Blade Runner 2049 feels true to the original Blade Runner film in terms of its mood, themes, and tone. Like the first film, it is a neo-noir detective story with elements of ennui and existential panic. K, the main character, is searching for meaning and purpose in his life as a replicant, questioning whether his memories are real. While paying homage to the original film, Blade Runner 2049 establishes its own rhythms and symbolism through the vision of director Denis Villeneuve.
Starcraft has become a cultural phenomenon in South Korea. It is played and watched widely, with two TV channels dedicated to broadcasting Starcraft games and tournaments. Top Starcraft players can earn $400,000 per year competing professionally. Starcraft is also hugely popular at the annual World Cyber Games. It is one of the world's largest esports competitions in terms of prize money, viewership, and participants.
The story begins by introducing Sleeping Beauty and the kingdom of Pharoffland. On Princess Aurora's birth, three good fairies bestow gifts upon her while an evil witch curses her. On her 16th birthday, Aurora pricks her finger on a spindle and falls into a deep sleep. A prince arrives years later to face the witch and break the curse with true love's kiss, awakening Aurora and the kingdom.
The document describes 4 short stories involving encounters between the narrator and a woman referred to as "The Lonely Girl". In the first story, the narrator sees the woman in a cafe and unsuccessfully tries to start a conversation with her. In the second story, he sees her at a club where she flashes a grin at him but then walks away. In the third story, they exchange texts and calls late at night but their date is cut short. The fourth story describes the narrator glancing at the woman over time but not receiving any acknowledgement in return, crushing his ego.
This document provides character descriptions for a short film about a man named John who attends a speed dating event. The characters introduced are John, the reluctant protagonist; Keith, the flamboyant event manager; and several of John's dates including Molly, Holly, Polly, Dolly, and Dave. The synopsis reveals that though John is looking for love, he finds the experience awkward and frustrating. In the end, he returns home disappointed, but content with the company of a cardboard cutout of himself.
This story is about Mark who cared for Eva, a blind and unhappy woman. Mark proposed to Eva but she refused because she was blind. Eva later received an operation to restore her sight. When she saw Mark for the first time, she was shocked by his appearance. However, Eva still refused to marry Mark because she did not want to marry a blind man. Mark left the city in tears.
The document discusses the value and application of role-playing in drama education. It outlines 3 phases of role-playing: planning and preparation, interaction, and reflection/evaluation. Role-playing encourages experimentation, develops empathy and social skills, and involves students in direct experiential learning. It promotes verbal, physical, logical, and interpersonal skills. Through negotiating roles, students rehearse lifelong learning skills like communication, empathy, and social competence. The goal is for students to become empowered social actors who can cope with human relationships.
Blade Runner 2049 feels true to the original Blade Runner film in terms of its mood, themes, and tone. Like the first film, it is a neo-noir detective story with elements of ennui and existential panic. K, the main character, is searching for meaning and purpose in his life as a replicant, questioning whether his memories are real. While paying homage to the original film, Blade Runner 2049 establishes its own rhythms and symbolism through the vision of director Denis Villeneuve.
Starcraft has become a cultural phenomenon in South Korea. It is played and watched widely, with two TV channels dedicated to broadcasting Starcraft games and tournaments. Top Starcraft players can earn $400,000 per year competing professionally. Starcraft is also hugely popular at the annual World Cyber Games. It is one of the world's largest esports competitions in terms of prize money, viewership, and participants.
The story begins by introducing Sleeping Beauty and the kingdom of Pharoffland. On Princess Aurora's birth, three good fairies bestow gifts upon her while an evil witch curses her. On her 16th birthday, Aurora pricks her finger on a spindle and falls into a deep sleep. A prince arrives years later to face the witch and break the curse with true love's kiss, awakening Aurora and the kingdom.
The document describes 4 short stories involving encounters between the narrator and a woman referred to as "The Lonely Girl". In the first story, the narrator sees the woman in a cafe and unsuccessfully tries to start a conversation with her. In the second story, he sees her at a club where she flashes a grin at him but then walks away. In the third story, they exchange texts and calls late at night but their date is cut short. The fourth story describes the narrator glancing at the woman over time but not receiving any acknowledgement in return, crushing his ego.
This document provides character descriptions for a short film about a man named John who attends a speed dating event. The characters introduced are John, the reluctant protagonist; Keith, the flamboyant event manager; and several of John's dates including Molly, Holly, Polly, Dolly, and Dave. The synopsis reveals that though John is looking for love, he finds the experience awkward and frustrating. In the end, he returns home disappointed, but content with the company of a cardboard cutout of himself.
This story is about Mark who cared for Eva, a blind and unhappy woman. Mark proposed to Eva but she refused because she was blind. Eva later received an operation to restore her sight. When she saw Mark for the first time, she was shocked by his appearance. However, Eva still refused to marry Mark because she did not want to marry a blind man. Mark left the city in tears.
The document discusses the value and application of role-playing in drama education. It outlines 3 phases of role-playing: planning and preparation, interaction, and reflection/evaluation. Role-playing encourages experimentation, develops empathy and social skills, and involves students in direct experiential learning. It promotes verbal, physical, logical, and interpersonal skills. Through negotiating roles, students rehearse lifelong learning skills like communication, empathy, and social competence. The goal is for students to become empowered social actors who can cope with human relationships.
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.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
The document provides information about the computer games industry in the UK, including genres, representations, audiences, and institutions. It states that in 2010, the UK computer games industry was worth £2.875 billion, with Microsoft generating £538 million from Xbox 360 sales and Sony £414 million from PlayStation 3 sales. The industry is now the country's most valuable entertainment market, surpassing DVD, music and cinema. The document also lists and describes common game genres, how characters are typically represented, who the main target audiences are, and some of the major companies and publishers behind the video games industry.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
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.
Virtual worlds like Second Life and World of Warcraft have grown hugely popular, with millions of active users each month. These worlds allow users to create avatars and interact in virtual environments. Some brands have experimented with marketing in these worlds, with varying degrees of success. Researchers have also used virtual worlds to study real-world problems like epidemic spread. While still in their infancy, virtual worlds could eventually become a mainstream form of digital communication, so some marketers recommend experimenting respectfully to understand user behaviors.
DMarket is developing a decentralized global marketplace for trading virtual items using blockchain technology. This will allow the estimated 2.3 billion gamers worldwide to trade items between games on any platform, connecting the previously isolated game economies. The solution addresses the problem that currently there is no way to easily or securely trade virtual items that gamers acquire between different games and platforms. DMarket aims to create a new virtual item economy by enabling any game developer to connect their game and facilitate trades using DMarket's API.
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
This document discusses plans to develop an augmented reality fantasy game set on planet Earth with a different population of characters. It outlines market projections showing strong growth in the global games market, especially mobile games. It then describes the initial board game concept and prototypes, before explaining the decision to switch to an AR/mobile game to encourage community and patriotism. Monetization strategies are proposed to earn over $300,000 per month within 18 months by targeting 1 million gamers spending on average $10 each. Finally, the technical team is introduced with relevant experience in AR, mobile development and successful games.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
Mobile games can leverage social interactions to increase engagement and monetization. Games are inherently social objects that connect players, and mobile is uniquely positioned to facilitate social interactions due to its personal and always-on nature. To be successful, mobile games should provide avenues for social engagement in-game, such as leaderboards, challenges between friends, and rewards that activate players' passion and turn them into fanatics who promote the game to others. This social context can then be leveraged for effective cross-promotion and monetization when done in a relevant way.
The document discusses the history and definition of MMORPGs (massively multiplayer online role-playing games). It describes how Richard Garriott coined the term in 1997 and how MMORPGs involve large numbers of players interacting in a persistent virtual world while taking on the role of characters, typically in a fantasy setting. It provides an overview of common MMORPG elements like character progression systems, social interaction, and character customization.
This document discusses the career opportunities in the video game industry and provides statistics on the highest grossing movies and video games of all time. It also examines the growth of the global game industry and the impact of COVID-19, including increased demand for video game consoles and more people playing games. Recommendations are provided for getting started in game development through communities, competitions, online courses and more. The potential for Indonesia to develop AAA games is explored along with existing local industry stats.
Digital games have evolved significantly from their early origins in arcades and home consoles. What began as games focused on high scores and short sessions in arcades transformed to include longer home console games with save features. Later, casual games on PCs popularized relaxed puzzle-style games. The mobile era saw another shift to touchscreen games optimized for short sessions. Free-to-play games now dominate mobile, using behavioral data to craft addictive feedback loops that entice paying "whales" to subsidize games for all players. Today, gaming encompasses everyone through ubiquitous mobile access.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
Good Night's Rest Distribution & Marketing PlanMarc Tejeda
The document provides a marketing and distribution plan for the video game "Good Night's Rest" created by Longshot and distributed by Fantastic 4. In year one, Fantastic 4 will self-distribute the game through local video game stores and on Steam. They aim to reach 18-25 year old male gamers in Orlando through Steam's large platform. In year two, Fantastic 4 will seek a larger publisher or distributor to expand the game's reach after initial success on Steam.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
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.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
The document provides information about the computer games industry in the UK, including genres, representations, audiences, and institutions. It states that in 2010, the UK computer games industry was worth £2.875 billion, with Microsoft generating £538 million from Xbox 360 sales and Sony £414 million from PlayStation 3 sales. The industry is now the country's most valuable entertainment market, surpassing DVD, music and cinema. The document also lists and describes common game genres, how characters are typically represented, who the main target audiences are, and some of the major companies and publishers behind the video games industry.
Presentation to German Chamber on Animoca, Games and AppAnimoca Brands
- Animoca Brands is a global leader in blockchain and digital assets, known for developing popular games like The Sandbox.
- It has partnerships with over 325 top brands and has issued over 2.1 billion digital collectibles to 7 million users worldwide.
- Gaming is a huge industry globally that is growing rapidly, especially in Asia, with China, Japan and South Korea leading markets. The growth of blockchain and digital assets is opening up new opportunities around digital ownership that Animoca is positioned to capitalize on.
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.
Virtual worlds like Second Life and World of Warcraft have grown hugely popular, with millions of active users each month. These worlds allow users to create avatars and interact in virtual environments. Some brands have experimented with marketing in these worlds, with varying degrees of success. Researchers have also used virtual worlds to study real-world problems like epidemic spread. While still in their infancy, virtual worlds could eventually become a mainstream form of digital communication, so some marketers recommend experimenting respectfully to understand user behaviors.
DMarket is developing a decentralized global marketplace for trading virtual items using blockchain technology. This will allow the estimated 2.3 billion gamers worldwide to trade items between games on any platform, connecting the previously isolated game economies. The solution addresses the problem that currently there is no way to easily or securely trade virtual items that gamers acquire between different games and platforms. DMarket aims to create a new virtual item economy by enabling any game developer to connect their game and facilitate trades using DMarket's API.
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
This document discusses plans to develop an augmented reality fantasy game set on planet Earth with a different population of characters. It outlines market projections showing strong growth in the global games market, especially mobile games. It then describes the initial board game concept and prototypes, before explaining the decision to switch to an AR/mobile game to encourage community and patriotism. Monetization strategies are proposed to earn over $300,000 per month within 18 months by targeting 1 million gamers spending on average $10 each. Finally, the technical team is introduced with relevant experience in AR, mobile development and successful games.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
C1SB Assassin's Creed III Liberation and video game industryKBucket
This document provides an overview of video game history and the Assassin's Creed franchise. It discusses the evolution of video game consoles across generations from the 1970s to present. It then focuses on Ubisoft as a major video game publisher and the Assassin's Creed franchise, highlighting Assassin's Creed III: Liberation as the first game in the franchise to feature a female protagonist of color, Aveline de Grandpré, set in 18th century New Orleans. The document examines how this broadened the franchise's audience and responded to criticisms of underrepresentation in the industry.
Mobile games can leverage social interactions to increase engagement and monetization. Games are inherently social objects that connect players, and mobile is uniquely positioned to facilitate social interactions due to its personal and always-on nature. To be successful, mobile games should provide avenues for social engagement in-game, such as leaderboards, challenges between friends, and rewards that activate players' passion and turn them into fanatics who promote the game to others. This social context can then be leveraged for effective cross-promotion and monetization when done in a relevant way.
The document discusses the history and definition of MMORPGs (massively multiplayer online role-playing games). It describes how Richard Garriott coined the term in 1997 and how MMORPGs involve large numbers of players interacting in a persistent virtual world while taking on the role of characters, typically in a fantasy setting. It provides an overview of common MMORPG elements like character progression systems, social interaction, and character customization.
This document discusses the career opportunities in the video game industry and provides statistics on the highest grossing movies and video games of all time. It also examines the growth of the global game industry and the impact of COVID-19, including increased demand for video game consoles and more people playing games. Recommendations are provided for getting started in game development through communities, competitions, online courses and more. The potential for Indonesia to develop AAA games is explored along with existing local industry stats.
Digital games have evolved significantly from their early origins in arcades and home consoles. What began as games focused on high scores and short sessions in arcades transformed to include longer home console games with save features. Later, casual games on PCs popularized relaxed puzzle-style games. The mobile era saw another shift to touchscreen games optimized for short sessions. Free-to-play games now dominate mobile, using behavioral data to craft addictive feedback loops that entice paying "whales" to subsidize games for all players. Today, gaming encompasses everyone through ubiquitous mobile access.
Casual games are becoming increasingly popular in Israel. A survey found that over 60% of Israeli internet casual game players are over 35, showing casual games appeal to all ages. Several new companies in Israel are exploring business models for casual games, including subscription and microtransaction-based games on mobile phones and skill-based games. While the Israeli casual game market is still developing, it shows promise as casual games are highly relevant to Israeli players.
Good Night's Rest Distribution & Marketing PlanMarc Tejeda
The document provides a marketing and distribution plan for the video game "Good Night's Rest" created by Longshot and distributed by Fantastic 4. In year one, Fantastic 4 will self-distribute the game through local video game stores and on Steam. They aim to reach 18-25 year old male gamers in Orlando through Steam's large platform. In year two, Fantastic 4 will seek a larger publisher or distributor to expand the game's reach after initial success on Steam.
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Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Discover timeless style with the 2022 Vintage Roman Numerals Men's Ring. Crafted from premium stainless steel, this 6mm wide ring embodies elegance and durability. Perfect as a gift, it seamlessly blends classic Roman numeral detailing with modern sophistication, making it an ideal accessory for any occasion.
https://rb.gy/usj1a2
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
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Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
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Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
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Storytelling is an incredibly valuable tool to share data and information. To get the most impact from stories there are a number of key ingredients. These are based on science and human nature. Using these elements in a story you can deliver information impactfully, ensure action and drive change.
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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 🎥
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3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
3. 8 million users worldwide Spawned novels, card & board games and movie planned Ushered in the ‘Age of WoW’ Ubiquitous mainstream media coverage Open to commerce ‘ Real Life’ brands opened up shop in game Featured on Radio 4 Featured in an episode of South Park
39. Station Exchange – official marketplace for Everquest II players For buying and selling in game coins, items and characters Handled transactions of $1.87 million in its first year
40. Edward Castranova, Economist, Indiana University 1/5 of the players interviewed considered the in-game world as their main place of residence in 2005, the collective volume of annual trade in MMORPGs exceeded $1 billion Norrath, the game world in Everquest, had a GNP about the same as Bulgaria’s By 2020 the total population of MMORPGs is expected to be in excess of 100 million Author of Synthetic Worlds: the business and culture of online games Average time spent in MMORPG – 20 hours a week