The third quarter of 2016 has been a rocket ride in tech M&A, with public markets back to hitting records and a flurry of tech megadeals that have shaken up the tech landscape. What does all this activity mean for your company? With tech M&A volume and valuations both high, you’ll want to understand what’s happening in your sector in order to best prepare your company for whatever comes next. There’s no better way to start that process than to tune in for this 30 minute look at the key deals, trends and valuations for all six technology sectors and 30 subsectors from the tech industry’s premier M&A research team.
After flying high in 2014, video games M&A has tightened up in 2015--not for lack of interest, particularly from Asian buyers, but because desirable targets have become rare. What makes a gaming studio a viable--and valuable--acquisition target? What are buyers out of Asia looking for in particular? And if you're not there yet, how do you get there? Join gaming legend Jim Perkins, the publishing force behind games like Duke Nukem, Wolfenstein, Doom and more, for a look at what it takes to successfully sell a gaming company.
We'll give a better approach about game industry and its evolution. We'll see the different departments of a videogames studio, a publisher, a developer... We'll review lots of KPIs and metrics to introduce ourself betters to the industry terms
Check out my iOS development course on Udemy and get 97% discount with this link:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
The third quarter of 2016 has been a rocket ride in tech M&A, with public markets back to hitting records and a flurry of tech megadeals that have shaken up the tech landscape. What does all this activity mean for your company? With tech M&A volume and valuations both high, you’ll want to understand what’s happening in your sector in order to best prepare your company for whatever comes next. There’s no better way to start that process than to tune in for this 30 minute look at the key deals, trends and valuations for all six technology sectors and 30 subsectors from the tech industry’s premier M&A research team.
After flying high in 2014, video games M&A has tightened up in 2015--not for lack of interest, particularly from Asian buyers, but because desirable targets have become rare. What makes a gaming studio a viable--and valuable--acquisition target? What are buyers out of Asia looking for in particular? And if you're not there yet, how do you get there? Join gaming legend Jim Perkins, the publishing force behind games like Duke Nukem, Wolfenstein, Doom and more, for a look at what it takes to successfully sell a gaming company.
We'll give a better approach about game industry and its evolution. We'll see the different departments of a videogames studio, a publisher, a developer... We'll review lots of KPIs and metrics to introduce ourself betters to the industry terms
Check out my iOS development course on Udemy and get 97% discount with this link:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
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3. Developers
These are the production studios which create and develop
the games titles. They vary in size from over 100 employees
and freelance staff, to under 5. Most of the creative
production roles are found within these companies and
they offer a wide range of jobs in different disciplines.
Developers can be independent or owned by a publisher.
There are also some development studios which form part
of publisher groups. Studios exist across the nations and
regions, although there are 'clusters' of activity in certain
locations, e.g. Manchester, Liverpool, Surrey, Warwickshire,
Sheffield and Dundee.
Projects are either commissioned by a publisher or initiated
by a developer and then pitched to a publisher for funding
and take–up
4. Publishers
These are the companies that are responsible for
promoting, marketing, distributing and, usually,
financing games titles. They are mostly
international companies with a UK base, with
some notable home–grown exceptions.
Publishers have a key influence on what games
get made.
Job opportunities tend to be in commissioning,
product/financial management, developer
liaison, marketing, product strategy and market
research.
5. Console Manufacturers/first party
publishers
First Party Publishers are the companies that make the hardware,
e.g. games consoles, that games are played on –specifically Sony,
Microsoft, Nintendo and, now that mobile phone based platforms
are emerging, companies such as Nokia.
These companies are the 'gatekeepers' of the industry, as they
decide whether or not to approve each game targeted for
development on their respective console platforms. They have an
immense amount of power and influence over what gets released
and which titles get priority marketing.
First Party Publishers provide support to developers and publishers
working on their particular platforms.
6. Distribution and Retail
Distributors 'sell in' to retailers, delivering games
direct from their warehouse to the retailer. This is
where the public buys its games. Retailers
allocate 'shelf space' for titles, through
publisher/distribution negotiation, and organise
point of sale promotions. The distribution and
retail companies have a significant influence on
the types of games that get made.
7. Outsourcing Companies
These provide a variety of services to
developers and publishers including: art,
animation and design; rendering, graphics and
physics engines and programming; audio and
sound design; and localisation.
8. Press and Media
This is a large sector, providing journalistic
output, reviews and analysis for both trade
and consumer. It includes magazines,
websites, and television.