What does the danish game industry look like in 2014?
Turnover: 823mkr (+27%)
T.O/Employee: 1.131tkr (+27%)
Profit (40 companies): 214 mkr (+133%)
Companies: 149 (+3%)
The document discusses the benefits of social media for event ticketing from the perspective of amiando, a leading online event organization platform. It outlines how social media can be used to [1] promote events to audiences on social networks, [2] encourage event recommendations and sharing between contacts which drives marketing, and [3] foster participant engagement before, during, and after events through features like seeing who is attending, scheduling meetings, and staying connected after the event. The CEO of amiando believes social media gives events more than just promotion by allowing interaction and engagement throughout the event lifecycle.
This document lists various game exhibitions, conferences, and events that Knapnok Games exhibited and showcased their games at between 2011 and 2014. It includes events like the Game Exhibition in San Francisco in 2011, Indiecade in 2011 and 2013, the Game Developers Conference in 2013 and 2014, and E3 in 2014. The document provides contact information for Dajana Dimovska to discuss exhibiting games or doing talks and networking at events.
Going to GDC 2015? All you need to know about Game Connection + meetings at hotels etc by Søren Lass, Business Development Director at dtp entertainment AG. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
Is there any hope for financing games? Maz Spork, head of innovation at Egmont Publishing, on the possibilities and challenges in the game industry. What you need to know when you want to think long term and need a way to finance your growth.
Where, how, when - start planning your international presence now. At Growing Games, June 2016, Game Consultant Søren Lass gave the grand tour of conferences. Lass is former International Brand Manager at Ubisoft and Business Development Director at Hamburg-based dtp entertainment and knows his way around the industry.
GDC 2015. All you need to know about PLAY, Events, PartiesInteractive Denmark
Going to Game Developers Conference? All you need to know about PLAY, Events, Parties by Dajana Dimovska, CEO Knapnok Games. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
This document discusses perspectives and practical tools for executing projects on time using agile methodologies. It emphasizes the importance of business value and prioritizing work based on value delivered versus time to complete. The product owner is responsible for managing the backlog, setting priorities, and communicating with the team and stakeholders. Regular sprints with working versions at the end allow for flow and reflection to continuously improve processes and deliver better value to customers.
The document discusses the benefits of social media for event ticketing from the perspective of amiando, a leading online event organization platform. It outlines how social media can be used to [1] promote events to audiences on social networks, [2] encourage event recommendations and sharing between contacts which drives marketing, and [3] foster participant engagement before, during, and after events through features like seeing who is attending, scheduling meetings, and staying connected after the event. The CEO of amiando believes social media gives events more than just promotion by allowing interaction and engagement throughout the event lifecycle.
This document lists various game exhibitions, conferences, and events that Knapnok Games exhibited and showcased their games at between 2011 and 2014. It includes events like the Game Exhibition in San Francisco in 2011, Indiecade in 2011 and 2013, the Game Developers Conference in 2013 and 2014, and E3 in 2014. The document provides contact information for Dajana Dimovska to discuss exhibiting games or doing talks and networking at events.
Going to GDC 2015? All you need to know about Game Connection + meetings at hotels etc by Søren Lass, Business Development Director at dtp entertainment AG. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
Is there any hope for financing games? Maz Spork, head of innovation at Egmont Publishing, on the possibilities and challenges in the game industry. What you need to know when you want to think long term and need a way to finance your growth.
Where, how, when - start planning your international presence now. At Growing Games, June 2016, Game Consultant Søren Lass gave the grand tour of conferences. Lass is former International Brand Manager at Ubisoft and Business Development Director at Hamburg-based dtp entertainment and knows his way around the industry.
GDC 2015. All you need to know about PLAY, Events, PartiesInteractive Denmark
Going to Game Developers Conference? All you need to know about PLAY, Events, Parties by Dajana Dimovska, CEO Knapnok Games. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
This document discusses perspectives and practical tools for executing projects on time using agile methodologies. It emphasizes the importance of business value and prioritizing work based on value delivered versus time to complete. The product owner is responsible for managing the backlog, setting priorities, and communicating with the team and stakeholders. Regular sprints with working versions at the end allow for flow and reflection to continuously improve processes and deliver better value to customers.
Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429Interactive Denmark
Global and national games industry numbers. Growth rates, platforms, turnover, export etc. Key Trends in Games – Things to Consider. Presentation from Growing Games Workshop, April 2016, by Jan Neiiendam
This document introduces a mobile gaming and technology company called SuperOne. It provides an overview of the company's founders and leadership team, its tokenized profit-sharing business model, and its vision to build a consolidated lifestyle platform like those in China with over 1 billion users. The company aims to launch an innovative interest-based gaming platform that will monetize through in-game credits, advertising, and services. It outlines the company's roadmap, marketing strategy focused on millennials, and an unique "Triple Magic" compensation plan for a growing global community.
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The document summarizes initiatives to boost the games industry in southern Finland from 2012-2014. It discusses establishing development environments like game studios at universities and co-working spaces for startups. A key program called Playa Launchpad provided support services to over 20 game studios in areas like legal assistance, quality assurance, and publishing. The initiatives helped studios attend international events, secured publishing deals and funding, and improved marketing. While the Game Cluster project concludes in June 2014, new initiatives are needed to continue supporting an evolving industry.
The flourishing gaming industry in Finland: Alan Wake, Angry Birds, Clash of Clans. Digital gaming entrepreneurs and companies, Finnish start-ups, VC interest. The growth of the turnover.
Cary Rosenzweig, CEO of IMVU Inc., presented a talk on converting free users to paying users. IMVU is an online social entertainment destination where users create 3D avatars to chat and play games. It has over 50 million registered users and 10 million monthly visitors. Rosenzweig outlined 12 lessons for converting free users to paying customers, including taking users to the virtual store immediately, offering discounts and gifts, providing diverse payment options, and engaging users through creative tools and games to encourage spending within IMVU's virtual economy.
IGT is an international gaming company headquartered in London that designs, manufactures, and markets gaming equipment, software, and network systems. It provides solutions for land-based casinos and online wagering. IGT also contracts with state and national governments to provide lottery services worldwide. The company aims to expand into emerging markets, partner with casinos in Macau and South Africa, enhance gameplay, and develop the casino experience of the future including immersive technology and e-sports.
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This document discusses opportunities for indie game developers on Windows and Windows Phone platforms. It notes that customers are downloading more games than any other app type and are willing to spend money. The Windows 8 and Windows Phone 8 platforms provide opportunities to give customers what they want through a shared development experience across devices. Several indie developers are highlighted who have found success on the Windows platforms with one game achieving over 1 million downloads. The document promotes resources and programs available to indie developers, including free developer accounts and the Imagine Cup game development competition.
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IGT is an industry leader in electronic gaming equipment, software, and network systems. It designs and manufactures slot machines, lottery games and services, and provides gaming solutions for casinos and online platforms. IGT employs over 12,000 people worldwide and has a market cap of over $4.6 billion. Its key customers include casinos, state governments for lottery services, and consumers through direct gaming.
IGT is an industry leader in electronic gaming equipment, software, and network systems. It designs and manufactures slot machines, lottery games and services, and provides gaming solutions for casinos and online platforms. IGT employs over 12,000 people worldwide and has a market cap of over $4.6 billion. Its key customers include casinos, state governments for lottery services, and consumers through direct gaming.
More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
The unique blockchain gaming and networking platform of SuperOne combines precision-engineered crypto games with networking power.
With an innovative and rewarding business model, members enjoy direct ownership and instant direct-to-wallet game and network rewards .
its super affiliate program pays instantly .
visit companis website to learn more https://super.one
Down load free apps to see the cool stuff https://superone.link/install
The Interactive Scotland client base includes over 600 companies employing 8,500 people across various digital media sectors such as gaming, film and video production, broadcast, publishing, and more. These companies generate around £450 million in revenue annually. While gaming is a major sector in Scotland, Interactive Scotland clients work in a variety of fields including mobile and social gaming, film and video production, broadcast, software development, and digital design. Many clients have received national and global recognition through awards from organizations like BAFTA and the Royal Television Society.
This document discusses trends and opportunities in the evolving video game market. It covers the following key points in 3 sentences:
The video game industry value chain includes hardware, software, and service providers across various platforms like consoles, mobile, computers and smart TVs. More than half of global video game revenue now comes from digital sales, with traditional publishers deriving an increasing portion from digital channels. Emerging trends include the rise of free-to-play business models, intense competition in mobile games, tablets emerging as a gaming platform, the growth of social and ubiquitous gaming, and the convergence of games and smart TVs through cloud gaming and new forms of interactivity.
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The document discusses Denmark's public game funding program. It provides an overview of the program, which gives out 12.5 million Danish kroner per year to support game development. Projects are evaluated on criteria like cultural value, quality, and the team's ability to complete the project. Funding is given in tiers for tasks like project development, production, and launch support. The process involves submitting a written application and interviews. While the funding has no strings attached, the goal is also to help projects attract commercial investment.
This document provides information for attending the Game Developers Conference (GDC) and Global Connect (GC) events, including why they are important industry events and how to best prepare. Key points covered include networking with publishers, investors and partners at GDC/GC; identifying target companies; creating an effective presentation on one's game, studio and objectives; practicing demo materials; and tips for successful meetings at the events. The overall goal discussed is using GDC/GC to find potential publishing, investment or partnership deals.
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This document introduces a mobile gaming and technology company called SuperOne. It provides an overview of the company's founders and leadership team, its tokenized profit-sharing business model, and its vision to build a consolidated lifestyle platform like those in China with over 1 billion users. The company aims to launch an innovative interest-based gaming platform that will monetize through in-game credits, advertising, and services. It outlines the company's roadmap, marketing strategy focused on millennials, and an unique "Triple Magic" compensation plan for a growing global community.
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IGT is an international gaming company headquartered in London that designs, manufactures, and markets gaming equipment, software, and network systems. It provides solutions for land-based casinos and online wagering. IGT also contracts with state and national governments to provide lottery services worldwide. The company aims to expand into emerging markets, partner with casinos in Macau and South Africa, enhance gameplay, and develop the casino experience of the future including immersive technology and e-sports.
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More than half of world video game revenues comes from digital sales and competition in the segment of mobile games is rife. Even if the game experience is quite different, smartphones are getting to compete with handheld and home consoles. What are the buying behaviours in the different target groups and which business models can producers plan? Facts and prospective insights into this fast-moving industry.
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The Interactive Scotland client base includes over 600 companies employing 8,500 people across various digital media sectors such as gaming, film and video production, broadcast, publishing, and more. These companies generate around £450 million in revenue annually. While gaming is a major sector in Scotland, Interactive Scotland clients work in a variety of fields including mobile and social gaming, film and video production, broadcast, software development, and digital design. Many clients have received national and global recognition through awards from organizations like BAFTA and the Royal Television Society.
This document discusses trends and opportunities in the evolving video game market. It covers the following key points in 3 sentences:
The video game industry value chain includes hardware, software, and service providers across various platforms like consoles, mobile, computers and smart TVs. More than half of global video game revenue now comes from digital sales, with traditional publishers deriving an increasing portion from digital channels. Emerging trends include the rise of free-to-play business models, intense competition in mobile games, tablets emerging as a gaming platform, the growth of social and ubiquitous gaming, and the convergence of games and smart TVs through cloud gaming and new forms of interactivity.
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Tour de Denmark. The Danish Game Industry 2014.
1.
2. Tour de Denmark
Creative Business Cup, Copenhagen – 18.11.2014
Director, Jan Neiiendam
3.
4. Global market growth
Video Games
Global Aggregate Spending ($bn)
CAGR (%)
Total
65.7
70.8
75.3
79.7
84.1
89.0
2013 2014 2015 2016 2017 2018
6.2
PwC: Global entertainment and media outlook 2014-2018
5. Variables for success
• High quality games
• A variety of platforms: Console AAA to casual
mobile and middleware
• Higher education in Games
• First mover on new target groups and
platforms for games
7. Segmentation of the Danish
game developers
Online Casual Games
12%
Games on Mobile
47%
Game middleware and
service providers
6%
MMO games
4%
Games on console
and portable
1%
Boxed and Downloaded
games
30%
Online Casual Games
Games on Mobile
MMO games
Games on console and portable
Boxed and Downloaded games
Game middleware and service providers
12. The Danish games
investment eco-system
New talents +400 annually
Cultural support 2015-2018
10 mio. DKK annually
Innovation funds
Estimated 20 mio. DKK annually
A new fund to support games and
interactive – ”under construction”
“I think the Nordics are really
good at games because of
our consensus driven
management style.”
“Creating games is all about getting very
creative artists to work with some of the best
techies, something that I think requires a work-place
culture where you have respect for one-another.”
Martin Walfisz, founder of Massive
Entertainment
13. Interactive Denmark
Business development aktiviteter
POS
POB
POC
IDEA
Growing Investors konferencer
SOLID + accelerations program
Eksport missioner
SOLID incubation program
Growing Games workshops
Spilbar
“Spilordningen”, DFI
Nordic Game Funding
EU Media
P.O.C, B, S = proof of concept, business & scale