All the World's a Game | the Economist
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
'Boxing Clever
NOVEMBER 05 2018 sandboxMUSIC MARKETING FOR THE DIGITAL ERA ISSUE 215 ’BOXING CLEVER SANDBOX SUMMIT SPECIAL ISSUE Event photography: Vitalij Sidorovic Music Ally would like to thank all of the Sandbox Summit sponsors in association with Official lanyard sponsor Support sponsor Networking/drinks provided by #MarketMusicBetter ast Wednesday (31st October), Music Ally held our latest Sandbox Summit conference in London. While we were Ltweeting from the event, you may have wondered why we hadn’t published any reports from the sessions on our site and ’BOXING CLEVER in our bulletin. Why not? Because we were trying something different: Music Ally’s Sandbox Summit conference in London, IN preparing our writeups for this special-edition sandbox report. From the YouTube Music keynote to panels about manager/ ASSOCIATION WITH LINKFIRE, explored music marketing label relations, new technology and in-house ad-buying, taking in Fortnite and esports, Ed Sheeran, Snapchat campaigns and topics, as well as some related areas, with a lineup marketing to older fans along the way, we’ve broken down the key views, stats and debates from our one-day event. We hope drawn from the sharp end of these trends. you enjoy the results. :) 6 | sandbox | ISSUE 215 | 05.11.2018 TALES OF THE ’TUBE Community tabs, premieres and curation channels cited as key tools for artists on YouTube in 2018 ensions between YouTube and the music industry remain at raised Tlevels following the recent European Parliament vote to approve Article 13 of the proposed new Copyright Directive, with YouTube’s CEO Susan Wojcicki and (the day after Sandbox Summit) music chief Lyor Cohen both publicly criticising the legislation. -
The Paley Center for Media Board of Trustees
THE PALEY CENTER FOR MEDIA BOARD OF TRUSTEES CHAIRMAN Anne del Castillo New York City Mayor’s Office of Media and Entertainment Frank A. Bennack, Jr. (ex officio member) Hearst Nancy Dubuc PRESIDENT & CEO Vice Media Maureen J. Reidy Tami Erwin Verizon VICE CHAIR David Eun Mel Karmazin Cristiana Falcone JMCMRJ Foundation TRUSTEES Mike Fries Liberty Global Alfonso de Angoitia Grupo Televisa Dexter Goei Altice USA Brandon Beck Riot Games Brian Goldner Hasbro, Inc. Gary B. Bettman National Hockey League Roger Goodell National Football League Adam Bird McKinsey & Company Gérard Guillemot Ubisoft Andy Bird, CBE Pearson Judy Hart Angelo Aryeh B. Bourkoff Alberto Ibargüen LionTree LLC John S. & James L. Knight Foundation Adriana Cisneros Robert A. Iger Cisneros The Walt Disney Company Cesar Conde John H. Josephson NBCUniversal SESAC Steve Cooper Jeffrey Katzenberg Warner Music Group WndrCo Eddy Cue David Kenny Apple, Inc. Nielsen Wade Davis Jason Kilar Univision Communications Inc. WarnerMedia Steve King Mark Read Publicis Groupe WPP Henry A. Kissinger Shari Redstone Kissinger Associates, Inc. ViacomCBS Mark Lazarus Alex Rodriguez NBCUniversal Television and A-Rod Corp. Streaming Michael I. Roth Debra Lee Interpublic Group Leading Women Defined, Inc. Faiza J. Saeed Robert D. Manfred, Jr. Cravath, Swaine & Moore LLP Major League Baseball Ricardo B. Salinas Roberto Marinho Neto Groupo Salinas Globo Ventures Josh Sapan Crystal McCrary AMC Networks Producer, Director, and Author Robert B. Schumer Jonathan Miller Paul, Weiss, Rifkind, Wharton Integrated Media Company & Garrison LLP Daniel L. Mosley Ryan Seacrest William S. Paley Foundation Ryan Seacrest Enterprises James Murdoch Stanley S. Shuman LUPA Systems LLC Allen & Company LLC Lachlan Murdoch Edward Skyler FOX Citi Katherine Oliver Phil Spencer Bloomberg Associates Microsoft Dawn Ostroff Evan Spiegel Spotify Snap Inc. -
Paycheck Protection Program Loans
Paycheck Protection Program Loans Loan Amount Business Name Headquarters City a $5-10 million ABO LEASING CORPORATION PLYMOUTH a $5-10 million ACMS GROUP INC CROWN POINT a $5-10 million ALBANESE CONFECTIONERY GROUP, INC. MERRILLVILLE a $5-10 million AMERICAN LICORICE COMPANY LA PORTE a $5-10 million AMERICAN STRUCTUREPOINT, INC. INDIANAPOLIS a $5-10 million ASH BROKERAGE, LLC FORT WAYNE a $5-10 million ASHLEY INDUSTRIAL MOLDING, INC. ASHLEY a $5-10 million BEST CHAIRS INCORPARATED FERDINAND a $5-10 million BIOANALYTICAL SYSTEMS, INC. WEST LAFAYETTE a $5-10 million BLUE & CO LLC CARMEL a $5-10 million BLUE HORSESHOE SOLUTIONS INC. CARMEL a $5-10 million BRAVOTAMPA, LLC MISHAWAKA a $5-10 million BRC RUBBER & PLASTICS INC FORT WAYNE a $5-10 million BTD MANUFACTURING INC BATESVILLE a $5-10 million BUCKINGHAM MANAGEMENT, L.L.C. INDIANAPOLIS a $5-10 million BYRIDER SALES OF INDIANA S LLC CARMEL a $5-10 million C.A. ADVANCED INC WAKARUSA a $5-10 million CFA INC. BATESVILLE a $5-10 million CINTEMP INC. BATESVILLE a $5-10 million CONSOLIDATED FABRICATION AND CONSTRUCTORS INC GARY a $5-10 million COUNTRYMARK REFINING & LOGISTICS LLC MOUNT VERNON a $5-10 million CROWN CORR, INC. GARY a $5-10 million CUNNINGHAM RESTAURANT GROUP LLC INDIANAPOLIS a $5-10 million DECATUR COUNTY MEMORIAL HOSPITAL GREENSBURG a $5-10 million DIVERSE STAFFING SERVICES, INC. INDIANAPOLIS a $5-10 million DRAPER, INC. SPICELAND a $5-10 million DUCHARME, MCMILLEN & ASSOCIATES, INC. FORT WAYNE a $5-10 million ELECTRIC PLUS, INC AVON a $5-10 million ENVIGO RMS, LLC INDIANAPOLIS a $5-10 million ENVISTA, LLC CARMEL a $5-10 million FLANDERS ELECTRIC MOTOR SERVICE INC EVANSVILLE a $5-10 million FOX CONTRACTORS CORP FORT WAYNE a $5-10 million FUSION ALLIANCE, LLC CARMEL a $5-10 million G.W. -
Understanding Professional Gaming
STOCKHOLM SCHOOL OF ECONOMICS DEPARTMENT OF MANAGEMENT AND ORGANISATION MSC IN BUSINESS AND ECONOMICS MASTER’S THESIS Understanding professional gaming A comparative analysis of Korean and Western organisations Kristofer Lindahl (40216) and Cedric Diserens (40218) 10/12/2012 Supervisor : Johan Berglund Examiner : Dag Björkegren Abstract In this thesis we seek to explore how “Professional Gaming Teams” in Korea and the western world are different from each other, and the underlying reasons for those differences. We perform an extensive pre-study that provides a deeper understanding of the eSport environment, identify theoretical frameworks to explain the differences between teams, and apply these frameworks to explain how the external environment affects the internal culture of the teams. In order to do this, we conduct critical interviews with game developers, tournament organizers, and team managers. We combine these sources with podcasts, news articles, and other types of media produced by the very active eSport community to create a foundational understanding of a market that has received next to no attention in academic circles. We employ McKinsey’s 7s framework to show how the internal workings of Professional Gaming Teams in Korea are different from those in the west. We also utilize PESTLE model, as well as Porter’s Five Forces to analyze the external environment of the eSport market. These three models provide a holistic approach and a broad understanding of forces that were, until recently, unexplored in the eSport industry. The results of our thesis show that it is external influences that cause Korean and Western teams to focus on different dimensions of their organizations. -
Redeye Gaming Report 2018.Pdf
REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Kristoffer Lindström Tomas Otterbeck Client Manager Analyst Analyst Johan has a Master of Science in finance Kristoffer Lindström has both a BSc Tomas Otterbeck gained a Master’s from the Stockholm School of Economics, and an MSc in Finance. He has previously degree in Business and Economics at and has studied e-commerce and market- worked as a financial advisor, stockbroker Stockholm University. He also studied ing at the MBA Haas School of Business, and equity analyst at Swedbank. Kristoffer Computing and Systems Science at the University of California, Berkeley. Johan started to work for Redeye in early 2014, KTH Royal Institute of Technology. Tomas has worked as an equity portfolio man- and today works as an equity analyst cov- was previously responsible for Redeye’s ager at Alfa Bank and Gazprombank in ering companies in the tech sector with a website for six years, during which time Moscow, as a hedge fund manager at EME focus on the Gaming and he developed its blog and community and Partners, and as an analyst and portfolio Gambling industry. was editor of its digital stock exchange manager at Swedbank Robur. -
Defence of Chinese State-Sanctioned History Against Perceived Attacks from Honor of Kings
Defence of Chinese state-sanctioned history against perceived attacks from Honor of Kings Bjarke Liboriussen University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8992 [email protected] Paul Martin University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8172 [email protected] Keywords China, Honor of Kings, MOBA, history, social media, Zhihu Honor of Kings (wangzhe rongyao, Tencent 2015) is a multiplayer online battle arena game (MOBA), released in the Chinese market in 2015 and internationally under the name Arena of Valor, in 2017. Like other MOBA games such as League of Legends (Riot Games 2009), Honor of Kings involves players selecting heroes and competing against each other in teams or, more rarely, individually to attack their opponent’s territory and defend their own. Honor of Kings is a mobile game, and its gameplay is less complex than League of Legends. It is also the first major MOBA game to be produced in mainland China. Honor of Kings has been very successful in China, with some reports putting the registered users at 200 million (Shijia 2017; Cowley 2017). With this success has come government scrutiny. From March 2017 critical articles begin to appear in the society, culture and opinion sections of The People’s Daily, the official mouthpiece of the Chinese Communist Party (CCP), as well as a widely discussed article in Guangming Daily (Zhang 2017). The most widely reported of these critical articles (Li, G. 2017) led to a short-term drop in Tencent’s share price, and prompted Tencent to introduce systems to prevent young players spending too much time at the game (Reuters 2017). -
Superdata 2018 Year in Review
2018 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. SuperData, A Nielsen Company SuperData, a Nielsen company, was acquired by Nielsen in September 2018. With this acquisiIon, SuperData’s clients will now have greater access to global market intelligence around digital video gaming use, sales and audiences, in addiIon to exisng areas of experIse such as consumer research, video game tracking, esports sponsorship valuaIon and consulng services. SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and esports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 185 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacIon-level data with qualitaIve consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. AcIvision/ Blizzard, Ubiso]), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). !2 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. The SuperData Arcade allows users to: • Gain a comprehensive overview of the digital games market, across plaborms, Itles and markets. -
Paradox Interactive Listing Attracts Tencent As Fan and Long-Term Investor
FOR IMMEDIATE RELEASE Paradox Interactive listing attracts Tencent as fan and long-term investor Leading online games publisher and platform to contribute to Paradox’s future journey (May 27, Stockholm) Tencent Holdings Limited, which operates China’s largest social network and online games platform, has subscribed to and been allocated shares in the initial public offering of Paradox Interactive (”Paradox”) on Nasdaq First North Premier. Tencent has been allocated 5.28 million shares at the offering price of SEK 33 per share, and hold 5% equity interest in Paradox Interactive post transaction. Fredrik Wester and Spiltan will continue to be key shareholders in Paradox with 33.3 % and 30.5 % shareholdings, respectively. A long-time fan of Paradox games, Tencent will work to explore opportunities with Paradox to build up the emerging grand strategy, simulation, and story-driven RPG fan bases in China. Tencent has a history of supporting new game genres in China, where it operates globally renowned titles such as League of Legends, Cross-Fire, Dungeon & Fighter, Call of Duty Online, FIFA Online and Need for Speed, as well as many popular locally-developed games. Tencent also has a track record of building strong partnership with game industry leaders, such as Activision Blizzard, Riot Games, CJ Netmarble and Miniclip, via equity investment and support in distribution and operations. Fredrik Wester, CEO and principal owner of Paradox, said: “Tencent approached us as big fans of our grand strategy games and with a genuine interest in Paradox and our onward journey. It has always been very important for us that any partners we bring on board can contribute in a unique and attractive way to Paradox and have a long term commitment to the company. -
Classes of 2019 and 2020 Hiring Organizations
HIRING ORGANIZATIONS CLASSES OF 2019 AND 2020 HIRING ORGANIZATIONS RECENT EMPLOYERS The following firms hired at least one UCLA Anderson student during the 2018–2019 school year (combining both full-time employment and summer internships): A Breakwater Investment Edison International Hewlett Packard Enterprise Lionsgate Entertainment Inc . O A G. Spanos Companies Management Education Pioneers Company Lionstone Investments Openpath Security Inc . A+E Television Networks ByteDance Edwards Lifesciences Hines Liquid Stock Oracle Corp . Accenture C Electronic Arts Inc . HomeAway Logitech P ACHS Califia Farms Honda R&D Americas Inc . Pabst Brewing Company Engine Biosciences L’Oreal USA Adobe Systems Inc . Cambridge Associates LLC Honeywell International Inc . Pacific Coast Capital Partners Epson America Inc . Los Angeles Chargers Advisor Group Capital Group Houlihan Lokey Palm Tree LLC Los Angeles Football Club Age of Learning Inc . Capstone Equities Esports One HOVER Inc . Pandora Media M Agoda Caruso EVgo Hulu Paramount Pictures M&T Bank Corporation Altair Engineering Inc . Casa Verde Capital Evolus I Park Lane Investment Bank Alteryx Inc . Cedars-Sinai Health System Experian Illumina Inc . Mailchimp Phoenix Suns Amazon Inc . Cenocore Inc . EY-Parthenon IMAX Marble Capital PIMCO American Airlines Inc . Century Park Capital Partners F InnoVision Solutions Group March Capital Partners Pine Street Group Amgen Inc . Charles Schwab FabFitFun Instacart Marvell Technology Group Ltd . Piper Jaffray & Co . Anaplan Checchi Capital Advisers Facebook Inc . Intel Corporation MarVista Entertainment PlayVS Apple Inc . Cisco Systems Inc . Intuit Inc . Mattel Inc . PLG Ventures Falabella Retail S .A . Applied Ventures The Clorox Company Intuitive Surgical Inc . McKinsey & Company The Pokemon Company Fandango Arc Capital Partners LLC Clutter Inversiones PS Medallia Inc . -
Riot Games Lays out Long Term Growth Strategy
Publication date: 24 Oct 2019 Author: Omdia Analyst Riot Games Lays Out Long Term Growth Strategy Brought to you by Informa Tech Riot Games Lays Out Long Term Growth 1 Strategy During Riot Games’ League of Legends 10th anniversary celebratory stream, the company announced an unexpectedly large roster of new games and its expansion strategy for at least the next 3-5 years. For a company that has been built and focused on one title for a decade – albeit one that has generated $20 billion in revenues according to the company - this marks a major gear change in its ambitions. The list of announced games and other ‘projects’ in development were as follows: . League of Legends: Wild Rift - a mobile and console version of the world’s biggest PC online and esports game League of Legends (LoL) . Teamfight Tactics - Already available on PC, Riot confirmed that a mobile version of its LoL-based auto battler game was in the works . Legends of Runeterra – A LoL based digital card game coming to PC and mobile, which shares some similarities to Blizzard’s Hearthstone . Project A, a tactical team-based first-person shooter was confirmed to be in development. Not a lot is known about this game, but it looks to combine the aesthetic and some character-based play of Blizzard’s Overwatch with Valve’s Counter-Strike: Global Offensive . Project L, a fighting game set in the LoL universe was confirmed to be in development . Project F, confirmation of development of a 2.5D Diablo-like experience set in Runeterra and based in the LoL universe . -
2017 Year in Review: Digital Games and Interactive Media
2017 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA YEAR IN REVIEW. 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. The SuperData Arcade and Player Profile are the world's only cross-plaKorm business intelligence tools on the global games market. The metrics contained here represent the largest and most comprehensive view of the vast and growing digital games market. To arrange a demo, contact Sam Barberie at [email protected]. Access insights of over 500 games and 100 publishers, ranging from high-level market trends to granular data Ptle performance metrics. Create custom queries and segmentaAon across all data and export to .csv or PDF format for full analyPcal control and presentaPons. Receive automaAc custom data pulls and spot opportunies early as soon as updates are available. Learn detailed consumer data and behavior on Player Profile across all demographies and domains. See beyond the numbers from quarterly updated Audience Tracker; know your consumer, where to find them, and what they want. IdenAfy audience inflecon points and explain who and what is driving them. YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. VR Data Network The VR Data Network is the first industry collaboration to quantify and validate the global VR market. • Partners include headset makers, developers and ad networks • Partners get ongoing insights and data to improve strategy • Reviewing applications now To apply, visit www.superdataresearch.com/superdata-vr-data-network/ YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. EXECUTIVE SUMMARY 4 YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. -
Watch Me Playing, I Am a Professional: a First Study on Video Game Live Streaming
Watch me Playing, I am a Professional: a First Study on Video Game Live Streaming Mehdi Kaytoue, Arlei Silva, Chedy Raïssi Loïc Cerf, Wagner Meira Jr. INRIA Nancy Grand Est Universidade Federal de Minas Gerais 54500 – Vandœuvre-lès-Nancy – France 31.270-010 – Belo Horizonte (MG) – Brazil [email protected] {kaytoue,arlei,lcerf,[email protected]} ABSTRACT and fans. Indeed, a recent social study has shown that video \Electronic-sport" (E-Sport) is now established as a new en- game players prefer watching pro-gamers playing, rather tertainment genre. More and more players enjoy stream- than playing themselves [4]. ing their games, which attract even more viewers. In fact, The main difference with respect to traditional sports lies in a recent social study, casual players were found to pre- in the fact that the vast majority of the events are only online fer watching professional gamers rather than playing the and an important remark is that members of the community are acquainted with social networks such as Facebook or game themselves. Within this context, advertising provides 1 a significant source of revenue to the professional players, Twitter and web platforms like Youtube . As a conse- the casters (displaying other people's games) and the game quence, a new type of social community is emerging, very streaming platforms. For this paper, we crawled, during active on several web social platforms and of a particular more than 100 days, the most popular among such special- interest for the social network research community. In this paper, we focus on the media that is gaining a ized platforms: Twitch.tv.