This document discusses the benefits and opportunities of establishing a value-priced video game department. It notes that the video game industry generates over $12 billion annually in North America, with over 190 million game consoles currently installed in homes. A value-priced video game department could be a great traffic builder and generate significant profits with minimal space needs and high return on investment. It provides demographic information about video game players and outlines the potential for a value game program focusing on popular consoles and pricing between $7.99 to $29.99.
Leona Mei Villanueva and Alyssa Melody Frias Paglumotan tried to find out the factors that could be affecting the success of a game and suggest possible considerations in creating one in the future.
The capstone project of Team Data Guardians describes and predicts the performance of games across different genres in an online gaming platform, such as Steam, and identify the factors critical to the product’s success. The capstone project uses clustering algorithms to group the games based on key indicators of its success such as rating and achievement percentage.
Leona Mei Villanueva and Alyssa Melody Frias Paglumotan tried to find out the factors that could be affecting the success of a game and suggest possible considerations in creating one in the future.
The capstone project of Team Data Guardians describes and predicts the performance of games across different genres in an online gaming platform, such as Steam, and identify the factors critical to the product’s success. The capstone project uses clustering algorithms to group the games based on key indicators of its success such as rating and achievement percentage.
The Trials of Trailblazing a New Mobile Market | Darion LowensteinJessica Tams
Delivered at Casual Connect Europe 2016.
This metrics focused talk will take a look at the trials and tribulations from launching real money gambling games. Darion Lowenstein, a 20 year industry veteran and Chief Marketing Officer at Gamblit Gaming, will discuss what’s been successful, what bombed, and surprising differences between virtual currency and real money game versions - and offer poignant lessons learned in transitioning from making casual games to real money gambling experiences.
David v Goliath: Fighting the Big Guys of Social Casino | Niko VuoriJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The $3.5BN social casino gaming market has become very competitive and is dominated by large casino gaming companies with deep pockets. Despite this competition, Rocket Games has been able to grow 600% YoY, without funding, and is now a top-15 social casino operator globally. In this session you will hear how Rocket Games has been able to break into this hyper-competitive market, with highly actionable insights.
The Democratization of Game Promotion | Jason AkelJessica Tams
Delivered at Casual Connect USA 2016. Gone are the days of creating your game and letting users find you. Promoting your game and finding the right audience doesn’t have to be burdensome. Appnext GM North America, Jason Akel shows how open, standards-based and transparent integrated game promotion holds the key to connecting end users with the games they want and developers with end users. The UA and promotion process has been democratized and all players can come out winners.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
A business plan presentation for a video game that allows you to play beer pong using the Nintendo Wii platform. This was created for my Entrepreneurship course at the University of Washington.
The Trials of Trailblazing a New Mobile Market | Darion LowensteinJessica Tams
Delivered at Casual Connect Europe 2016.
This metrics focused talk will take a look at the trials and tribulations from launching real money gambling games. Darion Lowenstein, a 20 year industry veteran and Chief Marketing Officer at Gamblit Gaming, will discuss what’s been successful, what bombed, and surprising differences between virtual currency and real money game versions - and offer poignant lessons learned in transitioning from making casual games to real money gambling experiences.
David v Goliath: Fighting the Big Guys of Social Casino | Niko VuoriJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The $3.5BN social casino gaming market has become very competitive and is dominated by large casino gaming companies with deep pockets. Despite this competition, Rocket Games has been able to grow 600% YoY, without funding, and is now a top-15 social casino operator globally. In this session you will hear how Rocket Games has been able to break into this hyper-competitive market, with highly actionable insights.
The Democratization of Game Promotion | Jason AkelJessica Tams
Delivered at Casual Connect USA 2016. Gone are the days of creating your game and letting users find you. Promoting your game and finding the right audience doesn’t have to be burdensome. Appnext GM North America, Jason Akel shows how open, standards-based and transparent integrated game promotion holds the key to connecting end users with the games they want and developers with end users. The UA and promotion process has been democratized and all players can come out winners.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
A business plan presentation for a video game that allows you to play beer pong using the Nintendo Wii platform. This was created for my Entrepreneurship course at the University of Washington.
Content marketing is high on brands' marketing agendas. But making content that can connect isn’t easy. The best content seamlessly integrates brands into the lives of their consumers.
Marketing expertise needs to shift from channels and disciplines to specific sub-cultures, hobbies & interests. In this type of environment leveraging gaming culture can be hugely influential.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
Learn more about the many marketing options that games have. Learn about Game Mechanics and in-game advertising from Evan Fishkin of Portent Interactive.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
Yodo1 has been dedicated to one goal: building a platform that opens the world of gaming success to anyone with the talent to develop great games. Starting with our own titles—including Rodeo Stampede, Transformers: Earth Wars, and Crossy Roads—we learned to publish successfully worldwide and in China. Our signature East-meets-West approach helped us amass over 1.5 billion players and has driven the creation of unique, world-class game management, marketing, and monetization tools.
YOU ARE?
VP Product, MPL
THE CHALLENGE IS?
Mobile Premier League is an online gaming platform. Founded in 2018 by Srinivas Kiran and Shubham Malhotra, the platform currently offers 60 games in categories such as fantasy sports, sports games, puzzle, casual and board games. MPL’s revenue from operations grew 28.9% to $65.6 million (Rs 497 crore) in FY22 - Income from online gaming formed 97% of the total collections which grew 25.7% to $63.87 million in FY22 and the sale of merchandise such as jerseys and advertisement income were other sources of income at $1.45 million and $310K respectively.
You have joined MPL as VP, Product.
Apart from competing with other online gaming platforms, MPL faces stiff competition from PC and console games. The user base is still high for such gamers and you have seen marketplaces cropping up all over social media selling pre-owned consoles. You feel this could be a new revenue vertical for you wherein users can sell pre-owned consoles. This could also attract new TAM for you and you feel you can experiment a new vertical on the current platform.
You have to come up with a detailed plan covering the following:-
Product features to be rolled out on the current platform (how big is the market for such use case, think how the new feature will look like on your current app, how can you nudge these new users to try your games on MPL, etc.)
Market sizing/business opportunity/Monetization strategy, if any?
Go-to-market plan/strategy to acquire new users
Balsamiq, Figma wireframe preferred
What are the success metrics?
A presentation I created for my brand management course at the UW Business School in which we were to evaluate a particular brand and provide three recommendations including one new product recommendation.
Similar to Video Game Value Software program powerpoint slide show january 2011 (20)
Video Game Value Software program powerpoint slide show january 2011
1. VALUE GAMES: EVERYONE’S DOING IT! LESS COST LESS RISK BIGGER PROFITS LESS COMPETITION VIDEO GAME INDUSTRY GENERATES MORE DOLLARS THAN THE HOLLYWOOD MOVIE INDUSTRY $12 + BILLION INDUSTRY PER YEAR IN NORTH AMERICA
2. WHY HAVE A VALUE PRICED VIDEO GAME DEPARTMENT ? GREAT TRAFFIC BUILDER !! HUGE INSTALLED BASE OF VIDEO GAME SYSTEMS. REQUIRES MINIMAL SPACE AND GENERATES SIGNIFICANT GROSS PROFIT DOLLARS. HIGH RETURN ON INVESTMENT. ECONOMIC FACTORS HAVE MANY CONSUMERS SEEKING VALUE PRICED SOFTWARE. NEW RELEASES ARE NOT WHERE THE REAL PROFIT DOLLARS ARE PRODUCED. VIDEO GAMES HAVE BECOME A FAMILY AFFAIR. HIGH PERCEIVED VALUE INCREASES SELL THROUGH AND CUSTOMER LOYALTY.
3. HOW MANY VIDEO GAME SYSTEMS ARE IN HOMES TODAY ? AS OF DECEMBER 2010, THE CURRENT INSTALLED BASE OF SYSTEMS IN NORTH AMERICA IS : Wii 40 million X360 29.9 million PS3 18.3 million PS2 47.8 million DS 53.9 million PSP 21.5 million
4. Industry Demographics 65% of U.S. households play Video Games 49% of gamers are between 18 and 49 years old 26% of gamers are over 50 years old 25% of gamers are under 18 years old The average gamer is 32 years old
7. Value Priced Video Game Program: Retail Price Points : $7.99 - $29.99 With Retail Profit Margins of 25-30% Wii, PS3, X360, DS, PSP and PS2 may be represented.
8. Alpha Games LLC. Mission Statement Develop strategic partnerships with key customers and vendors to further grow and develop their business profitably. Leverage our relationships through our extensive sales, marketing and distribution experience, while always focusing on creating Win-Win results. By operating ahead of the curve with a business/marketing “Thinking Out of the Box” philosophy, we are committed to enhancing our relationship with all of our business partners.
9. Who, What and Where? Andre Muller, Michael Sinno and Tom Rosenbaum are the Executive Management Partners at Alpha Games, LLC. Over 60 years of combined Industry Management, Sales, Marketing and Distribution experience. Alpha Games, LLC. is a full line Video Game distributor covering all platforms and products within the industry. Alpha Games, LLC. distributes Consumer Electronics product to its customer base. Alpha Games, LLC. is based in Miami, Florida and has Sales/Marketing offices in both Melville, New York and Cincinnati, Ohio.
10. The Team Sales: A dedicated, experienced and knowledgeable group that possesses a strong sense of urgency in all aspects of customer service. Marketing: Provides customers with the necessary marketing support to maximize sales and profitability. Administrative: An absolute “Customer Comes First” commitment. From purchase order to delivery, our customer support is the top priority. Distribution Facility: Sense of urgency personified! Alpha Games, LLC. processes orders and ships them out the door more quickly and efficiently than any other distributor in the industry.
11. Alpha Games Contact Infowww.AlphaGamesLLC.com 2295 NW 102nd Place Miami, Florida 33172 Main Phone:305-599-2335 Fax :305-599-2306 Andre Muller (c): 516-946-7956 Andre @AlphaGamesLLC.com Michael Sinno : 305-599-2335 Michael@AlphaGamesLLC.com Tom Rosenbaum (c) 513-235-9993 Tom@AlphaGamesLLC.com
Editor's Notes
VALUE GAMES: LESS COST, LESS RISK, BIGGER PROFITS AND LESS COMPETION!
WHY SHOULD YOU HAVE VALUE PRICED VIDEO GAME DEPARTMENT?
AS OF DECEMBER 2010, THE INSTALLED BASE OF SYSTEMS IS:
PERMANENT FLOOR DISPLAY 4’ x 4’
Ollie’s Program Proposal:Value Priced Software Pricing:$19.99 retail titles at $13.25$14.99 retail titles at $10.00$ 9.99 retail titles at $ 7.00$ 7.99 retail titles at $ 5.20PS2 software will be represented at the $7.99 and $9.99 price points.DS, PS3, Wii and X360 will be represented at $9.99, $14.99 and $19.99 price points.Program will include:Net 30 day termsPre-paid freight to 1 DCRetail price stickering