worlds through an emergent strategy.
Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
On May 28th, we released SHIELD, our first living room entertainment device. As the flagship of Android TV, SHIELD is arriving just in time to revolutionize the TV experience. SHIELD is powered by Tegra X1, the most advanced mobile processor. It connects to a world of apps and content in 4K. And it’s bringing amazing games to Android.
Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
On May 28th, we released SHIELD, our first living room entertainment device. As the flagship of Android TV, SHIELD is arriving just in time to revolutionize the TV experience. SHIELD is powered by Tegra X1, the most advanced mobile processor. It connects to a world of apps and content in 4K. And it’s bringing amazing games to Android.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Presentation For Monthly Meeting in Mobile Team to encourage & brainstorm about creativity. We strongly believe creativity is not only one man job. It has to be done by entire team.
Exit Games runs its Photon multi-player game development cloud on SoftLayer bare metal servers, keeping 70 million gamers playing every month, and empowering developers to work on the next big thing.
Before launching a new game on Facebook, gaming company KUULUU needed to test infrastructure performance to ensure all potential traffic issues were addressed that the production release would provide best-of-breed gaming experience.
Founded in 2011 in Basel, Switzerland, KUULUU, an interactive entertainment company, creates social games for leading artists, celebrities, and communities, enabling them to add new value to their brands, increase their footprint on social networks, and strengthen relationships with their fan bases. The company specializes in developing social, Web, and mobile games. Together with band Linkin Park, the studio created the social game “RECHARGE”—a third-person 3-D online experience (3D Unity technology) that combines puzzle, adventure and action elements.
This presentation is meant for retailers and distributors to consider some of the upcoming Consumer Electronics product highlights. It was delivered in Dubai and adapted to local interests.
This is a presentation I gave at the 2006 FMX conference in Stuttgart Germany. It covers the general topic of "Technical innovations and Entertainment"
Covering how technology has revolutionized entertainment, and where are technology and entertainment headed. History has show how together entertainment and technology have been democratizing forces.What technologies will influence entertainment in the near, and far future.
Digital Transformation in a Big Legacy Company
You ought to pray for a healthy mind in a healthy body.
That words remind me you should develop a service for a healthy corporate culture in a healthy technologies
産学のICT地力強化:
欧米の伝統企業でさえ自社の競争力をデジタル化,サービス化に置く中,日本企業の多くは「世界がソフトウェアでできている」という感覚がない.開発手法もオープンソースの利用,DevOpsなど組織改革を伴う動きに未対応.産学のプログラミング能力不足が顕著.デザイン思考などイノベーション教育も強化が重要.
システムエンジニアリングが最上位概念となった設計:
車の自動運転技術を議論するのではなく,街全体の自動化交通サービスを設計すると捉える.IoTをモノのインターネットと矮小化して捉えるのではなく,ICTによる非ICT産業(農業,運輸,食品製造など)の最適化と捉えることが重要.その際,その産業内部にICT化の司令塔が必要.
ビッグデータ:
オープンデータに頼るのではなく,サービスからデータ獲得,データによる知能化,知能化によるサービス向上という正循環のビジネス設計が鍵.技術と事業の一体化が急務.サービスの内製化が必然.
クラウド:
これの利用は必然.AWSにはどんどん最新の開発プラットフォームをコモディティ化してほしい.そこで差がつく世界ではないだろう.最新のプラットフォームを使いこなすには,企業内の文化と組織を改革する必要がある.
人工知能:鉄腕アトムは人工知能の一例に過ぎない.地道にICT化の土壌整備が効いてくる.労働流動性の改善は早期に望めないため,サービス(ユーザー)企業と一体となってユーザー企業の事業改善をコミットするAI技術開発企業の育成が重要.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
he Internet is becoming a practical platform for the games. The growth is in both on-line games and connectivity of games. A new genre of games has appeared – casual games. These are simple and short games that people can play for short sessions.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Presentation For Monthly Meeting in Mobile Team to encourage & brainstorm about creativity. We strongly believe creativity is not only one man job. It has to be done by entire team.
Exit Games runs its Photon multi-player game development cloud on SoftLayer bare metal servers, keeping 70 million gamers playing every month, and empowering developers to work on the next big thing.
Before launching a new game on Facebook, gaming company KUULUU needed to test infrastructure performance to ensure all potential traffic issues were addressed that the production release would provide best-of-breed gaming experience.
Founded in 2011 in Basel, Switzerland, KUULUU, an interactive entertainment company, creates social games for leading artists, celebrities, and communities, enabling them to add new value to their brands, increase their footprint on social networks, and strengthen relationships with their fan bases. The company specializes in developing social, Web, and mobile games. Together with band Linkin Park, the studio created the social game “RECHARGE”—a third-person 3-D online experience (3D Unity technology) that combines puzzle, adventure and action elements.
This presentation is meant for retailers and distributors to consider some of the upcoming Consumer Electronics product highlights. It was delivered in Dubai and adapted to local interests.
This is a presentation I gave at the 2006 FMX conference in Stuttgart Germany. It covers the general topic of "Technical innovations and Entertainment"
Covering how technology has revolutionized entertainment, and where are technology and entertainment headed. History has show how together entertainment and technology have been democratizing forces.What technologies will influence entertainment in the near, and far future.
Digital Transformation in a Big Legacy Company
You ought to pray for a healthy mind in a healthy body.
That words remind me you should develop a service for a healthy corporate culture in a healthy technologies
産学のICT地力強化:
欧米の伝統企業でさえ自社の競争力をデジタル化,サービス化に置く中,日本企業の多くは「世界がソフトウェアでできている」という感覚がない.開発手法もオープンソースの利用,DevOpsなど組織改革を伴う動きに未対応.産学のプログラミング能力不足が顕著.デザイン思考などイノベーション教育も強化が重要.
システムエンジニアリングが最上位概念となった設計:
車の自動運転技術を議論するのではなく,街全体の自動化交通サービスを設計すると捉える.IoTをモノのインターネットと矮小化して捉えるのではなく,ICTによる非ICT産業(農業,運輸,食品製造など)の最適化と捉えることが重要.その際,その産業内部にICT化の司令塔が必要.
ビッグデータ:
オープンデータに頼るのではなく,サービスからデータ獲得,データによる知能化,知能化によるサービス向上という正循環のビジネス設計が鍵.技術と事業の一体化が急務.サービスの内製化が必然.
クラウド:
これの利用は必然.AWSにはどんどん最新の開発プラットフォームをコモディティ化してほしい.そこで差がつく世界ではないだろう.最新のプラットフォームを使いこなすには,企業内の文化と組織を改革する必要がある.
人工知能:鉄腕アトムは人工知能の一例に過ぎない.地道にICT化の土壌整備が効いてくる.労働流動性の改善は早期に望めないため,サービス(ユーザー)企業と一体となってユーザー企業の事業改善をコミットするAI技術開発企業の育成が重要.
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UiPath Test Automation using UiPath Test Suite series, part 4
コロンビア経営大学院にて講義
1. The Game Changer
How will Shinra build the next
game industry ecosystem?
Oct. 22nd, 2014
Yoichi Wada, President
Shinra Technologies, Inc.
2. Characteristics of Content Industries
Content is intangible.
Value is generated when content
becomes product.
3. Content Industries in the 20th Century
Movie
Film Industry
Literature Book Publishing Industry
Music Record Industry
Game Game (Console) Industry
4. Transformation from Content to Product
Significant Added Value
Publish
Manufacture
Retail
Distribution
Create
Revenue allocation varies in each industry, however typically only
5-30% (45% max) is given back to the content creators.
As contents get more digital, creators receive higher shares.
5. Characteristics of Game Industries
Computer games are the most complex
software applications.
A specialized platform is required.
The game industry ecosystems were
shaped by each specialized platform.
6. Arcade Games : 1970s onward
One Machine, One Game
Expensive Hardware
Consumer cannot invest in extremely expensive
arcade machines.
Arcade operators purchase machines and had
consumers insert coins to recoup cost.
Birth of a new form of entertainment.
7. Console Games : 1985 - 2000
One Machine, Multiple Games
Inexpensive Hardware
Game console makers adopted a vertically
integrated business model, and the ecosystems
were built on the basis of third parties being only
on the game development layer.
The introduction of this new business model led to
substantial growth in the game industry.
8. Console Games : 2000 onward
Non-gaming features (e.g. DVD)
added to console hardware
The effective investment required on the part of
customers to play games was reduced
Other forms of entertainment (e.g. movies)
became increasingly fused with games
9. General Purpose Device Games:
2005 onward
Smartphones and Laptops
Players no longer have to invest money solely for
the purpose of playing games
Reaches wider target segments and geographical
regions
• Moms playing Farmville
• Emerging markets where game consoles were too
expensive
10. 120,000
100,000
80,000
60,000
40,000
20,000
0
Smart TV
through each expansion of devices
Mobile(SP, Tablet)
PC Online
The games market has grown
Connected
Console
Console/HH/PCソフト
Arcade Game
1975 1977 1979 1981 1983 1985 1987 1989 1991 1993 1995 1997 1999 2001 2003 2005 2007 2009 2011 2013 2015 2017 2019
12
10
8
6
4
2
Billion $
1975 1980 1985 1990 1995 2000 2005 2010 2015e 2020e
13. Until now we have seen only
partial alignment with the theory
Quality
Time
Partial Switch
Partial Switch
Arcade Game
Console Game
General Purpose
Device Game
14. 12
120,000
100,000
10
80,000
60,000
40,000
20,000
0
1975 2006
8
6
4
2
In the game industry thus far, we have
not seen complete disruption. Rather,
various device markets have piled up
similar to geographical strata.
When there has been a change in
device, the reason we haven’t seen a
complete shift from one device to
another has been due to the
“experience” provided by the uniqueness
of the device itself.
15. 12
120,000
100,000
10
80,000
60,000
40,000
20,000
0
1975 2006
8
6
4
2
The Platform will move from Device
to the Cloud
The differentiation in colors will
become meaningless.
17. Two New Value Drivers
The New Game Experience
The New Ecosystem
18. Two New Value Drivers
The New Game Experience
Games have shifted from consoles to general
purpose devices. While the market did expand,
uniqueness and variety was lost.
Cloud gaming is a solution to bring forth new,
unique attributes of games similar to special
purpose devices.
19. Two New Value Drivers
The New Ecosystem
Until now, the industry ecosystem has been
built around the device manufacturers
(clients).
As value shifts from the client to the cloud,
the new ecosystem’s leadership will revolve
around the cloud operator.
20. Shinra Technologies, Inc.
is pioneering this new era.
We anticipate huge opportunities in
the game industry’s greatest
transformation.
21. Shinra Enables New Game Experiences
New experiences occur on a supercomputer designed for
games
We free game developers from strangleholds such as:
The difficulty of creating online games
The need to support multiple devices and OSs
The limited processing availability in devices
We present players with new ways to interact with
games
22. Shinra Establishes A New Ecosystem
Via the cloud, create a world that ties together users,
developers and related parties in a way that is both
satisfying and economically palatable
F2P, crowd funding, crowd sourcing, etc
Include all these new trends to create a true
“ecosystem”
23. We are building worlds no one has seen
before, and we cannot do it by
ourselves
Shinra adopts an
Emergent Strategy