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Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
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Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
BBVA Innovation Edge. Mobile Banking (English)Hugo Najera
What's going on around the world in mobile banking? Here, conceptual "pictures" of mobile banking practices around the world are presented, covering 12 countries in four continents. In this issue we sum up the best social business case study and we analyze future opportunities around it. 'BBVA InnovationEdge' is the first corporate multiplatform magazine focused on innovation. Each edition featuresarticles, analysis and huge information about a particular theme. The mainpurpose of the magazine is to express the new trends and the upcomingtechnologies that may impact to the financial industry.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
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Consumer Spending behavior on Virtual goods and currencies. What are they buying and why, how much are they spending and differences between the sexes and the states.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
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Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
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- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
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Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
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PlaySpan / Magid Virtual Goods Report
1. Virtual Goods Trends
Emerging Trends Among Consumers
March 7, 2012
Presented at the Game Developers Conference
San Francisco
PlaySpan 2012 - All Rights Reserved
2. Methodology
Frank N. Magid Associates conducted an online survey in early January that focused on the
attitudes and behavior regarding virtual goods among U.S. consumers as well as among a
broad range of gamers.
Using a highly qualified sample provider, Research Now, Magid surveyed a representative
sample by gender, age (13-54 year olds) and ethnic background among consumers.
A screening question (Which platforms do you own and use regularly for gaming) was used
to identify current gamers. Those who did not select at least one of the platforms screened
out.
PlaySpan 2012 - All Rights Reserved
3. Terminology
Consumers: A sample of U.S.
citizens (13-54 year olds) with
access to internet.
Non
Gamers: A subset of consumers Gamers
who own and regularly use various Gamers -
platforms for gaming. Buyers
Gamers
Buyers: Gamers who have
purchased a virtual good over the
past year, 2011.
PlaySpan 2012 - All Rights Reserved
5. Virtual Goods Buying Amongst
U.S. Consumers Has Dramatically Increased
+100%
One-in-four U.S. consumers
ages 13–54 purchased virtual
goods in 2011, which
represents a 100% increase
over 2009.
PlaySpan 2012 - All Rights Reserved
6. Virtual Goods Market Explodes
2009-2011 Amongst Consumers
Virtual Good Buyers
Trend Young
and Male
*2009 included 12 year olds
PlaySpan 2012 - All Rights Reserved
7. Profile Of Buyers Across
All Consumers In 2011
50%
Males
65%
50%
Females
35%
15%
13-17
18%
All Consumers
16%
18-24 Virtual Goods Buyers
21%
23%
25-34
26%
22%
35-44
23%
25%
45-54
13%
0% 20% 40% 60% 80% 100%
PlaySpan 2012 - All Rights Reserved
9. Amongst Consumers, Seven In Ten
Can Be Classified As Gamers
29%
Gamers
71%
Gamers come from all segments of
Non-gamers the United States population.
71%
PlaySpan 2012 - All Rights Reserved
10. Profile Of Gamers Across
All Consumers
50%
Males
53%
50%
Females
48%
15%
13-17
13%
All Consumers
16%
18-24 Gamers
18%
23%
25-34
26%
22%
35-44
23%
25%
45-54
21%
0% 20% 40% 60% 80% 100%
PlaySpan 2012 - All Rights Reserved
11. Factors Effecting Games
Purchased Among Gamers
The price 64%
The genre of the game 51%
Friends’ recommendations 48%
User reviews 33%
Whether I can play it with my friends 30%
The game franchise 24%
Game critics reviews 22%
The ease of buying the game 21%
The company making the game 18%
Advertisements for the game 18%
Saw a promotion in a game you already play 11%
The virtual goods available 6%
0% 20% 40% 60% 80% 100%
What do you strongly consider when deciding which game to acquire?
PlaySpan 2012 - All Rights Reserved
12. Factors Effecting Games Played
Among Gamers
The genre of the game 60%
Friends’ recommendations 49%
How challenging/difficult the game is 49%
The graphic interface of the game 37%
Whether I can play it with friends 34%
The game franchise 29%
User reviews 29%
Game critic reviews 22%
The company making the game 20%
The virtual goods available in the game 11%
Ease of buying extras within the game 8%
0% 20% 40% 60% 80% 100%
Thinking about when you are about to play a game, what influences which specific game
you decide to play?
PlaySpan 2012 - All Rights Reserved
13. One In Three Gamers Have
Purchased Virtual Goods In 2011
35%
Purchasers of Virtual Goods
Non-purchasers
65%
PlaySpan 2012 - All Rights Reserved
14. Virtual Goods Buying
Amongst U.S. Gamers
Total Mention 35%
M 13-17 72%
M 18-24 57%
M 25-34 44%
M 35-44 36%
M 45-54 18%
F 13-17 29%
F 18-24 18%
F 25-34 23%
F 35-44 33%
F 45-54 23%
0% 20% 40% 60% 80% 100%
PlaySpan 2012 - All Rights Reserved
15. Profile Of Virtual Goods
Purchasers
100%
80%
65%
60%
40% 35%
26%
21% 23%
20% 18%
13%
0%
Male Female 13-17 18-24 25-34 35-44 45-54
Gender Age
PlaySpan 2012 - All Rights Reserved
16. Virtual Good Buying Amongst
U.S. Gamers
100%
80%
60%
40% 35%
22%
+50%
20% There is a fifty percent
increase in virtual goods
buying over 2010 among U.S.
gamers.
0%
2010 2011
PlaySpan 2012 - All Rights Reserved
17. Reasons For NOT Buying
Virtual Goods
I don’t play games where I need to buy them 35%
They seem unnecessary to the overall enjoyment of a… 32%
I don’t understand the point 24%
I have the money but think online games should be free 24% 69%
Price is too high for what I’m getting 16% While 31% say they
I don’t have the money to spend on them 14%
would never spend
money on a virtual item,
I have the money but don’t trust Facebook with my credit… 11% that leaves a huge
upside among the 69%
I have the money but don’t trust entering my credit card… 8% who will. This groups
exists equally across all
Not sure how to 6% demographics groups.
I would never spend money on a virtual item 31%
0% 20% 40% 60% 80% 100%
Why don’t you buy in-game virtual goods?
PlaySpan 2012 - All Rights Reserved
18. Reasons For Buying
Virtual Goods (Among those who have bought virtual goods)
To be able to do more in a game 55%
To get a better experience playing the game 49%
To be able to advance a level or state in a game 35%
To decorate or develop my avatar identity in a
32%
game/express myself
To improve my skills in a game 27%
To beat my friends 17%
Only because I have to pay to continue progressing
16%
/ having fun
To achieve a common goal with my game friends 14%
To show off the things/brands that I like in real life
10%
in a game
0% 20% 40% 60% 80% 100%
Why do you buy in-game virtual goods?
PlaySpan 2012 - All Rights Reserved
19. Where Gamers Purchase
Virtual Goods (Among those who have bought virtual goods)
A connected console marketplace (i.e. Xbox Live
48%
or PlayStation Store)
Directly within the game application 42%
I buy pre-paid card at retail stores 40%
From an online store (NOT the Game Publisher) 16%
From the Game Publishers Website (outside of
13%
the Game application)
0% 20% 40% 60% 80% 100%
Where do you purchase your virtual currency or virtual goods?
PlaySpan 2012 - All Rights Reserved
20. Purchased Virtual Goods As a Gift
Among those who have bought virtual goods
26%
Potential
Just 26% of respondents say that
Yes they’ve purchased virtual goods for
No someone else, leaving 74% of the
market untapped.
74% Those more likely to give virtual
goods as a gift are:
Women 32%
45-54 years old 42%
Have you ever bough a digital good or virtual gift for someone else?
PlaySpan 2012 - All Rights Reserved
21. Average Money Spent On Virtual
Goods In Last 12 Months (Among those who purchased virtual goods)
12% 10%
21%
$0
$1-$25
$64
Gamers have spent an average
$26-$50
of $64.13* on virtual goods
38% $51-$100
over the past year.
$100+
19%
How much did you spend in total on digital or virtual goods in-games in the last 12 months?
* = mean
PlaySpan 2012 - All Rights Reserved
22. Total Dollars Spent on
Virtual Goods
$2.3B
$1.8B
+28 %
Total dollars spent on
virtual goods is up 28%
since 2009.
2009 2011
PlaySpan 2012 - All Rights Reserved
23. Per User Dollars Spent on
Virtual Goods
$110
$102.80
$100
$91.54
$90
$80 $77.72
$70 $66.00
$60 $53.86
$48.03 $49.55 $50.38
$50
$40 $37.56
$30 $27.70
$20
$10
$0
M 13-17 M 18-24 M 25-34 M 35-44 M 45-54 F 13-17 F 18-24 F 25-34 F 35-44 F 45-54
PlaySpan 2012 - All Rights Reserved
24. Five Key Points To Remember
1. Purchasing virtual goods is becoming more and more mainstream each year.
Purchasing is up from 12% in 2009 to 25% in 2011 across consumers.
2. Purchasers are more likely to be men and 13-34 year olds. However, it is
important to note it is not limited to those demographics.
3. Virtual goods expand a gamer’s experience with the game but it does
significantly effect the purchase decision.
4. Seven in ten gamers who have not purchased virtual goods do not reject the
idea so the future is bright. This attitude exists across all demographic groups.
5. Gifting virtual goods is unexplored territory.
PlaySpan 2012 - All Rights Reserved
25. Download Link
Key Contacts
http://slidesha.re/Aa2ZKa
Mike Vorhaus Eric Gonzalez
President, Magid Advisors VSCpr on behalf of PlaySpan
mvorhaus@magid.com eric@vscpr.com
Robert M. Crawford, Ph.D. Robb Lewis
Vice President, Research PlaySpan
bcrawford@magid.com robblew@visa.com
@robblewis
PlaySpan 2012 - All Rights Reserved