Justin Berenbaum from Theseus Games gave a presentation on the business of games. He discussed how the rise of mobile, social networks, and free-to-play games created a "perfect storm" that disrupted the traditional retail model. He provided statistics on declining retail game sales and rising digital distribution and mobile games. Berenbaum also covered trends in social gaming, the mobile landscape, key gaming industry trends, and conclusions like the importance of brands, partnerships, and relevance.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
The document discusses emerging trends in games-as-a-service, including the blurring of lines between platforms with tablets and set-top boxes, innovation from startups, the rise of virtual goods and their benefits, the growth of social and mobile games, and the increasing dominance of games-as-a-service over games-as-a-product. It provides data on the top-performing companies, growing market size estimates for different regions and platforms, and analyzes how virtual goods and price discrimination allow games to capture more consumer surplus and revenue.
The document provides an October 2010 gaming update, summarizing various news items including: the launch of the LEGO Universe game; research showing in-game ads can boost real-world sales; new Kinect motion control games from Microsoft; the possibility of selling in-game movie clips separately; Halo: Reach making $200 million on its first day; and Sony announcing total hardware sales of 100 million units between the PS3 and PSP.
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
When The Consoles Die, What Comes Next?Ben Cousins
The document discusses the decline of traditional video game consoles and the rise of new platforms like mobile and social games. It notes that the market share and sales of major console companies are shrinking while new companies focusing on free-to-play mobile and social games are seeing huge growth and audience sizes. It compares this change to the death of arcades in the 1990s-2000s when home consoles surpassed arcades in capabilities and larger companies helped grow the home market.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
This document discusses key platforms in games including social games, MMORPGs, consoles, and mobile games. It provides details on top performers, core audiences, reach, business models, and opportunities for brands for each platform. While social and mobile gaming is growing in relevance for marketing, console and MMORPG games are better designed products and gamers of these genres are less tolerant of advertising that disrupts gameplay.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
The document discusses emerging trends in games-as-a-service, including the blurring of lines between platforms with tablets and set-top boxes, innovation from startups, the rise of virtual goods and their benefits, the growth of social and mobile games, and the increasing dominance of games-as-a-service over games-as-a-product. It provides data on the top-performing companies, growing market size estimates for different regions and platforms, and analyzes how virtual goods and price discrimination allow games to capture more consumer surplus and revenue.
The document provides an October 2010 gaming update, summarizing various news items including: the launch of the LEGO Universe game; research showing in-game ads can boost real-world sales; new Kinect motion control games from Microsoft; the possibility of selling in-game movie clips separately; Halo: Reach making $200 million on its first day; and Sony announcing total hardware sales of 100 million units between the PS3 and PSP.
How to presentation on raising money for a game company with: an overview on the game sector from financial perspective, why to raise money, funding readiness, how much to raise, types of potential investors and how to raise the funding. From Paul Heydon at Avista Partners.
When The Consoles Die, What Comes Next?Ben Cousins
The document discusses the decline of traditional video game consoles and the rise of new platforms like mobile and social games. It notes that the market share and sales of major console companies are shrinking while new companies focusing on free-to-play mobile and social games are seeing huge growth and audience sizes. It compares this change to the death of arcades in the 1990s-2000s when home consoles surpassed arcades in capabilities and larger companies helped grow the home market.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
This document discusses key platforms in games including social games, MMORPGs, consoles, and mobile games. It provides details on top performers, core audiences, reach, business models, and opportunities for brands for each platform. While social and mobile gaming is growing in relevance for marketing, console and MMORPG games are better designed products and gamers of these genres are less tolerant of advertising that disrupts gameplay.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The State of Gamification as a Branded UtilityRex Cymru
This document discusses the concept of gamification, which involves adding social, reward, and challenge elements to real-life situations to turn them into games. It provides examples of gamification campaigns by Nike, Mini, and Coke Zero. It also discusses current thinking on using games for brand utility and customer loyalty. Some problems mentioned are the thin gameplay of many gamification systems, their similarity, and issues around cheating when real rewards are offered.
OGDC2012 Driving Vietnam's and Your Own Future_Mr.Tetsuya Mori_DeNABuff Nguyen
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
Tomek Kreczmar has worked in the video game publishing industry in Poland since 1994, working for various publishers such as Magia i Miecz, ISA, and Hyper. He now works for Game Industry Trends focusing on business games and gamification. Some of the projects he has worked on include The Witcher, Thorgal CCG, and Wewnętrzne Zło. The document then provides various statistics and information on the video game industry including revenues, sales numbers, and trends.
The New Money: Emerging Revenue Channels for Online Gamesmochimedia
The document summarizes emerging monetization strategies for online games, focusing on micro-transactions. It discusses how Mochi Media is launching "Mochi Coins" to allow players to make purchases across games using a universal wallet. A case study shows one game generating over $5 per thousand plays and $7-10 through micro-transactions, more than multiple games using ads alone. It concludes that quality and recurring revenue models will be important as games shift to direct user monetization across platforms.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
MMOsmart is a global game solutions company that provides publishing and operations services to help game developers launch and monetize their titles worldwide. They have over 11 years of experience in the online games industry and have helped clients achieve millions in profits. Their services include hosting, customer support, marketing, operations management, and localization to key markets like North America, Europe, Korea, China, and Japan. MMOsmart has worked with over 40 titles and companies, and two of their co-founded game portals generate over $2 million and $4 million per month respectively. They offer various service packages tailored to publishers' needs starting at $4,000 per month.
The document provides a summary of the London Games Conference 2010. Key discussions at the conference included the importance of customer lifetime for online games, the rise of cross-platform and free-to-play games, and the future of gaming moving towards accessibility across all devices. Speakers predicted that the gaming industry will continue evolving from packaged games to games as a service that can be played anywhere. The future was described as platform-free, appealing to both core and casual gamers through free-to-play models.
This document discusses online gaming and social interaction. It covers Massively Multiplayer Online games (MMOs) like World of Warcraft and Second Life, which allow users to interact through avatars. MMOs provide a space for social interaction beyond home and work. Relationships can form in MMOs, even between family members playing together. Avatars give a sense of protection and allow users to escape everyday roles and statuses. However, analysis of game data found excessive profanity, sexual references, and racial slurs commonly used in online discourse and verbal interactions between players.
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
The document summarizes several gaming-related news stories from November:
1) Microsoft is adding television and video content to the Xbox platform through partnerships with 40 media companies, allowing users to search and access shows and movies through voice commands or gestures.
2) A new game called Warco lets players experience being an embedded journalist in a war zone by filming and editing news reports while navigating moral choices.
3) Glitch is a new free-to-play MMO set in a fantastical world shaped by player imagination that provides creative materials without strict rules.
4) Disney is releasing interactive figurines that can drive and interact on the iPad screen in games based on movies like Cars.
This document provides an introduction to a term paper analyzing changes in the video game industry over the past 10 years. It discusses the growth of mobile gaming and free-to-play pricing models. It also examines trends like vertical integration, where publishers develop and market their own games, and the transition to digital distribution through platforms like Steam.
Justin Berenbaum from Theseus Games gave a presentation on the business of games. He discussed how the rise of mobile, social networks, and free-to-play games created a "perfect storm" that disrupted the traditional retail model. He provided statistics on declining retail game sales and rising digital distribution and mobile games. Berenbaum also covered trends in social gaming, the mobile landscape, key gaming industry trends, and conclusions like the importance of brands, partnerships, and relevance.
IGDA Publishers Webinar - Video Games - Panel Discussion sept 3-2014Justin Berenbaum
Business & Legal
Publishers: Who Needs Em
There was a time when having a publisher was essential to being a successful game studio. They had access to the retail distribution channels essential to getting your game into the hands of end users. But those days are gone...long gone. Digital distribution changed all that. According to a recent news story, 92% of PC game sales were done via digital distribution. Next-gen console distribution is not far behind either. So, who needs publishers? Our panel will look into the scope of benefits that a publisher can bring to bear on a games launch and look into what, if any, value publishers bring to the table in this brave new world.
Presentation given in Mexico City on September 23, 2011 at DevHour (similar to a GDC but for Latin America). It represents an overview on the gaming market from recent past, to current, to near future. A few predictions and lots of conversation. I firmly believe that with the right support from outside and the government, Latin American game development can be what Canadian game development is today in 3-5 years.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The State of Gamification as a Branded UtilityRex Cymru
This document discusses the concept of gamification, which involves adding social, reward, and challenge elements to real-life situations to turn them into games. It provides examples of gamification campaigns by Nike, Mini, and Coke Zero. It also discusses current thinking on using games for brand utility and customer loyalty. Some problems mentioned are the thin gameplay of many gamification systems, their similarity, and issues around cheating when real rewards are offered.
OGDC2012 Driving Vietnam's and Your Own Future_Mr.Tetsuya Mori_DeNABuff Nguyen
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
Tomek Kreczmar has worked in the video game publishing industry in Poland since 1994, working for various publishers such as Magia i Miecz, ISA, and Hyper. He now works for Game Industry Trends focusing on business games and gamification. Some of the projects he has worked on include The Witcher, Thorgal CCG, and Wewnętrzne Zło. The document then provides various statistics and information on the video game industry including revenues, sales numbers, and trends.
The New Money: Emerging Revenue Channels for Online Gamesmochimedia
The document summarizes emerging monetization strategies for online games, focusing on micro-transactions. It discusses how Mochi Media is launching "Mochi Coins" to allow players to make purchases across games using a universal wallet. A case study shows one game generating over $5 per thousand plays and $7-10 through micro-transactions, more than multiple games using ads alone. It concludes that quality and recurring revenue models will be important as games shift to direct user monetization across platforms.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
MMOsmart is a global game solutions company that provides publishing and operations services to help game developers launch and monetize their titles worldwide. They have over 11 years of experience in the online games industry and have helped clients achieve millions in profits. Their services include hosting, customer support, marketing, operations management, and localization to key markets like North America, Europe, Korea, China, and Japan. MMOsmart has worked with over 40 titles and companies, and two of their co-founded game portals generate over $2 million and $4 million per month respectively. They offer various service packages tailored to publishers' needs starting at $4,000 per month.
The document provides a summary of the London Games Conference 2010. Key discussions at the conference included the importance of customer lifetime for online games, the rise of cross-platform and free-to-play games, and the future of gaming moving towards accessibility across all devices. Speakers predicted that the gaming industry will continue evolving from packaged games to games as a service that can be played anywhere. The future was described as platform-free, appealing to both core and casual gamers through free-to-play models.
This document discusses online gaming and social interaction. It covers Massively Multiplayer Online games (MMOs) like World of Warcraft and Second Life, which allow users to interact through avatars. MMOs provide a space for social interaction beyond home and work. Relationships can form in MMOs, even between family members playing together. Avatars give a sense of protection and allow users to escape everyday roles and statuses. However, analysis of game data found excessive profanity, sexual references, and racial slurs commonly used in online discourse and verbal interactions between players.
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
Trending The Future - Gaming Beyond Realityspace150
Gaming, game mechanics, and gamification are buzzwords that marketers often mis-use and abuse. So why are games such a hot topic in ad-land? We believe the future of gaming in advertising is beyond petty points and badges. Games are successful because they enable people to experience things normally impossible in everyday life. For the future of advertising, new mobile technology will tie gaming and reality closer together allowing the creation of brand experiences that elevate reality in a new and inspiring way.
The document summarizes several gaming-related news stories from November:
1) Microsoft is adding television and video content to the Xbox platform through partnerships with 40 media companies, allowing users to search and access shows and movies through voice commands or gestures.
2) A new game called Warco lets players experience being an embedded journalist in a war zone by filming and editing news reports while navigating moral choices.
3) Glitch is a new free-to-play MMO set in a fantastical world shaped by player imagination that provides creative materials without strict rules.
4) Disney is releasing interactive figurines that can drive and interact on the iPad screen in games based on movies like Cars.
This document provides an introduction to a term paper analyzing changes in the video game industry over the past 10 years. It discusses the growth of mobile gaming and free-to-play pricing models. It also examines trends like vertical integration, where publishers develop and market their own games, and the transition to digital distribution through platforms like Steam.
Justin Berenbaum from Theseus Games gave a presentation on the business of games. He discussed how the rise of mobile, social networks, and free-to-play games created a "perfect storm" that disrupted the traditional retail model. He provided statistics on declining retail game sales and rising digital distribution and mobile games. Berenbaum also covered trends in social gaming, the mobile landscape, key gaming industry trends, and conclusions like the importance of brands, partnerships, and relevance.
IGDA Publishers Webinar - Video Games - Panel Discussion sept 3-2014Justin Berenbaum
Business & Legal
Publishers: Who Needs Em
There was a time when having a publisher was essential to being a successful game studio. They had access to the retail distribution channels essential to getting your game into the hands of end users. But those days are gone...long gone. Digital distribution changed all that. According to a recent news story, 92% of PC game sales were done via digital distribution. Next-gen console distribution is not far behind either. So, who needs publishers? Our panel will look into the scope of benefits that a publisher can bring to bear on a games launch and look into what, if any, value publishers bring to the table in this brave new world.
Presentation given in Mexico City on September 23, 2011 at DevHour (similar to a GDC but for Latin America). It represents an overview on the gaming market from recent past, to current, to near future. A few predictions and lots of conversation. I firmly believe that with the right support from outside and the government, Latin American game development can be what Canadian game development is today in 3-5 years.
Reuters: Pictures of the Year 2016 (Part 2)maditabalnco
This document contains 20 photos from news events around the world between January and November 2016. The photos show international events like the US presidential election, the conflict in Ukraine, the migrant crisis in Europe, the Rio Olympics, and more. They also depict human interest stories and natural phenomena from various countries.
The Six Highest Performing B2B Blog Post FormatsBarry Feldman
If your B2B blogging goals include earning social media shares and backlinks to boost your search rankings, this infographic lists the size best approaches.
1) The document discusses the opportunity for technology to improve organizational efficiency and transition economies into a "smart and clean world."
2) It argues that aggregate efficiency has stalled at around 22% for 30 years due to limitations of the Second Industrial Revolution, but that digitizing transport, energy, and communication through technologies like blockchain can help manage resources and increase efficiency.
3) Technologies like precision agriculture, cloud computing, robotics, and autonomous vehicles may allow for "dematerialization" and do more with fewer physical resources through effects like reduced waste and need for transportation/logistics infrastructure.
The document discusses strategies for developing mobile games for wider platforms like iOS and Android. It notes that the mobile game market is growing significantly and shifting to smartphones. Games should take advantage of more precise controls on smartphones. The rise of app stores like the Apple App Store and Android Market have opened large new markets for mobile games. The document also discusses strategies for developing games for the iPad, such as taking advantage of the larger screen size and adding multiplayer modes.
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.
Game Development - Driving Vietnam's and Your Own Futureaction.vn
The document discusses opportunities for game development in Vietnam. It notes that Vietnam has a large gaming market and talented engineers. It provides details on the global gaming industry and market trends moving towards social and mobile games. It introduces DeNA as a major social gaming company and discusses its operations in Japan and expansion globally including partnerships in Vietnam. It ends with a call to help Vietnam further develop its industries and economy to sustain future growth.
Building Awesome Games for Windows Teesside UniLee Stott
Lee Stott is a Microsoft employee who works on the Windows Store. His contact information includes his name, place of work, Twitter handle, email address, and a link to Microsoft's UK faculty page. The document then provides information about the size of various app markets, including the number of Windows Phone and Windows 8 users. It discusses opportunities for games on these platforms and tools available for developers to create apps.
3DO entered the video game market in 1994 but faced significant challenges. It launched an expensive $700 console in an already established market dominated by Nintendo and Sega's cheaper systems. 3DO's business model lacked formal agreements between developers and manufacturers, resulting in quality control issues and high costs. For the console to succeed, 3DO needed to adapt to market trends, lower prices, and focus on building brand loyalty through improved marketing.
The document discusses the growth of the gaming industry and how it is being utilized in New Zealand. It notes that while controversial politicians have linked video games to violence, the average gamer is 33 years old and most play for non-violent reasons. The gaming industry generates billions in global revenue and is larger than movies. New Zealand has over 500 full-time game developers and the industry is continuing to grow as game development platforms expand. The document also discusses how businesses can learn from gaming, such as through gamification techniques that motivate users.
Zynga should expand its business to Asia, especially China, by partnering with Renren, one of China's largest social networks. This would provide Zynga with over 162 million potential new users in China and estimated new revenues of $280 million. Partnering with Renren is more efficient than other alternatives as it allows Zynga to quickly reach a large new user base through translating and localizing existing games for the Chinese market. While there are challenges like cultural differences, high competition in China can be addressed through localizing Zynga's platform and partnering with Chinese game developers. Overall, expanding into Asia is recommended to turnaround Zynga's declining performance.
Lee Stott is a faculty member at Microsoft who focuses on games and entertainment. His contact information is provided. The document then discusses several aspects of gaming including:
- The global games market is $68 billion and growing annually. Mobile gaming makes up $9 billion of that market and is growing the fastest at 32% annually.
- Windows Phone provides opportunities for gaming through its built-in Xbox features, sensors for new gameplay, and the Windows Store model for transactions.
- Developing games for Windows 8 allows access to a large audience across PCs, tablets and other devices through a common app platform and SmartGlass features for an enhanced experience.
The document discusses Movisphere, a proposed gaming platform that would allow users to access and play games for free on any mobile device or PC through an ad-supported model. It would be a social gaming arena where developers could create and distribute games across multiple platforms while earning revenue from ads and in-game purchases. The goal of Movisphere is to reverse the situation where telecom companies are missing out on gaming revenue by creating an easy-to-use gaming experience accessible to all users.
Innovation of a different kind in the traditional toys marketDudi Peles
This document discusses the evolution of the video game and toy industries over several decades. It notes that while new toys are introduced every year, the major players in the toy industry have not changed in decades. In contrast, the video game industry has seen significant changes and consolidation, with a few major companies now dominating the market. It suggests that new technological developments are driving structural changes in industries, creating new opportunities for entrepreneurs.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
The document summarizes the global and local game industry conditions. Globally, the game industry has seen very strong annual growth over the past decade of over 20% each year. However, locally in Indonesia, while there is talent and potential, the industry has struggled with issues like talent drain and difficulties securing funding or monetizing games due to piracy. One successful local game studio, Agate Studio, has been able to survive through initially focusing on international markets and investing heavily in its employees and culture. The future remains promising if more can be done to build up the local market.
The document discusses trends in the Asian virtual goods market, including the rise of social games and how companies like Tencent in China have pioneered business models centered around online and virtual goods that generate billions in revenue. It also compares the market capitalization and revenues of major Asian online gaming companies to their Western counterparts.
The document discusses financial issues in the games industry and trends in the market. It provides diagrams to illustrate how revenue from game sales is distributed among developers, publishers, distributors, retailers, and consumers. Developers often receive the smallest portion of sales and may not earn any money if a game does not sell well. The document also discusses trends in 2012, including the growth of mobile gaming on smartphones and tablets, competition in the handheld market between PS Vita and Nintendo 3DS, and the increasing focus on new forms of interaction like motion controls and voice commands.
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
The document discusses the history and future of social games. It traces the rise of social games from the 1980s to today, noting that revenues have grown from $10 million to over $50 million. It also discusses how social graph and social gameplay will remain important, especially in certain genres like midcore games. The document outlines trends like the comeback of arcade-style games on mobile, the lifecycles of hit versus evergreen games, and how analytics and a focus on optimization is driving monetization in social games. It argues that accessibility across platforms improves usage and revenues, and that the future of social games involves more cross-platform, cross-device, and cross-title interactions.
NetEase.com was founded in 1997 and went public on Nasdaq in 1999. It has three main revenue sources: online games (87.4% of revenues), advertising (11.2%), and value-added services (1.5%). NetEase operates popular games like Westward Journey II and licenses games from Activision Blizzard. It also runs the #1 portal in China, 163.com, and owns email/search/microblog platforms. Though profitable, NetEase faces challenges of heavy reliance on gaming revenues and increasing R&D costs in a competitive industry.
Similar to The Bu$iness of Games LATAM Sept_2011 (20)
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
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The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Game
The Bu$iness of Games LATAM Sept_2011
1. The Bu$iness of Games
September 23, 2011 – Mexico City
Justin Berenbaum
Theseus Games, Inc.
2. Agenda
A Perfect Storm
◦ The Effects
Retail by the Numbers
◦ The Retail Model(s)
◦ Where We Were
◦ Where We Are
◦ Where We’re Going
The Social Market
Mobile
Trends
Conclusion
◦ Take-A-Ways
◦ Fortune-Telling
Questions
Theseus Games, Inc. 2
4. A Perfect Storm – 2009 to 2011
• U.S. economy in recession spilling over into the
world economy
• Beginning of a steady and long decline in retail
software sales
• Dramatic rise and adoption of iPhone and then
Android (mobile apps)
• Meteoric rise of Facebook
Theseus Games, Inc. 4
5. The Effects
• Apple convinced people
content (apps) should be
“free”
• Facebook / Zynga – Virtual
goods through micro-
transactions
• Free to play MMO’s and
Virtual Worlds
Theseus Games, Inc. 5
6. The Effects
• Dramatic rise in the adoption
of digital distribution
• The big word “CLOUD”
• Going from Product model to
“Service” model
Theseus Games, Inc. 6
8. Traditional Retail Model
Wholesale
$48.00 Retail Price =
(Gross Revenue to Publisher)
$60.00
Cost of Goods (Includes 1st Party
-$8.00
Royalty)
Variable Sales & Marketing
-$9.00
(Commissions, MDF’s, etc.)
Gross Profit Per Unit $31.00
Licensor Royalties - (if any)
- 20% of Gross
Developer Royalties
Profit
Model seems OK, assuming you can
move most of your units at full MSRP Theseus Games, Inc. 8
9. Used Game Retail Model
Used Price $55.00
Maximum Trade-In Value -$30.00
Revenue to Publisher -$0.00
Gross Profit Per Unit to GameStop $25.00
Good for Consumers – Maybe
Good for Publishers – Doubtful
Good for Developers – Yeah right!
Theseus Games, Inc. 9
10. The Rise and Fall of Retail
U.S. Videogame Industry Revenue (in Billions)
Retail Only, Subscriptions and Digital Distribution Excluded
$21.4
$19.7
$18.0 $18.6
$12.5
$10.3 $10.0 $9.9 $10.5
$9.4
$6.3 $6.9 $6.6
$5.1
1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
Theseus Games, Inc. 10
Source: NPD?
11. Platform Breakdown
Total U.S. Games Spend (in Billions): 2010
$24.7 (-2% vs 2009)
Social networks: $1.5
Casual game portals: $3.7 (+66% vs ‘09)
(+34% vs ‘09) PC/Mac (download): $2.5
6%
15% (+60% vs ‘09)
10%
MMOs: $2.7 PC/Mac (boxed): $2.1
(+27% vs ‘09) 11% 9% (-19% vs ‘09)
Mobile Devices: $1.6 6%
(+46% vs ‘09)
43%
Consoles: $10.6
(-29% vs ‘09)
Theseus Games, Inc. 11
Source: Newzoo, 2010
13. The Not So Pretty Picture
Worldwide Hardware Market Share
2008 2011
10% 15%
18% 20%
27%
21%
20%
33%
12%
24%
Theseus Games, Inc. 13
Source: VGChartz
14. Retail Down but Not Out
Worldwide Game Revenue (in Billions)
$81.0
$76.9
$18.5
$66.5 $20.0
$17.5
$24.6
$27.0
Hardware Games Sales
$29.7
Retail Games Spend
$37.9 Digital Games Revenue
$29.9
$19.3
2010 2013 2016 Theseus Games, Inc.
Source: DFC Intelligence & Gamasutra 14
16. The Social Epidemic
The Rise of Facebook – December 2009
Theseus Games, Inc. 16
Source: http://www.pamorama.net/2011/01/30/65-terrific-social-media-infographics/
17. Global Domination
Theseus Games, Inc. 17
Source: http://www.pamorama.net/2011/01/30/65-terrific-social-media-infographics/
18. Unstoppable Force
Audience Growth on Facebook
Position Country July 2011 12-Month Position Country July 2011 12-Month
(millions of users) Growth (millions of users) Growth
ALL 712.4 33.5% 14 Colombia 14.6 30.1%
1 United States 151.4 16.8% 15 Spain 14.4 26.4%
2 Indonesia 38.9 33.3% 16 Malaysia 11.2 34.8%
3 United Kingdom 29.9 11.2% 17 Australia 10.6 60.3%
4 Turkey 29.5 64.2% 18 Thailand 10.4 13.5%
5 India 29.5 23.4% 19 Taiwan 9.9 32.1%
6 Mexico 26.8 51.5% 20 Venezuela 9.1 26.4%
7 Philippines 25.3 42.3% 21 Chile 8.5 18.6%
8 France 22.7 16.6% 22 Egypt 7.9 54.4%
9 Italy 21.2 77.6% 23 Poland 6.4 56.4%
10 Brazil 19.8 16.0% 24 Peru 6.3 59.2%
11 Germany 19.5 48.9% 25 Pakistan 4.8 59.6%
12 Canada 16.6 6.6%
13 Argentina 15.6 33.2%
Theseus Games, Inc. 18
Source: http://gold.insidernetwork.com/facebook
19. The Social Games Market
Facebook Social Game Metrics
60M (19%)
Addicted Players
600M Active Social Game Players
Facebook Users 318M (53%)
258M
Extrapolates to: 712MM users, 377MM Social Game Players, 72MM addicted.
Theseus Games, Inc. 19
Source: Lightspeed Research – September 13, 2010
20. Behind the Numbers
Social Game User Characteristics
Have up to 10 friends
55% playing the same social
games as them
12% Play on a mobile device
Have invited their friends to
59%
join them
Source: Lightspeed Research – September 13, 2010 Theseus Games, Inc. 20
21. A Marketer’s Dream
Social Game Metrics for Marketers
75% 63%
Have a Facebook account
Social games are “more
26%
likely” to buy products from
a brand/company that has
sponsored or advertised in a
social game
Social gamers have
responded to some kind of
39%
marketing activity to get
game rewards
Source: Lightspeed Research – September 13, 2010 Theseus Games, Inc. 21
24. The Mobile Landscape
Smartphone Market Snapshot – Recent Acquirers
Microsoft Palm / Web OS
Windows 2% Symbian OS
Mobile / WP7 1%
7%
RIM BlackBerry
OS
15%
Android OS
50%
Apple iOS
25%
Source: The Nielsen Company, March 2011, Nielsen Mobile Insights, National Theseus Games, Inc. 24
25. Mobile Market Shift
Revenue Generated
U.S. App Store Top 100 Grossing Games
39%
65% % Revenue from
Freemium Games
% Revenue from
Premium Games
61%
35%
January 2011 June 2011
Sources: iTunes App Store, Flurry Analytics, Flurry Analysis Theseus Games, Inc. 25
26. A Deeper Dive
Mobile Freemium Games
Relative Time Spent Playing Relative Money Spent
49%
32%
29% 28%
22%
16% 14%
5% 3% 2%
13-17 18-24 25-34 35-54 55+
Age Group (in years)
Sources: iTunes App Store, Flurry Analytics, Flurry Analysis Theseus Games, Inc. 26
28. The 800 Pound Gorilla
ACQUISITION
Applies to games on any platform. How do you attract customers?
Theseus Games, Inc. 28
29. Brand is Everything
The Ecosystem
PC Smartphone
Brand
Console Tablet
Theseus Games, Inc. 29
30. Gaming Key Trends
A Rapidly Maturing Market Means
Customer Acquisition Costs (CAC) - Rising
Game Development Costs (Including Mobile & Social)– Rising
“Viral Effect” (K or K-Factor) – Falling
The 80-20 rule has become 95-5 or more
Importance of Brand
Casual Core
Theseus Games, Inc. 30
32. Take-A-Ways
Do small things really well / Don’t
reinvent the wheel
Find Partners
Be relevant for your target market
Build a relationship with your customers
Theseus Games, Inc. 32
34. My Crystal Ball
Retail finding a way to be relevant
Android Market Place Economy evolving
Small innovations will drive big money
Call of Duty Outsells Battlefield - Brand
Wins
Theseus Games, Inc. 34
38. Playing the Game
Social Game Revenue Funnel
Non-Viral User Sources
FB Ads, Offer Walls, Display Viral User Sources
Banners, Cross Promotion, Wall Posts, Streams,
Fan Pages, Others Invites, Email, Others
Refine Marketing /
Create New K
Opportunities ACQUISITION
RETENTION
Revenue Sources
MONETIZATION Virtual Goods, Offers,
Advertising, Merchandise,
etc.
LTV > CAC $ / User
Theseus Games, Inc. 38
39. Social Definitions
Customer Acquisition Cost (CAC): Total dollars spent
acquiring each new customer from all sources.
Engagement / Customer Retention: How long someone
plays your game and how often they come back.
Monthly Average Users (MAU’s): The total number of
unique users your game has on a month by month basis.
Daily Average Users (DAU’s): The total number of unique
users your game has on a day by day basis (these users are
the most likely to spend money on your game).
Theseus Games, Inc. 39
40. Social Definitions
Monetization
◦ ARPU – Average Revenue per User: Total revenue divided by your
total user base.
◦ ARPPU – Average Revenue Per Paying user: Total revenue divided by
the total number of users who paid for anything in your game.
“Viral Effect” (K or K-Factor): How much is your game
spread by users. A higher K factor can help reduce your
customer acquisition costs.
Life Time Value (LTV): Total value of a user over the lifetime
of that user. How much money did your customer spend
playing your game before they stopped.
Theseus Games, Inc. 40
41. Retail Display of Game Cards
Retail adoption has already occurred. They are seeking ways to
derive revenue from the virtual space.
Theseus Games, Inc. 41