4. Company Background1
• Publisher and Developer
• Founded by James Song
• Based in Seoul, Korea
• Multiple offices world wide
• Midsize company (1,200 employees)
• Public traded company in KOSDAQ
7. Home Consoles/ Personal Computers1
• Made available to homes
• Platforms capable of housing multiple games
• Costly to own (Exclusive to certain platforms)
8. Mobile Devices1
• Apple changed everything
• Low cost to develop on platform
• Games accessible to larger audience
9. Facts1
1.8 Billion Gamers
Current population of gaming community
27% Growth rate
Growth rate for mobile gaming
37% Mobile Gamers
≈ 666 Million mobile gamers (roughly)
14. Social Media Marketing Tactics2
80% of marketing budget used for Facebook
Starting to utilize video streaming services
• Employed community manager
• Relating small live viewership
• 13,000 followers
16. Gamevil Value Chain
Is a platform to
develop games
(e.g. Unity)
Engine
Is a person or a
group who design
the game
Developer
The company that
publishes first or
third party games
(Marketing)
Publisher
A digital
distribution
platform (e.g. App
Store, Google Play)
Store Platform Customer
2
18. Become EA of mobile gaming
Transition from developer to publisher
3 Company Goal
19. • Large Volume of games
• Franchises that release annually (FIFA, Battlefield, Madden)
• Large License agreements with Major Sports Organization & IPs
(NFL, NHL, FIFA, Star Wars, etc.)
3 Information about EA
Gamevil currently attends EXPOs whose audience are geared more towards developers & game publishers like E3. Not as much marketing efforts towards consumers in terms of EXPOs or conventions. Therefore, we recommend them attending PAX. PAX is basically an exhibition, in providing a platform to meet and build relationships with people or potential customers in the gaming/entertainment industry. Having a face-to-face interaction promotes direct customer engagement in building brand identity. According to the research done by All-Ireland Business Summit, they have said that on average 49% attendants in exhibitions have purchasing intent.
Establish Gamevil’s own App/Platform. Within the app it will include their games, as well as, they can post updates & announcements. Which is similar to the Steam App, as well as, blizzard application on PC. This can potential produce more customer engagement in comparing to individual games being download through iTunes. So basically integrating all gaming in to one app.
For example, Supercell one of Gamevil‘s competitors have strongly tied or linked their in game characters to their brands. Essentially, gamers of Supercell would refer those characters to Supercell. Supercell even has an online merchandise store in selling those limited edition characters. So Gamevil should do something like this