Delivered at Casual Connect Tel Aviv 2016 |
This session will focus on Chinese market performance, current status and breakdown of many other dimensions based on the objective and integrated data. It will also provide valuable information and help developers find the most suitable way to approach this mysterious oriental market.
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.
Gaming - Presentation by Dan Brody, Vice President Business Development of Tencent at the NOAH 2014 Conference in London, Old Billingsgate on the 13th of November 2014.
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.
Strategy for Tencent, China Internet Leader (extract 1)internetfuture2020
Extract from Part 1 of the report
Strategies for value creation in fast-paced environments - the case of Tencent
A few facts about the firm
Financial situation
International scope
How to become a global player?
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
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.
Gaming - Presentation by Dan Brody, Vice President Business Development of Tencent at the NOAH 2014 Conference in London, Old Billingsgate on the 13th of November 2014.
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.
Strategy for Tencent, China Internet Leader (extract 1)internetfuture2020
Extract from Part 1 of the report
Strategies for value creation in fast-paced environments - the case of Tencent
A few facts about the firm
Financial situation
International scope
How to become a global player?
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
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.
Vietnam mobile internet_2014_mwork_vietnam_mobile_dayAiTi Education
" Diễn giả: Nguyễn Đình Anh ( Andy Nguyen )
- Chức vụ: VP of Investment, mWork Corp.
- Thành tích nổi bật: Prior joining Mwork, he worked as a Venture Capitalist in CyberAgent Ventures, a Japanese venture capital firms which have invested more than 13 companies in Vietnam for 2 years.
- Sở thích cá nhân: SNS, Mobile Games
- Topic: Vietnam Mobile Internet Market Review"
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
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
LATAM: A Growing Market of Players and Developers | Hernan LopezJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | In this session Hernan will discuss how the LATAM market is growing and how new developers are starting to emerge from this unexplored region.
Data at the Heart of Your Business: Maximize the Value of Every User Jessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Firebase is a mobile platform that helps you quickly develop high-quality apps, grow your user base, and earn more money. At the heart of Firebase is Firebase Analytics, a free and unlimited analytics solution to gain insight into your users from ad click to app usage. Firebase Analytics works with other features such as admob, so you can make smart, data-driven user-centric decisions to grow your revenues by displaying engaging ads to a global audience.
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.
Vietnam mobile internet_2014_mwork_vietnam_mobile_dayAiTi Education
" Diễn giả: Nguyễn Đình Anh ( Andy Nguyen )
- Chức vụ: VP of Investment, mWork Corp.
- Thành tích nổi bật: Prior joining Mwork, he worked as a Venture Capitalist in CyberAgent Ventures, a Japanese venture capital firms which have invested more than 13 companies in Vietnam for 2 years.
- Sở thích cá nhân: SNS, Mobile Games
- Topic: Vietnam Mobile Internet Market Review"
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
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
LATAM: A Growing Market of Players and Developers | Hernan LopezJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | In this session Hernan will discuss how the LATAM market is growing and how new developers are starting to emerge from this unexplored region.
Data at the Heart of Your Business: Maximize the Value of Every User Jessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Firebase is a mobile platform that helps you quickly develop high-quality apps, grow your user base, and earn more money. At the heart of Firebase is Firebase Analytics, a free and unlimited analytics solution to gain insight into your users from ad click to app usage. Firebase Analytics works with other features such as admob, so you can make smart, data-driven user-centric decisions to grow your revenues by displaying engaging ads to a global audience.
When Creativity Meets Technology – How to Unleash UA Potential on Instagram |...Jessica Tams
Delivered at Casual Connect Tel Aviv 2016 | In the world of UA, a new platform like Instagram opens up new opportunities, but with it come new user behavior and rules of engagement. In this session we will share how creativity and powerful technology helped us crack the Instagram user’s DNA and achieve outstanding results. Key takeaways include: 1. New platform, new user, new rules of engagement; 2. Creativity is the basis of UA; 3. Technology can amplify our creative thinking.
How is Asia Changing the Mobile Landscape? | Omer KaplanJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | While the West has dominated digital ad spend in the past, Asia is the epicenter of mobile today. In this talk, Omer Kaplan, ironSource CMO and Co-Founder will elaborate on Asia’s growing global authority, share what this influence means for advertisers and publishers going forward, and discuss best practices for taking advantage of the changing mobile economy. The world is turning, and it’s important we shift our focus accordingly.
Create Global, Appeal Local | Robert PontowJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The games industry is highly competitive. Players have developed discerning tastes. Not every game works in every region, but gaming companies can appeal to regional audiences by culturalizing content and using certain techniques to create games with a local brand image. This session will reflect on points to consider for culturalization when releasing games in Japan as an example of a mobile gaming market which is lucrative but hard to crack for foreign developers.
Maintaining A Profitable User Acquisition Strategy | Patrick WithamJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Patrick Witham will cover the pertinent pieces to a successful user acquisition strategy. Regardless of whether you're spending 10K or 10M a month these strategies will dive into everything from LTV investment to creative optimization and help grow your user acquisition strategy to its limits.
Learning to Succeed in Asia with Netmarble Case Studies | Baris OzistekJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Baris Ozistek, CEO of Netmarble EMEA, will cover common stats on key Asian markets, the major differences between them, and the importance of localization according to target territory. He will share examples from Netmarble games to show the key features that are especially preferred by Asian players.
CPE and the Evolution of Mobile Metrics | Oren CohenJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | While cost-per-install (CPI) may have dominated as the go-to metric for mobile marketers, we’re starting to see media buyers opting for more nuanced metrics like cost-per-engagement or CPE to measure the performance quality of their mobile campaigns. This session will cover the increasing importance of quality based metrics such as CPE, the advantages and disadvantages of the metric, and how you might implement CPE in your app marketing campaigns.
Going Global: Globalization Real Case for 150 countries | Yuli ZhaoJessica Tams
Delivered at Casual Connect Europe 2017. Many companies feel it is mysterious to enter the Asian market. Few succeed in cross-border localization. While huge differences lay between the user behavior of Western players and Asian players, Youzu brings a real case to show you how it successfully localized a game and made it into the Top 10 in over 60 countries overseas.
How to Use Your Economy to Keep All Your Players Happy | Guy HassonJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Guy Hasson offers true and tested strategies for how to use your social slot economy to increase monetization – and how to avoid crucial mistakes.
Conquering the Chinese App Market – Challenges and Solutions | Shlomo FreundJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | China’s mobile market is a jungle to many of the ones who want to tap in. It’s a fragmented market with many challenges. We will show how the market is built these days, who are the main players, market shares – as well as current main challenges at the market – and solutions.
Over 1 billion more people will use mobile phones by 2020 compared to 2015. Ten countries will account for 70% of this growth, with India leading an Asian charge that will account for 55% of global subscriber growth. This will rebalance the concentration of consumer purchasing power and technology innovation. The platform economy uses smartphones, software and open APIs to create and scale new digital marketplaces for a huge range of services and products
A brief version of Vietnam Mobile Internet, focusing in mobile gaming with a comparison to China market that is presented by Mworks VN.
note : vietnam has coming to 20m smartphones and projected mobile gaming revenue is looking at about 200m annually and subjected to grow at a fast pace with the fast adoption of smartphones. maybe looking at 10% YoY growth
2015 H1 China Mobile Game Industry Report —— TalkingDataTalkingData
China’s mobile games market will reach $6.5 billion in revenues this year, more than one fifth of the $30.1 billion generated worldwide. This positions China as the world's biggest market for smartphone and tablet games, ahead of the US with an anticipated $6.0 billion in revenues this year. China is on the strategic radar of every global game company, but many Western publishers are still seeking the best strategy to penetrate this extremely dynamic market. Today, TalkingData release the "2015 H1 China Mobile Game Industry Report“ to help you to interpret the data behind $3.75 billion revenue generated by China's mobile game market in the first half year 2015.
Esports 101: Past, Present and Future of an Industry | Bill MooneyJessica Tams
Delivered at Casual Connect Europe 2017. Three elements comprise an esport: competition, organized tournaments and spectatorship. It all began with a Spacewar tournament in 1972. Almost 50 years later, esports have become a popular subset of the gaming industry, with a projected audience of 180 million by 2019 and over $5 billion in revenue by 2020. This session will explore the history of esports, modern trends, and the future of this burgeoning industry.
Digital media continues to grow penetration at a steady pace of 9% while Mobile internet consumption sees a massive jump in penetration of 58%. TV only watchers drops by 4% as multi-screen viewing habits continues to grow.
Based in Beijing, China with offices and partnerships throughout the world, Yodo1 has a strong track record of bringing great games to gamers in China and all over the world.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
Delivered at GameDaily Connect USA 2019. Player behavior is constantly changing in response to new trends in games, be it innovative gameplay mechanics or simply new community expectations. How has this manifested itself in core game metrics, player engagement, and trends in in-app purchases? Alex Gray, VP of Solutions Consulting at Swrve, will share actionable insights derived from hundreds of billions of data points of player behavior on how to engage and convert in the necessary millisecond, stay relevant to your players, and produce stronger business results.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
4. Chinese Income Distribution
$50 $500 $5,000 $50,000
1975
1985
1995
2005
2015
Source: National Bureau of Economic Research Working Paper
5. Fast Growing Internet Users
457
513
564
618 649
688
34.3%
38.3%
42.1%
45.8%
47.9%
50.3%
10.0%
20.0%
30.0%
40.0%
50.0%
0
200
400
600
800
1,000
2010 2011 2012 2013 2014 2015
Number of Internet UsersInternet Penetration Rate
Unit: Million
Chinese Internet User Base
(2010-2015)
Source: CNNIC
Number of Mobile Internet Users
Mobile Internet Users as % of Internet Users
Unit: Million
Chinese Mobile Internet User Base
(2010-2015)
303
3…
420
500
557
620
66.2%
69.3%
74.5%
81.0%
85.8%
90.1%
30.0%
40.0%
50.0%
60.0%
70.0%
80.0%
90.0%
100.0%
0
200
400
600
800
1,000
2010 2011 2012 2013 2014 2015
6. Top 20 Smartphone Apps in China
(Mar 2016)
Source: Tencent Financial Report, Analysys.cn, excluding game apps
Rank App Name Company MAU Rank App Name Company MAU
1 Wechat Tencent 762.00 11 Youku Youku Tudou 143.01
2 QQ Tencent 658.00 12 UC Browser Alibaba Group 138.61
3 Taobao Alibaba Group 193.91 13 Tencent News Tencent 133.50
4 Baidu Baidu 185.09 14 360 Mobile Security Qihoo 360 132.28
5 Alipay Alibaba Group 170.09 15 QQ Music Tencent 125.97
6 Sogou Pinyin Input Sohu 157.81 16 Tencent Mobile Security Tencent 120.79
7 Tencent Video Tencent 151.20 17 Kugou Music KuGou 116.03
8 iQIYI Baidu 147.61 18 Baidu Map Baidu 109.59
9 QQ Browser Tencent 143.64 19 Baidu Mobile Store KuGou 106.20
10 Sina Weibo Sina 143.33 20 MyApp Tencent 106.02
- Tencent FamilyUnit: Million
7. Game Center E-commerce PaymentO2O
WeChat in China – The New Way to Connect
Voice Message Location Sharing
11. Global Game Market Overview
Unit:USD in Million
22,194 26,173
12,023
12,272
12,376
12,506
23,050
23,820
25,170
17,990
18,420
19,430
32,77029,875
18,047
12,618
25,870
24,480
19,950
18,910
0
20,000
40,000
60,000
80,000
100,000
120,000
102,658
4,187
2016E
95,682
4,103
3,848
2015
88,468
4,022
2014
81,117
2017E 2018E
4,268
108,826
Japan
South Korea
North America
Europe
China
Southeast Asia
Others
Latin America
Global Game Market
(2014-2018E)
Source: Newzoo, iResearch, Tencent Analysis
12. Large and Growing Chinese Online Game Market
Unit: USD Million
11,007 12,540
17,55615,71714,069
3,664
3,490
3,116
2,640
2,087
7,208
6,613
5,511
4,113
2,742
0
5,000
10,000
15,000
20,000
25,000
30,000
2015
19,293
2014
15,836
2018E
22,696
2017E
25,819
28,428
2016E
PC BrowserMobile PC Client
CAGR
16.1%
15.1%
12.4%
27.3%
Chinese Online Game Market
(2014-2018E)
Source: iResearch, Eguan,Newzoo
14. Source: Newzoo, and game revenues of Sony, Microsoft, Apple and Google were estimated by quarterly earning reports in which these are not specifically segmented out
7.2
5 5.1
4.4
3.5
4.5
2.4
1.6 1.6
2.3
8.7
6.8
5.8
4.7
4.4 4.3
3 2.8
2.2 2
0
1
2
3
4
5
6
7
8
9
10
Tencent Microsoft Sony Activision Blizzard Apple EA Google NetEase Warner Bros King
FY 2014 FY 2015
Top 10 Public Companies by Game Revenues
Unit: USD in billion
+21%
+36%
+13% +6% +26% -4%
+25%
+76% +39% -12%
Tencent Leads Game Publishers in the World
16. Chinese PC Game Market Overview
1,518 2,131
1,595
1,733
1,6711,426
1,395
1,395
4,385
4,370 4,094
843
2,469
1,809
1,334
3,772
0
2,000
4,000
6,000
8,000
10,000
12,000
2014
9,997
644
2013
9,123 690 552
583
2016E
10,304
2015
10,380
Music
Others
RPG
MOBA
Shooting
Action
Unit: USD Million
Source: Industry News, Company Annual Report
Chinese PC Client Game Market
(2013-2016E)
CAGR
7%
17. Tencent Leads the Market in Growing Fronts
BrowserRPG SportsRacingMusicPokerMOBAActionSTG
TencentOthers
Tencent Game Market Share by Genres
(2015)
Source: Industry News, Company Annual Report
18. Proven Track Record of Hit Games
Dungeon & Fighter
Developer: Neople
PCU: 3M
Jun 2008 Jul 2008
Cross Fire
Developer: Smile Gate
PCU: 4M
May 2008
QQ Dance
Developer: Tencent
PCU: 2.6M
Jan 2008
QQ Speed
Developer: Tencent
PCU: 3M
Aug 2003
QQ Game
Developer: Tencent
PCU: 9M
May 2015
May 2013Sep 2011
League of Legend
Developer: Riot Games
PCU: 10M
NBA 2K Online
Developer: 2K
Sports
Call of Duty Online
Developer:
Activision
1H 2016E
Moonlight Blade
Developer: Tencent
Orcs Must Die
Developer: Robot
Nov 2013
Blade & Soul
Developer: NCSoft
PCU: 1.7M
Heroes of Newerth
Developer: S2
Games
Apr 2015
FIFA Online 3
Developer: EA
Monster Hunter
Online
Developer: CAPCOM
Jul 2015 Dec 2015 1H 2016E
20. China Mobile Game Market Outpaces All Other Regions
Mobile Game Market Growth by Regions
(2015-2017E)
Source: App Annie, iResearch, PWC
Mobile Game Market Size by Regions
(2014-2017E)Unit: USD in Million
7,402 9,677
6,488
6,715
7,232
7,7296,016
6,205
6,602
7,015
3,782
4,050
4,382
4,738
4,935
0
10,000
20,000
30,000
40,000
2017E
37,299
11,522
2,021
2016E
33,619
1,874
2015
29,559
1,736
2014
25,968
1,647 South Korea
China
Japan
North America
Europe
Southeast Asia
Latin America
Others Area China Japan
South
Korea
North
America
Europe
Southeast
Asia
Latin
America
Others
Market Share
(2015)
25% 22% 6% 21% 14% 5% 2% 5%
Market Share
(2017E)
31% 21% 5% 19% 13% 5% 2% 5%
Growth Rate
(2015-2017E)
33% 6% 7% 5% 8% 11% 14% 11%
21. Tencent Dominates
Chinese Mobile Game Value Chain
Mobile Game Landscape in China
(Mar 2016)
*Revenue allocated along the value chain based on revenue share percentage
Source: Company Public Information, Industry News, Company Annual Reports
100%
35%
30%
25%
20%
15%
10%
5%
0%
40%
45%
65%
70%
75%
95%
50%
55%
90%
80%
85%
60%
Distribution
Tencent Android
30%
Tencent iOS
13%
Netease iOS
9%
App Store
360
Baidu
UC
Mi
Huawei OPPO
Others
Publishing
Tencent
36%
Shanda Games Ledong
Longtu Games
Yinhan
Netease
22%
Perfect World
ChangyouTianma
Perfect World
Lilith Game
Tianxiang
Supercell Juren
Blue HarborSnail Digital
Others
Tencent Published (Others)
17%
Yinhan
Ledong
Tencent
24%
Development
Others
Digital Snail
Blue Harbor
Youzu
Juren
Tianxiang
Shanda Games
Netease
17%
Tencent Published~11%
22. Tencent Mobile Game Performance
No.1 on Free Download Chart No.1 on both Free Download and Grossing Chart
45 Games 13 Games
Source: App Annie (As of Mar 2016)
23. Tencent Games
iOS Top Grossing Games Ranking in China
Source: App Annie
Apr-15 May-15 Jun-15 Jul-15 Aug-15 Sep-15 Oct-15 Nov-15 Dec-15 Jan-16 Feb-16 Mar-16
1
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
Fantasy Westward
Journey
2 We Fire We Fire We Fire We Fire The Legend of Mir 2 The Legend of Mir 2
Westward Journey
Online
Westward Journey
Online
Westward Journey
Online
Westward Journey
Online
The Legend of Mir 2
Westward Journey
Online
3 Shenwu2 Shenwu2 MU Miracle The Journey of Flower
The King of
Fighters’98
Westward Journey
Online
The Legend of Mir 2 The Legend of Mir 2 The Legend of Mir 2 The Legend of Mir 2
Westward Journey
Online
Clash Royale
4 MU Miracle We Fly We Fly MU Miracle We Fly We Fly
The King of
Fighters’98
Loong Craft
The King of
Fighters’98
Hero Moba Hero Moba Hero Moba
5 We Fly MU Miracle Shenwu2 Shenwu2 We Fire
The King of
Fighters’98
We Fly We Fly Loong Craft Naruto Mobile We Fly Cross Fire
6 Dota Arena Dota Arena Dota Arena Happy Elements Happy Elements We Fire We Fire
The King of
Fighters’98
Hero Moba Cross Fire Cross Fire Naruto Mobile
7
Blade of Three
Kingdoms
Boom Beach Happy Elements We Fly 9LZ WeChat Dash Clash of Kings Hero Moba Clash of Kings
The King of
Fighters’98
Naruto Mobile We Fly
8 West Arena Happy Elements Boom Beach Craz3 Match The Journey of Flower Clash of Kings Clash of Clans Clash of Kings We Fly Loong Craft The Legend of Zu The Legend of Mir 2
9 Craz3 Match Landlord Poker Clash of Clans Dota Arena MU Miracle Happy Elements CangQiongBian We Fire We Fire We Fly
The King of
Fighters’98
The King of
Fighters’98
10 Boom Beach
Blade of Three
Kingdoms
I am MT2
The King of
Fighters’98
Shenwu2 We MOBA Happy Elements Clash of Clans Clash of Clans Shenwu2 Clash of Kings
Legend of the Qing Qiu
Fox
Hit Titles
24. Tencent Leads the Market in Key Genres
Tencent Mobile Game Market Share by Genres
(2015)
RPGRacingStrategyTower
Defense
SimulationCasual &
Puzzle
MOBABoard
Game
MusicFlight
Combat
Action
Source: App Annie, Industry News, Company Annual Report
TencentOthers
26. Chinese Mobile Game Market Has Huge Potentials
254
367
452
118
135
145
0
200
400
600
800
2013
390
+24%
2015
603
2014
510
AndroidiOSOthers
User Base
(2013-2015)
Source: CNNIC, Trendforce
Unit:Million
Daily Playing Times
42% 47%
37% 25%
21%
29%
0%
25%
50%
75%
100%
2014
< 30 min
30 min - 1 hour
> 1 hour
2015
Monthly Pay Rate
(2014-2015)
+9%
2015H22015H12014H22014H1
27. New Opportunities of Different Genres
to Be Explored
Players’ Preference by Genres
(2015)
16%
RPG 33%
Music
67%
40%
Flight Combat 46%
Tower Defense 52%
Casual & Puzzle 58%
RAC 64%
Poker & Chess
SPT
Source: App Annie, Industry News, Company Public Information, Company Annual Report
Turn-
based ARPG MMO Cards FPS/TPS MOBA
Poker
&
Chess
Match
3
Flight
Combat Parkour COC Puzzle Tower
Defence
War
Strategy
16151615161516151615161516151615161516151615161516151615
Others Tencent
Market Size by Genres
(2015-2016)
29. Different Taste in
Mobile Games
Cobweb of
Distribution
ChannelsUnsuitable
Business Model Unsuitable Gameplay
Language Barrier
Cumbersome Payment
Network Environment
Unsuitable Art Style
Hardware Performance
and Fragmentation
Under Marketing
/Promotion
Missing Localization
or Live Op Team
Insufficient
Onboard Tutorial
Unappealing Theme
Challenges for Overseas Publishers in China
30. Subgenres China Japan
South
Korea
US
RPG
ARPG 7% 1% 45% 7%
MMO 24% 1% 13% 19%
Card RPG 9% 18% 26% 12%
Mixed Card RPG* 4% 76% 14% 62%
Turn-based 56% 5% 2% 1%
Genres China Japan
South
Korea
US
RPG 70% 74% 61% 5%
Casual & Puzzle 6% 10% 9% 16%
Action 7% 6% 7% 10%
Strategy 15% 10% 12% 47%
Poker & Chess 2% 1% 11% 23%
A Different Taste in Mobile Games
Comparison of Top 50 Mobile Games by Genre
(2015)
Source: App Annie,Tencent Analysis
* Mixed Card RPG : Puzzle & Dragons etc.
31. Low-end, Domestic Phones
Lead to Device Fragmentations
Smartphone Installed Base Share by
Brand
(2016Q1)
Apple, 23.5%
Samsung, 14.3%
Xiaomi, 10.2%
Huawei, 7.9%
Bubugao, 4.6%
OPPO, 4.5%
Lenovo, 2.9%
Coolpad, 2.3%
Meizu, 2.2%
Others, 27.6%
0%
20%
40%
60%
80%
100%
Price Range of Domestic Mobile Phones
(2016Q1)
Unit: USD
23%
28%
39%
10%
Above $480
$320-$480
$160-$320
Below $160
Android Game Device by Resolution
(2016Q1)
0%
20%
40%
60%
80%
100%
1920*1080, 16%
1280*720, 26%
960*540, 8%
854*480, 13%
800*480, 10%
1080*1776, 5%
Others, 21%
Source: ZDC, Talking Data
35. Key Capabilities in Mobile Game Publishing
Tailored
Operation
Strategy
Coverage of
Vast User Bas
e
Multidimensional,
Social Graph Base
d Marketing
Social Graph
Improves Game
Performances
36. Mobile Game Platform with Vast User Base
Premier Platform
• Mainstream premier games for
the general public
MyApp Platform
• Rich game portfolio for all type
s of mobile users
MAU: 658 Million MAU: 762 Million
(2016Q1)
Peak Daily Distribution: 145 Million
37. Multidimensional, Social Graph Based
Marketing/Promotions
Promotions Based on Social Graphs
Tencent Social
Network Users
Social Promotions
SNS/
Ranking
Invitations
/
Forwards
C to C Sharing
Game
Center
Enter the
Game
Marketing and Promotions
Celebrity
Tie-ins
Theme Songs
(MV)
Transmedia
Promotions
Official
Website
WeChat/
Mobile QQ
Official
Accounts
Tencent
Games
Arena
38. Tailored Operation Strategy
Casual Games with High DAU
Blockbuster
Release
High DAU
Casual
Game
Midcore Mobile Games:
Controlled Release
8 weeks
before
OBT
Steady
operations
4 weeks
before
OBT
OBT 1 week
after
OBT
3 weeks
after
OBT
39. Future Strategy
Next Steps
for PC Games
• Maintain leading position in each
genre
• License games from all over the world
• Explore innovative
gameplays