The document discusses the rise of social games and predicts their continued growth in 2011 and beyond. It outlines why social games, virtual goods, free-to-play models, cross-platform play, interoperability, cloud-based infrastructure, and cross-regional gameplay will be important drivers of the industry. Key predictions include Facebook becoming a major game platform, the emergence of rival social platforms, exponential growth in mobile and social devices, and interoperable games gaining relevance.
[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.
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.
[Inside Social Apps 2010 - San Francisco ] Hello everyone, my name is Sebastien de Halleux and what I’ll talk about over the next 30 minutes or so is about The Evolution of Games, and specifically lessons from gaming platforms past.. Most of today is about social games and the future of the game industry, so I wanted to take a step back and hypothesise what the past can potentially teach us about the future.
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.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
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.
The State and Future of Mobile Esports in Asia and the WestNewzoo
Over the past two years, the global esports market grew by 102% to reach $655 million in 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging that of PC and console.sing data from our esports solutions we examine the role of mobile in esports, the top performing titles, trends, and the differences between Asia and the West.
Future Of Gaming report presents key trends emerging within the gaming space that brands, non-profits and communities can leverage to build engagement and motivate their target audience towards achieving a desired goal or outcome. It is designed to inspire anyone tasked with creating compelling user experiences, whether that be on a digital screen, in the real world or somewhere in between.
Austin as a Digital Media Nexus. Presentation to the Technology Advisors Gro...Frank Coppersmith
September 2013 presentation to Austin's Technology Advisors Group presenting the current state of the video game and related industries, both globally and in Austin, Texas. The presentation looks at the game industry's market size, key players (especially in Austin), the shift from console and desktop computing to mobile gaming, technical challenges and opportunities.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
Cavintek was formed out of a need to provide an automation solution for SMBs that is simple to use, adds critical value and is cost-effective. Inconsistent and ad-hoc email-based processes creates a facade of false productivity and hides critical information essential for effective decision-making. Cavintek addresses these problems via Cflow - a cloud-based workflow automation software.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
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.
The State and Future of Mobile Esports in Asia and the WestNewzoo
Over the past two years, the global esports market grew by 102% to reach $655 million in 2017. While mobile has quickly grown as the biggest gaming screen worldwide, its esports scene is largely lagging that of PC and console.sing data from our esports solutions we examine the role of mobile in esports, the top performing titles, trends, and the differences between Asia and the West.
Future Of Gaming report presents key trends emerging within the gaming space that brands, non-profits and communities can leverage to build engagement and motivate their target audience towards achieving a desired goal or outcome. It is designed to inspire anyone tasked with creating compelling user experiences, whether that be on a digital screen, in the real world or somewhere in between.
Austin as a Digital Media Nexus. Presentation to the Technology Advisors Gro...Frank Coppersmith
September 2013 presentation to Austin's Technology Advisors Group presenting the current state of the video game and related industries, both globally and in Austin, Texas. The presentation looks at the game industry's market size, key players (especially in Austin), the shift from console and desktop computing to mobile gaming, technical challenges and opportunities.
Mobile games that scratch the humor itch. We create and publish humorous mobile games by partnering with world-renowned brands and top developers in their genre. This enables us to launch games cheaper with increased probability of becoming a Top 100 earners in the app stores.
The seed round deck of New Legends Studios, a gaming startup.
This includes slides from the reading deck as well as the extra slides part for the presentation deck we used during Q3/Q4 2014. Hopefully, this will help someone out there. If you want the PowerPoint version just ping me on twitter (@civaxo).
You can read the related post over here: http://civax.net/2015/06/new-legends-seed-deck/
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
Cavintek was formed out of a need to provide an automation solution for SMBs that is simple to use, adds critical value and is cost-effective. Inconsistent and ad-hoc email-based processes creates a facade of false productivity and hides critical information essential for effective decision-making. Cavintek addresses these problems via Cflow - a cloud-based workflow automation software.
SmartHR is a revolutionary system that promises to take the pain out of HR Management. SmartHR - Smartly manages , Employee Databank, Employee Self Service, Attendance, Leave, payroll, Recruitment, Training, Performance Appraisal and all such HRMS activities from candidate entry till employee exit.
HR modules shape an intersection in between human resource management (HRM) and information technology. It merges HRM as a discipline and in particular its basic HR activities and processes with the information technology field .The beauty of opting for our integrated software is that you do not need to worry about multiple data entries, multiple master creations or data migration hassles. SmartHR is very user friendly and is adaptable to any kind of industry.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Background to Investing in Video Games. Presented to the Austin Open Angel N...Frank Coppersmith
An August 2013 presentation to the members of the Texas Open Angel Network. Key topics include the history of video games, the Austin game industry, recent changes to technology and markets resulting in industry upheaval (social and mobile gaming), the opportunity present in video game investing and various investment considerations (such as passion for games, team, monetization strategy, live game management, big data, distribution and localization). Additional topics covered include gaming as a service, free to play video games, and the use of Kickstarter to support game development.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
What are the most important trends for social gaming in 2011? Will user acquisition cost continue to go up? What about the number of transaction, have they increased as FB credits mature? What about new games being developed, what genre will be most popular? What about branding, will more games start leveraging popular movies and celebrities? What about geographic, which countries/platform are growing most aggressively? Rex Ng, CEO of 6waves will discuss these emerging trends and their ramification for developers.
Social Games: Multiplatform Branded EntertainmentAlex Gault
Social games are the future of branded entertainment. By virtue of the entertaining, ongoing experience of playing branded games, players organically acquire an identity with brands. Well-produced games create loyal fanbases, who impulsively share them and challenge friends to play
11. Virtual Goods on Facebook 30 Day MAU Number of Number of Company DAU(M) 2010 Trend VG Games Games Growing Digital Chocolate 4 +6 11 6 Zynga 43 -18 11 1 EA 7 -3 8 1 Playdom 4 -5 13 1 Crowdstar 4 -8 6 1 -34 (source: AppData.com, 11/21/2010) Confidential 11
12. Disruption Galore ThenNow Hardcore guy Everyone $50 Free with Virtual Goods Wal-Mart Digital PlayStation Anything with a screen Play with yourself Play with everyone 100M devices Billions of devices U.S.A. World Sony, EA Up for grabs Confidential 12
13. New Market Explosion Total PC browser users trending towards 2 billion Facebook trending from 600M members to 1 billion Tipping point as 2 billion Western mobile phones “Get Smart” within 2-3 years How long before 1 billion tablets? The browser begins to invade 2 billion color TVs $7 billion in Virtual Goods in China in 2009 DeNA and Gree both doing over $1 billion in Japan Nexon just did $570 million in Korea Zynga close to topping $1 billion Confidential 13
14. The Next Big Thing Has 7 Parts Social Games Virtual Goods Free to Play Cross-Platform Interoperable Cloud-Based Cross-Region Confidential 14
15. Why Social Games? Beyond subsistence, our biggest needs are social Social capital has declined so we’re very needy (Bowling Alone) Historically, social media monetize 10x better than other media Games are “conversation starters” that enable social play We all have an inner gamer (sports, Vegas, cards, trivia, play) Everyone now has access to a “game platform” Everyone has a mobile, “social computer” Everyone is joining social networks or using a network browser Even hardcore console gamers have gone social (Guitar Hero, Wii) Social games are completely disrupting games and media sectors Billions of people will be playing social games Confidential 15
16. Why Virtual Goods? By far the most efficient business model for monetization Allows perfect capture of spending appetite from $1 to $10,000 Stronger potential for emotional meaning and retention “Investment” principles encourage unparalleled spending Works on any platform and with any payment system Was already $7 billion in China in 2009 Proven now in exery country in the world Like SMS texting, has global potential greater than $100 billion Confidential 16
17. Why Free to Play? Everyone is easily able to try it Players want to introduce their friends to the “free benefit” Viral funnel becomes enormous Competition for social status spurs engagement Free players convert and spend money to progress faster Whales get to impress their friends Everyone can keep playing and the cycle continues Confidential 17
18. Why Cross-Platform? Social games are growing everywhere, but on different platforms Japan is mobile China requires a PC “heavy client” install Korea is PC/mobile hybrid U.S. is inside Facebook.com on PC Germany is browser-based male vertical Kids browser-based vertical came from Canada (Club Penguin) Platforms are proliferating “Point platform” hegemony is dying Device populations are burgeoning Everyone can play anywhere, anytime Confidential 18
19. Why Interoperable? Everyone can play together Everyone can find friends to play with Because a single player now roams across multiple devices Everyone knows how because it is uniform and consistent Everyone can help their friends learn and succeed All social media have exploded in size once they became interoperable Fantasy Sports is mass market “existence proof” Confidential 19
20. Why Cloud-Based? Because the browser is going to win Cost-efficient and elegant Easy to update versions Customers can play from machines they don’t own Customers can always get to their stuff Confidential 20
21. Why Cross-Region? Global industry and marketplace Global rollouts of platforms like Facebook, Apple, Android Scale cost advantages Major regional competitors are ready to cross regions Customers enjoy playing and meeting global players Confidential 21
22. Predictions for 2011 Facebook becomes a game platform Growth returns to Facebook game ecosystem Rival social game platforms emerge Bazillions of social devices are sold Mobile struggles to become a social network Interoperable games become relevant NanoStars demonstrate an even better form of virtual goods monetization Confidential 22