Legal Offers for Consumers in the Video Games Industry
|
|
|
- Loren Walsh
- 10 years ago
- Views:
Transcription
1 Legal Offers for Consumers in the Video Games Industry Born digital, video games have become, in just four decades, a popular form of mass entertainment, a powerful and exciting platform for innovative art, a key technology driver for computer graphics and a multibillion dollar industry. Video games have never been more popular, with the industry now worth around US $70bn worldwide, and continuing to grow at higher rates than other entertainment categories. There are now an estimated 1.2 billion gamers worldwide. The average gamer today is in his or her mid-thirties, and in many European territories more than half of the 6+ population play video games, with a quarter of those online playing at least once a week. Within just 3 days of going on sale in September 2013, Take-Two Interactive s Grand Theft Auto V achieved worldwide retail sales of more than US$1 billion, beating Activision Blizzard s Call of Duty: Black Ops II to become the biggest entertainment launch of all time. It took Black Ops II 15 days to gross US$1 billion in November The current generation of video game consoles - consisting of the Xbox 360 from Microsoft, the Wii from Nintendo, and the PlayStation 3 from Sony - has enjoyed incredible success, selling between them well over 250 million units worldwide. Packaged or boxed Video games are still mainly sold as traditional boxed or packaged products, either in bricks and mortar stores or via online retailers like Amazon. Although the market is clearly and steadily transitioning from physical media to pure digital distribution, physical game discs still bring in the bulk of revenue, and the upcoming launch of Sony s PlayStation 4 and Microsoft s Xbox One could spur a recovery of the physical market by reigniting interest in console gaming generally, even if these two systems are really focused on driving online business models. The sheer size of some major console games can make digital distribution more difficult today on account of their storage and bandwidth demands. Retail distribution, therefore, is likely to remain significant for years to come. The lines
2 between boxed product sales and digital distribution are, however, blurring, as publishers increasingly include online components in their boxed games and provide post-release downloadable content (DLC) to enhance the gaming experience and to expand the life of their titles. Boxed product retailers, too, are developing online stores in an effort to capture market share in digital gaming and to offset the decline in PC packaged games and slowing console game sales. Online Over the past several years, online games have become one of the fastest growing segments of the video game sector, spurred by rising broadband penetration, the inclusion of robust online capabilities in the current generation of consoles, and the morphing of the MMOG genre into social games and casual online games. Legitimate downloads of all types of games are widely provided today by game publishers, console and phone manufacturers, and retailers. Many games that are bought on disc or cartridge today can be played against others using a PC or games console with Internet access. The industry is now characterised by the very large numbers of players who are able to simultaneously engage with each other and to play online. A recent study conducted for the industry revealed that 71% of gamers played some form of online game. The video game industry now offers more new, innovative ways for consumers to experience its products online than any other industry. Worldwide revenues from online games on consoles and PC now exceed US $21bn. By 2017, it is estimated that the online platform will have almost reached parity with consoles. Digital distribution of games has actually existed since the 1980s, but it was only with the roll out of broadband in the 2000s that the process become more prominent. Games are now available for online play or download through a multitude of outlets and for a multitude of screens. Consumers can purchase and download games from third-party marketplaces or directly from publishers. Although the PC was the first online game platform, consoles have becoming increasingly important as each of the main consoles supports online gaming. Each works in tandem with an integrated, console-specific online marketplace that enables consumers to purchase various forms of digital content for download. Also now emerging are cloud-based and streaming gaming services. These enable users to play high-end games located on remote servers directly on their low power home computers or even set top boxes by streaming video signals and user inputs. Various game companies have set up their own digital distribution platforms, such as Valve s Steam, EA s Origin, and the previously mentioned console specific
3 networks: the Nintendo Network, Sony s PlayStation Network and Microsoft s Xbox Live. Steam has over 2,000 games available for download to its over 40 million registered users worldwide. Origin is a digital distribution system enabling users to purchase games online and to download them to their PCs or mobile devices. Origin allows the saving of games in the cloud, thereby enabling them to be played on different devices, and also offers social features such as networking with friends. Sony s PlayStation Network is an online multiplayer gaming and digital media delivery service for use with PlayStation consoles and handhelds, and has over 90 million accounts worldwide. In 2010, Sony introduced PlayStation Network Plus, an optional paid upgrade that provides free games, discounts, and other content. The Nintendo Network is Nintendo's online service providing online functionality for the 3DS and Wii U systems, and their compatible games. Xbox Live is a multiplayer gaming network, social network, and media suite. Worldwide, Microsoft has over 48 million subscribers to its online services. Blizzard s proprietary online platform, Battle.net, lets players communicate and collaborate across games while giving the company a way to interact with and support its players through direct digital sales, free trials and value-added services. During 2012, over 42.9 million people used Battle.net to play a Blizzard game. The online game market is composed of several segments. MMOGs are usually roleplaying games that take place in fantasy or medieval worlds and can be played over long periods of time by thousands of people simultaneously around the world. After purchasing copies of the game at retail stores, players often pay monthly fees to participate, sometimes making additional purchases to buy online equipment and accessories. The microtransactions associated with MMOGs are major drivers of online gaming revenue growth. Most MMOGs are played on PCs, with additional content being delivered online. World of Warcraft, which was launched in November 2004, is by far the most popular MMOG and had over 12 million active subscribers at its peak in Many other MMOGs have switched from the traditional subscription business model to a free-to-play model, with microtransactions generating revenues for the publisher. Another major MMOG title is the free-to-play League of Legends, published by Riot Games, which has over 30 million registered players worldwide, and averages 12 million players per day. Wargaming.net are currently seeing major success with their free-to-play MMOG, World of Tanks, on PC. The game has over 60 million players in more than 200 countries worldwide, and a version is also being brought to the Xbox 360. Rapid growth in social gaming is also driving spending on microtransactions. Many
4 social games are free, but gamers can buy virtual goods to give them an edge or otherwise improve the gaming experience. Social gaming on sites like Facebook and Google+ has grown exponentially. The games are free, widely available, load in a few seconds, and require only a few minutes at a time to play. Zynga is a leading provider of social game services with approximately 250 million monthly active users playing its games. Zynga s FarmVille, which was launched on Facebook in June 2009, was the fastest-growing game of all time, with more than 84 million monthly users at its peak. Its CityVille game became the biggest Facebook game of all time, reaching 100 million users and surpassing the record held by FarmVille. King s Candy Crush Saga game became the top Facebook game in January 2013 and had over 45 million monthly users by March. Another segment of the online market consists of casual gamers who go to a website and play strategy or puzzle games often at no charge with advertising supplying the requisite revenues. Casual game sites like King.com, and PopCap.com reach twothirds of European gaming households. Founded in 2002, Big Fish is one of the world s largest producers of casual games. The company has distributed more than 2 billion games from a growing catalog of over 3,000 PC games and over 300 mobile games, and offers cross- platform streaming games via its proprietary universal cloud gaming service, Big Fish Instant Games. Big Fish s games are played in over 150 countries on a wide variety of devices across 13 languages. Increased broadband penetration and, with it, growing digital distribution is driving the growth of the online market. The migration of many MMOGs from their subscription models to a free-to-play business model is increasing the number of players worldwide. The growth of microtransactions is providing a boom for the industry. Publishers also offer consumers ad-supported versions of games, which give them the opportunity to enjoy a basic gaming experience for free. Both models give consumers more flexibility in accessing and paying for game content, but ensure revenue streams to publishers and developers for their creative works. Casual games and social network games are also helping to expand the demographic base and to stimulate spending. The advent of digital distribution has also transformed the video game value chain, enabling developers to reach audiences directly, or through online stores such as the ios App Store, Steam, Xbox Live and others. It has also made it possible to produce new kinds of game that are played on the Internet or on social networks, with new business models that generate revenues through subscriptions, online advertising, and the sale of virtual goods and premium content.
5 Cloud computing is another area where early strides have been made by games companies. Cloud gaming, also called gaming on demand, is a type of online gaming that allows direct and on-demand streaming of games onto computers, consoles and mobile devices, similar to video on demand, through the use of a thin client, in which the actual game is stored on the operator's or game company's server and is streamed directly to computers or other devices accessing the server through the client. With cloud gaming, there s no need to download the games or to own the physical media. OnLive and Gaikai were the first companies to offer full cloud gaming services. Gaikai has since been bought by Sony, and it was recently confirmed that the PlayStation 4 will strongly feature Gaikai technology, allowing players to begin playing a new game immediately on purchase, whilst the rest of it is being downloaded in the background. Microsoft has also announced plans to invest US $700 million in a new cloud computing site in Iowa to boost Xbox Live and the new Xbox One s cloud functionality. In January 2012, Bouygues Telecom and Playcast Media partnered to launch a new cloud gaming service called Bbox games. Bouygues is the first French telecom company to bring high-profile game franchises directly to gamers TVs with an easyto-use interface. Cloud-computing models will continue to contribute to overall growth in online games. Some experts estimate that the streaming games market will grow nine-fold by 2017, reaching US$8 billion. In the near term, however, cloud-based services will face competition from companies that are already established in the digital distribution of games. Mobile or Apps As increasing numbers of consumers turn to smartphones and tablets for entertainment, mobile is expected to be the fastest-growing games sector in the next five years. There are estimated to be over 1 billion smartphones and over 200 million tablets in use worldwide today. The mobile device market has put substantial computing power - and game-playing capability - into the hands of over 1 billion people in just a few years, and rapid growth continues. With a total of over 6 billion mobile handsets in use worldwide, the installed base of hardware is simply huge and far outstrips that of any dedicated games platform. Smartphones and tablets, aided by intuitive-touch interfaces, are fast becoming the devices of choice for casual game players. Millions of people worldwide have discovered games through their smartphones, opening up whole new possibilities for developers to create experiences never before possible.
6 Games is now the largest category of apps on Apple's ios App Store, and game publishers regularly constitute the majority of the top ten app publishers on both the ios App Store and the Google Play store, measured by revenue. Of the 20 most downloaded apps on the ios platform (as of 7 June 2013), 12 were games, and of the 20 highest grossing apps, 15 were games. Games now claim 80% of the revenues on Google Play and 75% on ios. In the second quarter of 2013, games accounted for roughly 45% of downloads from the ios App store. The business model for mobile games is moving from the pay to download to the freemium model, where games are downloaded for free, with microtransactions and advertising providing the necessary revenues. It is estimated that in-game purchases will soon outpace download fees. Rovio s Angry Birds was a hugely successful game as a paid download, but garnered even more fans as a free download. It is important to note, however, that gameplay and business models are intertwined and that not all games suit the freemium model. The mobile game market is expected to continue to grow as the penetration by smartphones and tablets expands. More people are playing games, including casual games, social games, and more-advanced multiplayer games. Casual games continue to dominate the market because they re quick to learn and easy to play. The most popular mobile games are single-player board games, puzzles, and word games. These casual games widen the demographic reach of mobile games. In addition to casual games, however, more-sophisticated games are being developed for the mobile market. Some cloud gaming companies are now delivering console-quality games to mobile devices, and MMOGs have also been developed to take advantage of the speed of advanced mobile networks. Conclusion No discussion of game industry business models can ever be exhaustive. Indeed, publishers and developers are already finding ways to blend several of the aforementioned business models to monetize their works, seeking to grow the potential consumer base, incentivise sustained user engagement, and ultimately generate revenue streams. In any case, there can be no doubt that the video game industry remains poised to innovate digital business models to meet consumer demands and to thereby counteract the demand for pirated copies of games. The video game industry has come a very long way in a short period of time to revolutionise console game play and to create many new business models.
Video Games. Video Games Market. Video Games Market Growth. by Component (CHF millions) CHF millions
Video Games Video Games Market by Component (CHF millions) 600 400 200 0 Video Games Market Growth by Component (%) 4 3 2 1-1 CHF millions Growth At a glance Segment definition The video games market comprises
Mobile Games in the App World. Mobile Apps in the Game World
Mobile Games in the App World 1 What is an App: The term "app" has become popular over the years and in 2010 and was listed as "Word of the Year" by the American Dialect Society. App, in the sense that
Social Network Games 2012. Casual Games Sector Report
Games 2012 Casual Games Sector Report What are The Players social network social network games - average player games? Female 40 years old Games run on a. They typically require the player be online, run
Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT
Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens
Building Brand Association through In-Game Advertising
Building Brand Association through In-Game Advertising Gaming is a multi-million dollar industry today. In the US alone, more than 120 million people regularly play PC or console based games, and the US
Europe s Video Game Industry and the Telecom Single Market
Executive Summary The internet is a key driver of growth in the video game industry and facilitates distribution of content, engagement with customers, multiplayer gameplay and provision of crucial software
Table of Contents. Living In A Mobile World. There s Always An App For That. The UX Challenge. The Facebook + Mobile Opportunity
1 Table of Contents Living In A Mobile World 3 There s Always An App For That 4 The UX Challenge 6 The Facebook + Mobile Opportunity 7 Getting Started With Facebook Mobile Ads 8 The Future Of Facebook
Gaming Expands Its Presence in the Digital Universe Insights from McKinsey s Global iconsumer Research
Gaming Expands Its Presence in the Digital Universe Insights from McKinsey s Global iconsumer Research McKinsey s Global iconsumer Research Initiative Our global research delves into the digital lives
U.S. GAMING, A 360 O VIEW HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S.
U.S. GAMING, A 360 O VIEW HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S. Mike Flamberg, Nicole Pike, and Marissa Woodrick 14 April 2015 TODAY S PRESENTERS MIKE FLAMBERG VP/GM, NIELSEN GAMES NICOLE
Marketing Mobile Applications Analysis & Theory. Exploratory Research by Alex Mendelson
Marketing Mobile Applications Analysis & Theory Exploratory Research by Alex Mendelson Background & Introduction In 1993 Paget Press Inc. released a software distribution called Electronic AppWrapper.
Gaming UNION SQUARE ADVISORS LLC
Gaming Key Themes in the Gaming Industry The Gaming Paradigm Shift Users Can Trump Revenue The Overlooked Importance of Casual It s All About the Whales Free-To-Play Frustration? Cross-Platform Games-as-a-
http://ubiqmobile.com
Mobile Development Made Easy! http://ubiqmobile.com Ubiq Mobile Serves Businesses, Developers and Wireless Service Providers Businesses Be among the first to enter the mobile market! - Low development
California State Assembly Committee on Arts, Entertainment, Sports, Tourism and Internet Media
California State Assembly Committee on Arts, Entertainment, Sports, Tourism and Internet Media Video Games: The Quintessential California Industry Erik V. Huey Senior Vice President of Government Affairs
www.pwc.com/outlook growth in digital segments while traditional media remain resilient
www.pwc.com/outlook Indiastrong growth in digital segments while traditional media remain resilient Over the five years to 2018, the 11.6% CAGR rise projected for total entertainment and media spending
Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry:
DFC Intelligence DFC Intelligence Phone 858 834-4340 12707 High Bluff Dr Fax 858-780-9380 Suite 200 www.dfcint.com San Diego, CA 92130 Worldwide Market Forecasts for the Video Game and Interactive Entertainment
Company Presentation May 2015
Company Presentation May 2015 Some of G5 s best performing games 2 G5 Entertainment in brief Company overview Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones G5 game
Evolution of video game industry ecosystem(s)
Laurent Michaud Head of Consumer Electronics & Digital Entertainment Tel: +33 467 144 439 [email protected] Evolution of video game industry ecosystem(s) Business models and trends in the evolving market
SIZING UP OPPORTUNITIES
THE ASIAN GAMES MARKET SIZING UP OPPORTUNITIES CASUAL GAMES SECTOR REPORT 2016 CGA. CGA. East Meets West: In a rapidly globalizing games market, what are the opportunities for non-asian companies in Asia
The Turning Tide: Independent Game Sales in 2015. Mike Rose tinybuild Games @RaveofRavendale
The Turning Tide: Independent Game Sales in 2015 Mike Rose tinybuild Games @RaveofRavendale Welcome to digital game sales in 2015 Making a great game is only half the battle You need to know how, and where,
Google TV - Searching for Success. a Parks Associates white paper June 2010
Google TV - Searching for Success a Parks Associates white paper June 2010 Authored by Kurt Scherf Published by Parks Associates June 2010 Parks Associates Dallas, Texas 75230 Attribution All rights reserved.
Gredler / Moravska / Wegendt. Case 17. Microsoft X-Box Live!
Gredler / Moravska / Wegendt Case 17 Microsoft X-Box Live! 1 A. Basic facts Table of Content 1. Microsoft 2. Video Gaming Indurstry 3. Competitors + 5 year life cycle 4. Xbox (Xbox 360 + Xbox Live!) B.
How To Make A Successful Online Game On Runescape
Page 1 of 16 Business Plan Spirit Guardian & The Spiritguardian TM Project The Spiritguardian TM Online Project [email protected] Page 2 of 16 I. Table of Contents Contents I. Table of Contents...
The role of Digital Rights Management in content delivery Summary Introduction Background Increasing role of DRM in media and entertainment
EXECUTIVE SUMMARY and market context The role of Digital Rights Management in content delivery Video Content Delivery Music Content Delivery Video Gaming Delivery ebooks Delivery The Future of Content
Activision Blizzard, Inc.
UNIVERSITY OF OREGON INVESTMENT GROUP 12/04/2009 Technology Activision Blizzard, Inc. RECOMMENDATION: HOLD Stock Data Price (52 weeks) $8.14 - $13.14 Symbol/Exchange ATVI / NASDAQ Beta (Regression) 0.625
J son & Partners Consulting presents the results of research Mobile applications (apps) market in Russia and worldwide.
J son & Partners Consulting presents the results of research Mobile applications (apps) market in Russia and worldwide. Today mobile apps are extremely popular. Number of mobile apps developers increasing,
2014 App Annie & IDC Do Not Distribute. Mobile App Advertising and Monetization Trends 2012-2017: The Economics of Free.
Mobile App Advertising and Monetization Trends 2012-2017: The Economics of Free March 2014 1. The revenue opportunity for publishers 2. How do app publishers monetize their apps today? a. Freemium b. Paid
APP GUIDE 10 TIPS TO BUILD PROFITABLE MOBILE GAMES. The Complete Guide To Building Profitable Mobile Games in 2014
APP GUIDE 10 TIPS TO BUILD PROFITABLE MOBILE GAMES The Complete Guide To Building Profitable Mobile Games in 2014 APP GUIDE : 10 TIPS TO BUILD PROFITABLE MOBILE GAMES 2 OVERVIEW This is our most comprehensive
Mobile ~ Let me Entertain you
WHITEPAPER Mobile ~ Let me Entertain you This whitepaper is an extract from: Mobile Entertainment Markets Opportunities & Forecasts 2007-2012 (Second Edition)... information you can do business with Mobile
NEULION INVESTOR PRESENTATION
MARCH 2014 NEULION INVESTOR PRESENTATION Powering the global transformation to Interactive TV anywhere FORWARD-LOOKING STATEMENTS Certain statements herein are forward-looking statements and represent
Global entertainment and media outlook 2014-2018 Seizing the initiative
www.pwc.com/outlook Global entertainment and media outlook 2014-2018 Seizing the initiative The industry segments Internet and video games continue to outperform the other sectors. Global growth in aggregate
Florida 4-H Consumer Choices 2010-11 Study Topics. Student Guide. Video Game Systems. Introduction and Background
Florida 4-H Consumer Choices 2010-11 Study Topics Student Guide Video Game Systems Introduction and Background Buying a video game system is a big decision that can cost hundreds of dollars, so it is important
Netflix. Daniel Watrous. Marketing. Northwest Nazarene University
Running head: NETFLIX 1 Netflix Daniel Watrous Marketing Northwest Nazarene University NETFLIX 2 Netflix Entertainment content, and the ways in which consumers engage with that content, have evolved rapidly
THE EVOLUTION OF TV. The Promise of Programmatic TV
3 THE EVOLUTION OF TV The Promise of Programmatic TV Our Evolution of TV series explores how TV is shifting to internet delivery. Programmatic TV is one dynamic driving the shift and potentially transforming
EA SPORTS Peter Moore, President
EA SPORTS Peter Moore, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability,
Shift from free to paid: Consumer demand and revenue opportunities for apps
Shift from free to paid: Consumer demand and revenue opportunities for apps from Simon Kucher s 2013 Apps and Digital Content Study telecoms & media Andre Weber Kyle Poyar Ellen Kan March 2013 Executive
LATIN AMERICA AND THE CARIBBEAN ERICSSON MOBILITY REPORT APPENDIX NOVEMBER
LATIN AMERICA AND THE CARIBBEAN ERICSSON MOBILITY REPORT APPENDIX NOVEMBER MARKET OVERVIEW Key figures: Latin America and the Caribbean M Mobile subscriptions (million) Smartphone subscriptions (million)
Session: Business Systems Topic: E-Commerce. Daniel Chang. CGS 2100 Micro Applications for Business & Economics. Lecture
Lecture Session: Business Systems Topic: E-Commerce Daniel Chang 1 E-Commerce Generally thought of as buying and selling products online Overall refers to transactions that are completed using almost entirely
NOKIA Company Synopsis GROUP B:
NOKIA Company Synopsis GROUP B: Wei Guo Yuxing Sun Stephanie Seo Christopher Chiang Amy Fung INTRODUCTION Nokia Corporation is a multinational communications corporation, focused on delivering products
ACTIVISION BLIZZARD ANNOUNCES FOURTH QUARTER AND FULL YEAR 2015 FINANCIAL RESULTS
ACTIVISION BLIZZARD ANNOUNCES FOURTH QUARTER AND FULL YEAR 05 FINANCIAL RESULTS Record Digital Revenues in the Quarter and Full Year, Grew 3% Year Over Year for GAAP and 0% for Non GAAP, Represented More
Executive summary Chapter 1 Introduction Chapter 2 The online advertising industry outlook Chapter 3 The segments of the online advertising industry
Table of Contents Executive summary The online advertising industry outlook The segments of the online advertising industry The emerging landscape of the online advertising industry Measuring the effectiveness
Gaming in the Netherlands Virtual goods in video games: A business model with prospects
www.pwc.nl Gaming in the Netherlands Virtual goods in video games: A business model with prospects This whitepaper details with the current developments and future prospects in the video gaming industry
Entrepreneurship and Innovation Strategy - Mini-Project Spotify s Ecosystem
Entrepreneurship and Innovation Strategy - Mini-Project Spotify s Ecosystem Diego Diaz, Luis Gonzalez, Henrique Thielen Description Origin Spotify is a Swedish music streaming platform that offers digitally
Evolution of Video Games
Evolution of Video Games First Game 1961: Steve Russell, a student at Massachusetts Institute of Technology, creates Spacewar, the world's first computer game It was programed on the DEC PDP-1 at MIT.
Effective Monetization of Music on Mobile
Effective Monetization of Music on Mobile Every year, the music industry suffers huge losses from piracy and illegal downloads. To minimize these losses and achieve strong growth, the industry needs to
Mobile App Advertising and Monetization Trends 2013-2018: Freemium and In-App Ads Expand Their Lead. March 2015
Mobile App Advertising and Monetization Trends 2013-2018: Freemium and In-App Ads Expand Their Lead March 2015 1. Assessing the Current Opportunity for Apps 2. Selecting the Right Business Model for Your
Digital Advertising Report. Adobe Digital Index Q1 2015
Digital Advertising Report Adobe Digital Index Q1 2015 Table of contents Social 3. Overview 4. Social streaming apps 5. Social branded post 6. Social impressions 7. Social interaction rate by industry
Competitive Strategy in Game Consoles
Competitive Strategy in Game Consoles Jay Conrod, Klimka Szwaykowska; Mar 7, 2007 The interactive entertainment industry has grown remarkably quickly in recent years. Since 2001, the market has been dominated
Cloud computing: the lowdown
1 de 6 07/11/2011 0:52 Printing sponsored by: Cloud computing: the lowdown Much of our computing (including the storage of our personal data) is now being done remotely via the 'cloud'. But what is it?
UBISOFT REPORTS THIRD-QUARTER 2015-16 SALES
UBISOFT REPORTS THIRD-QUARTER 2015-16 SALES 561.8 million in sales Tangible results of the Group s strategy: - Record engagement levels and digital revenue weighting - A strong comeback in multiplayer
The Game Development Process. Slides: largely based on Mark Claypool (WPI, USA) course on game development
The Game Development Process Slides: largely based on Mark Claypool (WPI, USA) course on game development Outline Introduction Game Business Overview Stats Shape Game Companies Structure Timeline References
Multi-Screen Video: A Requirement in Today s Digital World
WhitePaper Multi-Screen Video: A Requirement in Today s Digital World Part 1: Today s Digital Content Value Chain and Its Opportunities video. personal. everywhere. White Paper In today s continually evolving
Global online games market value
Below are the findings of a study by J son & Partners Consulting of Russia's online games market and outlook until 2016. The study goal is a detailed analysis of Russia's online games market, complete
OTT LIVE TV EST VOD. AVOD SVOD ivod. Defining Over-The-Top (OTT) Digital Distribution. Authored by Chris Roberts & Vince Muscarella (Rentrak)
Authored by Chris Roberts & Vince Muscarella (Rentrak) Defining Over-The-Top (OTT) Digital Distribution This document presents an overview of over-the-top (OTT) distribution and how it fits into the Internet
ROLAND BERGER STRATEGY CONSULTANTS CONTENT. Fresh thinking for decision makers
ROLAND BERGER STRATEGY CONSULTANTS CONTENT Fresh thinking for decision makers Casual games are for everyone and everywhere But popularity doesn t always equal success How to get from customers to cash
2014 App Annie & IDC Do Not Distribute. Portable Gaming Spotlight, 2Q13 August 2013
Portable Gaming Spotlight, 2Q13 August 2013 1 Installed Base Trends 2 2Q13 Gamer Spending Deep Dive 3 Key Themes & Takeaways, 2Q13 2 Worldwide Smartphone Installed Base Shares, 1Q13 & 2Q13 75% +1.6 pts
October 2014. Essential. Market data and consumption: France
October 2014 Essential Video Game News #3 Market data and consumption: France 1 Editorial Editorial The year 2013 had a profound effect on the video game industry. It may have been the year of the consoles
Keywords: ICT, Telecommunication, Software, E-commerce, Cloud Technology, E-government, Digital Media, Mobile Connectivity.
Italy: ICT SECTOR Prepared by Trade Council Italy Keywords: ICT, Telecommunication, Software, E-commerce, Cloud Technology, E-government, Digital Media, Mobile Connectivity. Abstract: Italy has the fourth
U.S. Digital Video Benchmark Adobe Digital Index Q2 2014
U.S. Digital Video Benchmark Adobe Digital Index Q2 2014 Table of contents Online video consumption 3 Key insights 5 Online video start growth 6 Device share of video starts 7 Ad start per video start
Mythbusting: The Exaggerated Effects of Cord Cutting.
Mythbusting: The Exaggerated Effects of Cord Cutting. Much has been made in the trade press about cord cutting, broadband only homes and zero TV households but what, if anything, does this really mean
HWMedia Group Hardware Upgrade earliest Italian ICT websites largest, most respected and visited Italian IT website Touch Magazine
HWMedia Group We re a media company specialized in editorial projects for the web and the digital world. Our main project is Hardware Upgrade (www.hwupgrade.it), one of the earliest Italian ICT websites,
COMPANY PROFILE. Founded in 2006. Headquarter Princeton, USA Studio Hyderabad / Mumbai Employee Strength 150 +
COMPANY PROFILE Founded in 2006. Headquarter Princeton, USA Studio Hyderabad / Mumbai Employee Strength 150 + Key Milestones 187 original IP SKU s 58 original IP Titles Only Indian Studio to be certified
TV2U INVESTOR ROADSHOW PRESENTATION
GLOBAL TECHNOLOGY ENABLER FOR THE MONETISATION AND DISTRIBUTION OF VIDEO CONTENT 1 TV2U INVESTOR ROADSHOW PRESENTATION OCTOBER 2015 Australia United Kingdom Hong Kong Malaysia Indonesia TV2U INTRODUCTION
SOCIAL ADVERTISING BENCHMARK REPORT THE SALESFORCE MARKETING CLOUD. Metrics from 1+ Trillion Facebook* Ad Impressions Made Through Our Platform
THE SALESFORCE MARKETING CLOUD SOCIAL ADVERTISING BENCHMARK REPORT Metrics from 1+ Trillion Facebook* Ad Impressions Made Through Our Platform *All trademarks, service marks, and trade names are the property
The Future for Phone-Paid Digital Goods and Services
The Future for Phone-Paid Digital Goods and Services November 2014 Contents Foreword 2 About the research. 3 The PRS market is facing a challenge from emerging alternatives. 4 UK consumers are forecast
VIDEO GAMES. 21 the st CENTURY THE 2014 REPORT BY STEPHEN E. SIWEK. www.theesa.com. www.theesa.com
VIDEO GAMES in 21 the st CENTURY THE 2014 REPORT BY STEPHEN E. SIWEK www.theesa.com www.theesa.com ENTERTAINMENT SOFTWARE ASSOCIATION Executive Summary Video Games in the 21st Century: The 2014 Report
Monetizing Mobile Applications How to maximize investment, move up the value chain and expand into new markets
Monetizing Mobile Applications How to maximize investment, move up the value chain and expand into new markets Strategic White Paper Network providers are well aware of the challenges presented by today
The Australian ONLINE CONSUMER LANDSCAPE
The Australian ONLINE CONSUMER LANDSCAPE March 2012 THE AUSTRALIAN ONLINE MARKET & GLOBAL POPULATION Internet usage in Australia is widespread and approaching saturation point with only minimal increases
Chapter 8 Connecting RTM with Corporate Strategy
Chapter 8 Connecting RTM with Corporate Strategy Up to this point in the book, Routes-to-Market (RTM) has been presented as a methodology used by executives responsible for marketing, sales, distribution,
Investec India Digital Media & E-Commerce Building momentum in a rapidly evolving market
Investec India Digital Media & E-Commerce Building momentum in a rapidly evolving market Why India? Demographic Headwinds all point towards colossal growth By 2030, India will be the 3 rd largest economy
Creating value in the mobile and fixed businesses
This presentation contains forward-looking information and statements about the Bouygues group and its businesses. Forwardlooking statements may be identified by the use of words such as will, expects,
Contents. Introduction. What is the Cloud? How does it work? Types of Cloud Service. Cloud Service Providers. Summary
Contents Introduction What is the Cloud? How does it work? Types of Cloud Service Cloud Service Providers Summary Introduction The CLOUD! It seems to be everywhere these days; you can t get away from it!
White Paper Closing the Mobile Data Revenue Gap
White Paper Closing the Mobile Data Revenue Gap Copyright Openet Telecom, 2009 Copyright OPENET Telecom, 2010 2 Closing the Mobile Data Revenue Gap The demand for mobile data is exploding, presenting operators
Tulix. Sponsored Content
Tulix Sponsored Content The market for over-the-top set-top boxes has grown considerably in recent years as many consumers have looked towards devices like Roku, Google TV, and Apple TV to either replace
interactive leisure software...
interactive leisure software... RELATED ACTIVITIES Film industry Sports industry Non-leisure software CORE ACTIVITIES Software development Publishing Distribution Retail PERIPHERAL ACTIVITIES Computer
UBISOFT REPORTS FULL-YEAR 2013-14 SALES AND EARNINGS FIGURES
UBISOFT REPORTS FULL-YEAR 2013-14 SALES AND EARNINGS FIGURES Annual sales: 1,007 million Non-IFRS operating loss: 66 million 2014-15 operating income target confirmed Paris, May 15, 2014 Today, Ubisoft
South Korea Information and Communication Industry
South Korea Information and Communication Industry Compiled by: Swiss Business Hub Korea Seoul, August 2011 Korea s ICT industry is divided into the ICT equipment, telecommunications services and software
cardscodes http://cardscodes.com/ PRICE_LIST_MSG_1 2016-07-04. PRICE_LIST_MSG_2
cardscodes http://cardscodes.com/ PRICE_LIST_MSG_1 2016-07-04. PRICE_LIST_MSG_2 Facebook credits Facebook Credits $15 card Facebook Credits $25 card Facebook Credits $50 card Google Play / Canada Google
Statement of Morgan Reed. Executive Director. The Association for Competitive Technology
Statement of Morgan Reed Executive Director The Association for Competitive Technology Testimony before the House Committee on the Judiciary, Subcommittee on Courts and Competition Policy Competition in
