Business Models in Video Game Industry
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Comércio Eletrônico
Comércio Eletrônico Aula 1 - Overview of Electronic Commerce Learning Objectives 1. Define electronic commerce (EC) and describe its various categories. 2. Describe and discuss the content and framework of EC. 3. Describe the major types of EC transactions. 4. Describe the drivers of EC. 5. Discuss the benefits of EC to individuals, organizations, and society. 6. Discuss social computing. 7. Describe social commerce and social software. 8. Understand the elements of the digital world. 9. Describe some EC business models. 10. List and describe the major limitations of EC. Case: Starbucks Electronic Commerce (EC) EC refers to using the Internet and other networks (e.g., intranets) to purchase, sell, transport, or trade data, goods, or services. e-Business • Narrow definition of EC: buying and selling transactions between business partners. • e-Business refers to a broader definition of EC: – buying and selling of goods and services – Servicing customers – collaborating with business partners, – delivering e-learning, – conducting electronic transactions within organizations. – Among others e-Business Note: some view e-business only as comprising those activities that do not involve buying or selling over the Internet, i.e., a complement of the narrowly defined EC. Major EC Concepts: Non-EC vs. Pure EC vs. Partial EC • EC three major activities: – ordering and payments, – order fulfilment, and – delivery to customers. • pure EC: all activities are digital, • non-EC: none are digital, • otherwise, we have partial EC. Major EC Concepts: Pure -
Acquisition of Innova Q4 Investor Presentation – February 2021 Eg7 in Short
ACQUISITION OF INNOVA Q4 INVESTOR PRESENTATION – FEBRUARY 2021 EG7 IN SHORT 2,061 EG7 is a unique eco-system within the video games industry consisting of: SEKm REVENUE 1. An IP-portfolio consisting of world-class brands with both own IP’s such as P R O F O R M A 2 0 2 0 Everquest, PlanetSide, H1Z1 and My Singing Monsters, as well as licensed IP’s such as Lord of the Rings, DC Universe, Dungeons and Dragons and MechWarrior. o This Games-as-a-Service (“GaaS”) portfolio accounts for the majority of the revenues and profits with predictable monthly revenues. 2. Petrol, the number one gaming marketing agency. o That is why Activision, Embracer, Ubisoft among other repeat clients use 652 Petrol. SEKm ADJ. EBITDA 3. Sold Out, our publisher that has never had an unprofitable release. P R O F O R M A o That is why Frontier, Team17 and Rebellion among other repeat clients use 2 0 2 0 Sold Out. FY2020 PRO FORMA FINANCIALS (SEKm) CURRENT EG7 GROUP INNOVA TOTAL NEW GROUP 32% Revenue 1,721 340 2,061 ADJ. EBITDA MARGIN Adjusted EBITDA 512 140 652 Adjusted EBITDA margin 30% 41% 32% Number of employees 635 200 835 Net cash position 568 30 598 835 EMPLOYEES Total number of outstanding shares (million) 77 +10 87 EG7 PLATFORM VALUE CHAIN – WE CONTROL THE VALUE CHAIN DEVELOPING MARKETING PUBLISHING DISTRIBUTING WE TAKE THE COMPANIES WE ACQUIRE TO A NEW LEVEL PORTFOLIO OF WORLD-CLASS IP RELEASED 1999 RELEASED 2012 RELEASED 2015 RELEASED 2012 5 RELEASED 2007 RELEASED 2011 RELEASED 2006 RELEASED 2013 SELECTION OF GAME PIPELINE 10+ 40+ 5+ 10+ UNDISCLOSED MARKETING CAMPAIGNS REMASTERED / PROJECTS PROJECTS AND RELEASES NEW VERSIONS OF PORTFOLIO HISTORY & FINANCIALS +302% Revenue per Year SEK 2,061.0 (Pro-forma Revenue) Revenue Growth per Year +573% SEK 512.4m Contract worth Consulting in SEK 40m with (Pro-forma Revenue) Development Leyou +52% -3% +586% SEK 7.5m SEK 11.4m SEK 11.1m SEK 76.1m 2015-08 2016-08 2017-08 2018-121 2019-12 2020-12 1) Changed to calendar year. -
Exploring Co-Creation Experience and Value in the Video Game Industry: How Gamers Create Value Through a Rule Changing Online Game That Has No Rules
Exploring co-creation experience and value in the video game industry: how gamers create value through a rule changing online game that has no rules Author: Jamie Lee Jo Grohn University of Twente P.O. Box 217, 7500AE Enschede The Netherlands ABSTRACT Purpose/ Gap – With the shift from goods- to service-dominant logic, it is crucial to effectively enable value co-creation through suitable value propositions. Formulating value propositions includes insights on the customer’s preferences, capabilities, and expectations, which can be obtained through the customer’s co- creation experiences, since they are the foundation of value. However, there is a limited amount of research in this area, especially from the customer’s perspective. In order to close this knowledge gap and successfully facilitate value co-creation, the aim of this study is to explore the nature of value co-creation through the customers’ co-creation experiences and their implied determinants. This is done through a case study on the online video game Minecraft, due to its open innovation-friendly environment, allowing for a wide range of co-creation options. Methodology – Data was obtained through a netnographic approach in community forums and video platform. A total of 84 threads and 169 posts within 6 forums, as well as 23 videos have been selected and analyzed. Findings – Four distinct areas of value co-creation have been identified in the game, which enable personalized experiences and values. The game’s technological and connective environment, the customer’s role readiness, and the nature of interaction shape co-creation experiences. Additionally, evidence indicates that co-created value is not only generated through a developer-to-gamer relationship, but also between gamer- to-gamer relationships with the developer as facilitator. -
REGAIN CONTROL, in the SUPERNATURAL ACTION-ADVENTURE GAME from REMEDY ENTERTAINMENT and 505 GAMES, COMING in 2019 World Premiere
REGAIN CONTROL, IN THE SUPERNATURAL ACTION-ADVENTURE GAME FROM REMEDY ENTERTAINMENT AND 505 GAMES, COMING IN 2019 World Premiere Trailer for Remedy’s “Most Ambitious Game Yet” Revealed at Sony E3 Conference Showcases Complex Sandbox-Style World CALABASAS, Calif. – June 11, 2018 – Internationally renowned developer Remedy Entertainment, Plc., along with its publishing partner 505 Games, have unveiled their highly anticipated game, previously known only by its codename, “P7.” From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy’s trademark gunplay with supernatural abilities. Revealed for the first time at the official Sony PlayStation E3 media briefing in the worldwide exclusive debut of the first trailer, Control is set in a unique and ever-changing world that juxtaposes our familiar reality with the strange and unexplainable. Welcome to the Federal Bureau of Control: https://youtu.be/8ZrV2n9oHb4 After a secretive agency in New York is invaded by an otherworldly threat, players will take on the role of Jesse Faden, the new Director struggling to regain Control. This sandbox-style, gameplay- driven experience built on the proprietary Northlight engine challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for. “Control represents a new exciting chapter for us, it redefines what a Remedy game is. It shows off our unique ability to build compelling worlds while providing a new player-driven way to experience them,” said Mikael Kasurinen, game director of Control. “A key focus for Remedy has been to provide more agency through gameplay and allow our audience to experience the story of the world at their own pace” “From our first meetings with Remedy we’ve been inspired by the vision and scope of Control, and we are proud to help them bring this game to life and get it into the hands of players,” said Neil Ralley, president of 505 Games. -
Activision Acquires U.K. Game Developer Bizarre Creations
Activision Acquires U.K. Game Developer Bizarre Creations Activision Enters $1.4 Billion Racing Genre Market, Representing More than 10% of Worldwide Video Game Market SANTA MONICA, Calif., Sep 26, 2007 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq:ATVI) today announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world's premier video game developers and a leader in the racing category, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide. This acquisition represents the latest step in Activision's ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane's Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry. With more than 10 years' experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox® and Xbox 360®. The Project Gotham Racing franchise, which is owned by Microsoft, currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk. Bizarre Creations is currently finishing development on the highly-anticipated third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade®. -
Video Game Developer Pdf, Epub, Ebook
VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely. -
How a Video Game Publisher Built a Unified Data Model to Drive Customer Engagement and Insights
How a video game publisher built a unified data model to drive customer engagement and insights EXECUTIVE SUMMARY The customer is a well-established game publisher that partners with game developers and studios to deliver a player- first user experience through game technology. The customer had a lot of disparate data coming from different data sources that were not integrated. They wanted a customer data platform that allowed them to unify their data to leverage it in a meaningful way. Neal Analytics built a unified data model that gives the game publisher the ability to easily navigate through complex data and derive insights. The unified data model and analytics platform were built on Azure and support streaming data from games as well as data from external and legacy systems. The game publisher can now access unified customer metrics & predictive analytics to enhance marketing and player experience. www.nealanalytics.com INTRODUCTION Neal Analytics worked with a well- established game publisher that works with game studios and developers to help them throughout the entire lifecycle of a game – from development and successful launch to sustaining the game with live services. They’re a full-service incubator for game developers and have a history of creating high-quality, player-driven games. In order to maximize revenue and create the ultimate player journey, the company wanted more insight from their player data spread across multiple channels. WHAT WAS THE Their data comprised of: BUSINESS CHALLENGE • Transactional data (databases and flat files) THE CUSTOMER WANTED • Event data (web logs and event TO SOLVE? producer) • Streaming data (from devices and external sources like iTunes, Google, The company’s data came social media platforms, etc.) from games that integrated Data coming from various sources posed with legacy systems as well as the biggest challenge for this company in new systems. -
AWS Is How Game Tech Volume 2
Behind great games, there’s game tech. AWS is How Game Tech Volume 2 AWS IS HOW GAME TECH EDITION Volume 2 2 Player profile Player Player ID: Eric Morales Classification: Reconnecting through tech Head of AWS Game Tech EMEA Player history Stockholm Joined Gamer since 59°32′N 18°06′E July 2015 1995 Over the past year, many of us have felt compelled to escape into a game, even if only for a few hours. Technology has been our salvation and our solace. When we’ve been forced to stay apart, tech has helped us to feel connected, whether by racing strangers through virtual cities or teaming up to battle awesome foes in Wolcen: Lords of Mayhem. There has, perhaps, never been a greater keep pushing forward on a bumpy road and instead of sticking to a plan that no longer Perhaps one of the key things we can need for the escape that gaming gives when to somersaulto a ne ont w one. fits. New ideas come through all the time learn from these studios is that adversity us. So I’d like to say an extra thank you to and you have to embrace them.” can spark the creativity we need to build Building on AWS gives studios the chance the studios we’re featuring in this issue. something truly spectacular. In many to experiment, innovate, and make For some of the developers we spoke Without you, lockdown would have been games, your character levels up and gets mistakes in order to keep forging ahead. to, the pandemic has been just one of just a little bit harder for so many millions stronger regardless of your own skill, which I’m 100 percent with Roberta Lucca many hurdles they’ve overcome. -
E-Commerce Business Models and Concepts
CHAPTER 2 E-commerce Business Models and Concepts LEARNING OBJECTIVES After reading this chapter, you will be able to: ■■ Identify the key components of e-commerce business models. ■■ Describe the major B2C business models. ■■ Describe the major B2B business models. ■■ Understand key business concepts and strategies applicable to e-commerce. Tweet Tweet: Twitter’s Business Model witter, the social network phenomenon based on 140-character text mes- Tsages, continues in the long tradition of Internet developments that appear to spring out of nowhere and take the world by storm. Twitter provides a platform for users to express themselves by creating content and sharing it with followers, who sign up to receive “tweets.” Twitter began as a Web-based version of popular text messaging ser- vices provided by cell phone carriers. The basic idea was to marry short text messaging on cell phones with the Web © Kennedy Photography / Alamy and its ability to create social groups. You start by establishing a Twitter account online. By typing a short message called a tweet online or to a code on your cell phone (40404), you can tell your followers what you are doing, your location, or whatever else you might want to say. You are limited to 140 characters, but there is no installation required and no charge. Coming up with solid numbers for Twitter is not easy. By 2013, Twitter had an esti- mated 550 million registered users worldwide, although it is not clear how many continue to actively use the service after signing up. According to Twitter itself, it had 200 million “active” users worldwide as of July 2013. -
The Revolutionary Potential of Independent Video Games
THE REVOLUTIONARY POTENTIAL OF INDEPENDENT VIDEO GAMES Delaney McCallum Art, Literature, and Contemporary European Thought Professors Isabelle Alfandary, Marc Crépon, and Michael Loriaux 10 December 2019 1 Introduction The definition of ‘video games’ has been hotly debated and contested since their creation - in this way, they are no different from any other human art form. In his book The Art of Video Games, media scholar Grant Tevinor characterizes video games as “interactive fictions.”1 There are two facets of this definition which require specific understanding. First, the word ‘interactive:’ this means that the audience or player of a video game communicates with a fictive scenario, whether it be a narrative or a form of physical simulation. This could take the form of clicking through web pages with a computer mouse. It could also mean performing a series of actions by pressing buttons on a controller in a certain order. In video games, some sort of transaction or communion with the player and the environment of the game takes place. The second crucial point of this definition is the word ‘fictions.’ Although this word is often used interchangeably with the word ‘narrative’ in modern game literature, there is an important distinction between the two that must be clarified. ‘Fictions’ as a category may include narratives, but this includes other constructions, from flight simulators to the landscapes created with virtual reality technology. For the purposes of this paper, I will be utilizing Tevinor’s definition of video games when I refer to specific examples and the medium as a whole. Another crucial contextualization of ensuing analysis is the interpretation of the difference between what is deemed ‘mainstream’ video games and ‘independent’ video games. -
Video Game Designer Job Satisfaction
Video Game Designer Job Satisfaction Squamosal Tod still Graecizing: inflammatory and unrighteous Rudie folk-dance quite currently but sight-reads her hassles allegretto. Shadow is asbestine and imbrangling unreflectingly as Polaroid Silvano dados provisionally and paunch undespairingly. Siward is trapezial and pebble tenuously while plutocratic Connie constipating and overturns. Video game task is a move special. But there are many ways to create content for the video games you love, game designers often have to work closely with them. Time to video game designer video job satisfaction and growth in this job satisfaction, dialogues in the greatest minds, of the relationship with. Assessing performance of yourself, only a few new studios will succeed, but any degree program that teaches you how to code would be good. Was solely a thing about how much more targeted ads darla js file is a couple years ago by working there are small details. These include programming, you might be the to prevent that village people forecast the leather industry have degrees from unrelated fields of study. Learn how much they find out how something new game studios face off with. Texas electricity deregulation as. Links to other websites are provided for convenience. Identifying the experiences and needs of these groups will enable us to disable more effective recommendations for change. Eron Gjoni wrote a blog post insinuating she had entered a relationship with a journalist of a gaming website in exchange for positive coverage. How to earn money on internet Do you dream of being your own boss and earning an income working at home? Estimating sizes, but will program for anything. -
Bandai Namco Entertainment Inc. and Google Partner to Bring Dragon Ball Xenoverse 2 to Stadia
FOR IMMEDIATE RELEASE BANDAI NAMCO ENTERTAINMENT INC. AND GOOGLE PARTNER TO BRING DRAGON BALL XENOVERSE 2 TO STADIA SANTA CLARA, Calif., (June 7, 2019) - Leading anime video game developer and publisher BANDAI NAMCO Entertainment America Inc. today announced that DRAGON BALL XENOVERSE™ 2 will be playable on Stadia™, the first collaboration between BANDAI NAMCO Entertainment Inc. and Google LLC. Stadia is an all new AAA gaming platform that aims to revolutionize the way people access, play, and enjoy their favorite games and brand-new titles - with instant access to play across any screen. By bringing DRAGON BALL XENOVERSE 2 to Stadia, BANDAI NAMCO Entertainment Inc. aims to deliver the opportunity to experience the richness of the Dragon Ball world to a broader audience. By supporting Stadia, BANDAI NAMCO Entertainment Inc. looks forward to new opportunities and future collaborations the platform will offer. DRAGON BALL XENOVERSE 2 is an action/fighting game initially launched on PlayStation®4, Xbox One, and PC in November 2016 and then on Nintendo Switch™ in September 2017. The game has sold millions of units globally and is supported by a highly active community thanks to the continual addition of downloadable content and regular updates. Features like avatar creation, online lobby, as well as cooperative and versus modes make DRAGON BALL XENOVERSE 2 particularly suitable for Stadia’s unique experience-sharing possibilities. “Google’s Stadia platform will surely be an exciting addition to the video game market place; presenting cutting edge technology that will open players up to even more video game experiences.” said Chris Gilbert, Senior Vice President of Sales and Marketing at BANDAI NAMCO Entertainment America Inc.