The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
HOW MUCH MONEY CAN AN APP MAKE IN 2020TekRevol LLC
The amount of how much money can an app makes varies from niche to niche and if you’re looking to boost your business in the digital world, then the mobile app industry is the ideal market for you to tap.
https://www.tekrevol.com/blogs/how-much-money-can-app-make/
Sam Adkins, Chief Researcher | Metaari
The 2019-2024 Global Game-based Learning Market
Adkins will provide key findings from the new Metaari report distributed by the Serious Play Conference called The 2019-2024 Global Game-based Learning Market. That report includes an analysis of the market in 122 countries across seven regions. He will provide five-year revenue forecasts and identify primary revenue opportunities, market catalysts, and the buying behaviors for six buying segments in each region. He will also discuss the recent worldwide boom in investment activity.
Metaari has revised our revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts. This is due to the impact of major global market catalysts that are creating very favorable market conditions for suppliers. Of the seven advanced learning technology products tracked by Metaari, Game-based Learning has the highest growth rate.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Why Digital Marketing Is Now Marketing In A Digital Worldfoundationcap
TV as we used to know is on its way out. And consumers are increasing the time they spend with newer forms of media -- time they used to spend watching linear television. By 2020, we believe that 80% of media will be consumed digitally. Learn what this giant shift means for marketers and the future of the TV spot in this new presentation from Foundation Capital General Partner Ashu Garg. And learn more about MarTech and the Decade of the CMO at https://foundationcapital.com/decadeofthecmo.
The past five years have been good to the auto industry. Following a cyclical downturn and a series of bankruptcies and harsh restructurings in the wake of the 2008–09 financial crisis, U.S. vehicle sales have been strong, especially for highly profitable trucks and SUVs. Globally, automobiles have grown more attractive than ever, with all kinds of exciting new technologies — impressive powertrain systems, mobile connectivity, advanced driver-assistance systems, maintenance monitoring, and the like — further exciting car buyers.
In the eyes of many in the industry, the future looks equally bright. Oil and gas prices appear likely to remain reasonably low for some time, encouraging big-margin SUV sales. The technology inside autos will continue to grow more sophisticated and affordable.
Automakers feel confident investing large sums of money in developing new features for their cars, particularly advanced safety and navigation options. Many suspect that they can make fully autonomous vehicles (AVs), machines that can drive themselves anywhere, under any traffic and weather conditions, without a human ever having to take the wheel, a reality within a relatively short time, as little as five or 10 years. That, in turn, would open huge new markets, it is hoped, as buyers — large fleets as well as individuals — flock to driverless vehicles and associated services.
There is much truth in the vision of fully autonomous vehicles. Certainly, there will come a time when commuters can relax, eat breakfast, and write emails on the way to work as their robotic taxis transport them on algorithmically chosen routes in perfect safety. But as the recent fatal crash of a Tesla in semi-autonomous mode sadly made clear, it will probably take decades, not years, for this vision to become a common reality.
This document discusses India's most valuable celebrity brands according to Duff & Phelps' 2018 celebrity brand valuation report. The key points are:
- Virat Kohli retained the #1 spot with a brand value of $170.9 million, while Deepika Padukone rose to #2. Shah Rukh Khan fell to #5.
- The overall brand value of the top 20 celebrities in 2018 is $877 million.
- Younger celebrities are increasingly popular endorsers as companies want to target youth. Power couples are also becoming influential endorsers.
- The entertainment and media industry in India grew 13% in 2017 to $15 billion, led by growth in digital media like online video
The document summarizes market growth trends in the mobile app industry from 2008 to 2012 based on data from Flurry Analytics. It shows:
1) Worldwide in-application events measured by Flurry grew dramatically from 100 billion in 2008 to over 1 trillion in 2012.
2) The top countries by active iOS and Android devices in October 2012 were the US, China, UK, Japan, and South Korea.
3) Emerging markets like China, Vietnam, and Colombia doubled their active devices in the last 12 months.
4) Time spent on mobile apps surpassed web browsing and is nearing time spent watching TV in the US.
Httpool Digital Audio Advertising Report 2021Social Samosa
Httpool announces the launch of the ‘Tune into ‘Digital Audio’ in 2021. The paper is aimed at brands and marketers to streamline and improve digital audio advertising planning for 2021.
The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
HOW MUCH MONEY CAN AN APP MAKE IN 2020TekRevol LLC
The amount of how much money can an app makes varies from niche to niche and if you’re looking to boost your business in the digital world, then the mobile app industry is the ideal market for you to tap.
https://www.tekrevol.com/blogs/how-much-money-can-app-make/
Sam Adkins, Chief Researcher | Metaari
The 2019-2024 Global Game-based Learning Market
Adkins will provide key findings from the new Metaari report distributed by the Serious Play Conference called The 2019-2024 Global Game-based Learning Market. That report includes an analysis of the market in 122 countries across seven regions. He will provide five-year revenue forecasts and identify primary revenue opportunities, market catalysts, and the buying behaviors for six buying segments in each region. He will also discuss the recent worldwide boom in investment activity.
Metaari has revised our revenue forecasts for the global Game-based Learning market significantly upward from previous forecasts. This is due to the impact of major global market catalysts that are creating very favorable market conditions for suppliers. Of the seven advanced learning technology products tracked by Metaari, Game-based Learning has the highest growth rate.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Why Digital Marketing Is Now Marketing In A Digital Worldfoundationcap
TV as we used to know is on its way out. And consumers are increasing the time they spend with newer forms of media -- time they used to spend watching linear television. By 2020, we believe that 80% of media will be consumed digitally. Learn what this giant shift means for marketers and the future of the TV spot in this new presentation from Foundation Capital General Partner Ashu Garg. And learn more about MarTech and the Decade of the CMO at https://foundationcapital.com/decadeofthecmo.
The past five years have been good to the auto industry. Following a cyclical downturn and a series of bankruptcies and harsh restructurings in the wake of the 2008–09 financial crisis, U.S. vehicle sales have been strong, especially for highly profitable trucks and SUVs. Globally, automobiles have grown more attractive than ever, with all kinds of exciting new technologies — impressive powertrain systems, mobile connectivity, advanced driver-assistance systems, maintenance monitoring, and the like — further exciting car buyers.
In the eyes of many in the industry, the future looks equally bright. Oil and gas prices appear likely to remain reasonably low for some time, encouraging big-margin SUV sales. The technology inside autos will continue to grow more sophisticated and affordable.
Automakers feel confident investing large sums of money in developing new features for their cars, particularly advanced safety and navigation options. Many suspect that they can make fully autonomous vehicles (AVs), machines that can drive themselves anywhere, under any traffic and weather conditions, without a human ever having to take the wheel, a reality within a relatively short time, as little as five or 10 years. That, in turn, would open huge new markets, it is hoped, as buyers — large fleets as well as individuals — flock to driverless vehicles and associated services.
There is much truth in the vision of fully autonomous vehicles. Certainly, there will come a time when commuters can relax, eat breakfast, and write emails on the way to work as their robotic taxis transport them on algorithmically chosen routes in perfect safety. But as the recent fatal crash of a Tesla in semi-autonomous mode sadly made clear, it will probably take decades, not years, for this vision to become a common reality.
This document discusses India's most valuable celebrity brands according to Duff & Phelps' 2018 celebrity brand valuation report. The key points are:
- Virat Kohli retained the #1 spot with a brand value of $170.9 million, while Deepika Padukone rose to #2. Shah Rukh Khan fell to #5.
- The overall brand value of the top 20 celebrities in 2018 is $877 million.
- Younger celebrities are increasingly popular endorsers as companies want to target youth. Power couples are also becoming influential endorsers.
- The entertainment and media industry in India grew 13% in 2017 to $15 billion, led by growth in digital media like online video
The document summarizes market growth trends in the mobile app industry from 2008 to 2012 based on data from Flurry Analytics. It shows:
1) Worldwide in-application events measured by Flurry grew dramatically from 100 billion in 2008 to over 1 trillion in 2012.
2) The top countries by active iOS and Android devices in October 2012 were the US, China, UK, Japan, and South Korea.
3) Emerging markets like China, Vietnam, and Colombia doubled their active devices in the last 12 months.
4) Time spent on mobile apps surpassed web browsing and is nearing time spent watching TV in the US.
Httpool Digital Audio Advertising Report 2021Social Samosa
Httpool announces the launch of the ‘Tune into ‘Digital Audio’ in 2021. The paper is aimed at brands and marketers to streamline and improve digital audio advertising planning for 2021.
NetEase's vision is to enhance information exchange and sharing between people using advanced internet technology. Its mission is to become China's largest original games company and build the largest online community. The document analyzes NetEase's business including its products, markets, organizational structure, marketing strategy, revenue models, and financial ratios. It evaluates NetEase's internal strengths and weaknesses as well as external opportunities and threats. Based on its aggressive strategic position, the recommended strategies for NetEase are to pursue intensive strategies like market development, product innovation, and diversification to take advantage of opportunities and strengthen weaknesses.
The document discusses digital media and advertising in India. Some key points:
- Internet penetration in India is growing rapidly, reaching an estimated 612 million users by the end of 2018.
- The Indian digital advertising market was worth Rs. 10,819 crore in 2018 and is estimated to grow at a high rate of 31.96% to Rs. 24,920 crore by 2021.
- Currently, the biggest spenders on digital media are BFSI, consumer durables, e-commerce and telecom companies. Television and print currently take the largest share of total media spending.
The document provides an analysis of sector and industry weightings for the Tiger Fund technology sector. It recommends an equal weight of 0.66% for Qualcomm in the Communications Technology industry and overweight positions in Microsoft, Facebook, Alphabet, and Salesforce in the Computer Services Software & Systems industry. It recommends an underweight position in the Computer Technology industry to decrease exposure to declining Apple phone sales and take a position in IBM to participate in its artificial intelligence initiatives. Catalysts that could trigger changes in weightings include company growth rates, smartphone market trends, and shifts in technology.
Kai Kirkkopelto, a strategic planner at dynamo&son, identifies 10 trends expected to unfold in 2015, including the digital health revolution enhancing connectivity among patients and providers; immersive entertainment blurring reality and fantasy; and social networks like Facebook monetizing platforms by putting an end to free access for companies. Other trends involve the intensifying mobile wallet war between payment disruptors and banks; streamlined single-purpose apps; hyper-personalized experiences through predictive analytics; ongoing price cuts in the clash of cloud storage providers; beacon technology transforming in-store shopping; the importance of brand authenticity; and advancing speech-to-speech translation tearing down language barriers.
With the changing A & M Industry, the CII BCG report highlights key factors and lays the path forward for the industry to achieve new growth during the rapid transformation in the digital age and time over the next decade.
Social Media strategy - the rise of social apponomicsTamara Obradov
Booz & Company's social media breakfast meeting presentation from November 3rd 2010. We discuss why social media does matter, what the value is and how to capture the value. It also offers for the first time ever a sizing of the social commerce market (directly selling goods through social media) in this era of social apponomics.
A Project report on car branding / car advertising.
A summer internship project report on "An Indepth study on Perception towards the Car Branding in Ahmedabad City"
The swimsuit market in China by Daxue consultingDaxue Consulting
Swimsuit market is growing very fast in China. Many brands are trying to have a good understanding of Chinese consumers. A comprehensive presentation on the swimsuit market in China, targeted towards foreign brands interested in entering China's market by Daxue Consulting.
LUMA Digital Brief 014 - Market Report Q1 2017LUMA Partners
This document provides a market report on digital media mergers and acquisitions (M&A) activity in Q1 2017. It summarizes that M&A was led by private equity and telecom companies, with notable deals including Altice acquiring Teads and Singtel acquiring Turn. Ad tech saw higher transaction volumes than martech. Notable startup financings included Appsflyer and DraftKings. The document was created by LUMA, a digital media consulting firm focused on the intersection of media, marketing and technology.
Digital Brief 003 - Market Report Q2 2015LUMA Partners
The document provides an overview of mergers and acquisitions (M&A) activity in the digital media sector in Q2 2015 according to LUMApartners. Key points:
- Digital media M&A increased with 8 more deals than last quarter but 1 fewer than Q2 2014.
- Ad tech saw 16 deals with mobile advertising representing a third of deals. Location data is an area expected to see future consolidation.
- Martech saw increased activity with predictive analytics expected to remain hot.
- Digital content saw publishers acquiring new verticals and technology. Deep linking will impact distribution and monetization.
- Stocks in ad tech and martech rebounded in Q2 after declines in Q1
Founded in 2018 and with offices in New York & Toronto, Killi is a company driven by the evolution of data and privacy. Killi aims to democratize data for consumers by providing them with an ecosystem where they can view, edit, opt-out, and be compensated for the use of their data. Today there is no destination for consumers to participate in the use of their data. Killi aspires to be the destination that consumers visit to reclaim control of their online data.
Available on the web and in both the iOS and Google Play stores, Killi allows consumers to opt-in to share specific pieces of data with brands, agencies, and companies in exchange for compensation from the use of their personal data.
LUMA Digital Brief 009 - Market Report Q2 2016LUMA Partners
LUMA provides expertise at the intersection of media, marketing and technology. This includes digital content like online publishers, mobile gaming companies, and video platforms. It also covers advertising technology for display, video, mobile and other formats. Additionally, LUMA focuses on marketing technology for data, analytics, sales automation and other tools. Mobile proliferation has a major impact in these areas. The report discusses trends in mergers and acquisitions for the second quarter of 2016, noting continued consolidation activity across digital advertising, marketing technology and digital content sectors.
Automotive Marketing Trend 2021 - 2022 By Aurora VietnamAurora Vietnam
September 2021, with the rise of the Delta variant, the Covid-19
pandemic still acts as a major setback for the Automotive industry.
The continuation of the Pandemic has hurted Automotive brands
severely as customers cannot freedomly use their vehicles and
themselves are facing limitations in offline promotional programmes
(Events, Trial Drive activities...)
So how have Automotive brands from around the world and in Vietnam reacted?
Join Aurora Vietnam in recapping mouth-watering approaches from the industry’ best practices and learn essential key takeaways for the upcoming 2021-2022 Automotive Marketing Trends.
1. The document discusses key trends in the global entertainment and media industry from 2013-2017 based on analysis from PwC's annual outlook.
2. Digital innovation and the rise of connected consumers are driving growth in digital and mobile media consumption, while traditional media still dominates overall spending.
3. For companies to succeed, they must invest in constant innovation to improve customer experience, understanding and engagement across platforms.
Fabernovel is pleased to release this new edition of “Gafanomics Quarterly”, our publication which offers you every quarter a transversal review of the earnings releases and strategic announcements of the disruptive Tech giants.
This last quarter was somewhat special in our view, ushering in new times at several levels : a new fiscal year, a new decade and the accelerating change towards new value patterns.
After a challenging Q3, the Tech segment outperformed all other sectors on the Street with an impressive cumulated market cap gain of more than $1,300bn for our sample of 20 firms (i.e. the equivalent of Microsoft market value or the annual GDP of Spain). This was underpinned by the robust quarterly delivery of most of the Tech leaders with a value pattern still favouring user and top-line growth pattern compared to margin expansion. Our sample of Tech disruptors posted a median revenue growth of 23% and 17% EBIT growth in Q4 19, with very similar figures for FY19.
Is this outperformance set to last?
Beyond their economic power, the Tech leaders face several challenges. Facing rising maturity and competition, they are increasingly criticized on their dark side and their Achilles heel: Corporate and Social Responsibility. Several of them recorded in the last months the departures of their founders (Travis Kalanick at Uber, Jack Ma from Alibaba, Larry Page and Sergey Brin at Google, Adam Neumann at WeWork). Softbank has seen the arrival of activist investors in their capital.
The Green tide was the most striking new theme emerging from Q4 releases. Many tech players (Microsoft, Amazon, …) have started to communicate on the environmental impact. Greenwashing or strategic reality? Probably both. But we hope that the latter will prevail! Given their deep pockets, innovation culture and infrastructure power, Tech giants are probably among the few Corporates that can save the planet. The Coronavirus crisis has shown that software can help adapt in critical situation with new practices (more remote work) that can reduce carbon emissions.
In a new world where transparency and responsibility will increasingly drive valuation, we are convinced that this Green horizon can be a structuring value path for GAFAM & Co but also an area where they can join forces with other Corporates.
Indian E-Grocery: A Promising Opportunity Led By Value-First UsersRedSeer
The ~$600 Bn grocery industry in India is undergoing
a similar disruption enabled by eGrocery platforms,
that have done a tremendous job in transforming how
people shop for their groceries. While these platforms
have solved for a number of consumer needs ranging
from improved access to higher convenience, the largest
challenge still faced by an average Indian is around
affordability and eGrocery platforms have the potential to
effectively resolve this aspect.
Persuasive technology aims to shape, reinforce, or change behaviors, feelings or thoughts through various persuasive strategies and computer technologies. Social psychologists have studied how attitude and behavior change occurs. Computer games can implement persuasive approaches to create engaging experiences. Persuasive technologies can take the form of computers as tools that guide users or computers as social actors that users interact with. Game-based learning is an example of a persuasive technology that can immerse and engage users. Serious games use simulations to educate and influence users.
This document discusses serious games and learning theories. It provides background on definitions of serious games and how they are designed to have educational purposes beyond pure entertainment. It describes how early serious games were based on behaviorist models using rewards, while later games incorporate more experiential and socio-cultural pedagogical models. It also discusses challenges in assessing learning from serious games and how games can demonstrate complex interconnected issues.
NetEase's vision is to enhance information exchange and sharing between people using advanced internet technology. Its mission is to become China's largest original games company and build the largest online community. The document analyzes NetEase's business including its products, markets, organizational structure, marketing strategy, revenue models, and financial ratios. It evaluates NetEase's internal strengths and weaknesses as well as external opportunities and threats. Based on its aggressive strategic position, the recommended strategies for NetEase are to pursue intensive strategies like market development, product innovation, and diversification to take advantage of opportunities and strengthen weaknesses.
The document discusses digital media and advertising in India. Some key points:
- Internet penetration in India is growing rapidly, reaching an estimated 612 million users by the end of 2018.
- The Indian digital advertising market was worth Rs. 10,819 crore in 2018 and is estimated to grow at a high rate of 31.96% to Rs. 24,920 crore by 2021.
- Currently, the biggest spenders on digital media are BFSI, consumer durables, e-commerce and telecom companies. Television and print currently take the largest share of total media spending.
The document provides an analysis of sector and industry weightings for the Tiger Fund technology sector. It recommends an equal weight of 0.66% for Qualcomm in the Communications Technology industry and overweight positions in Microsoft, Facebook, Alphabet, and Salesforce in the Computer Services Software & Systems industry. It recommends an underweight position in the Computer Technology industry to decrease exposure to declining Apple phone sales and take a position in IBM to participate in its artificial intelligence initiatives. Catalysts that could trigger changes in weightings include company growth rates, smartphone market trends, and shifts in technology.
Kai Kirkkopelto, a strategic planner at dynamo&son, identifies 10 trends expected to unfold in 2015, including the digital health revolution enhancing connectivity among patients and providers; immersive entertainment blurring reality and fantasy; and social networks like Facebook monetizing platforms by putting an end to free access for companies. Other trends involve the intensifying mobile wallet war between payment disruptors and banks; streamlined single-purpose apps; hyper-personalized experiences through predictive analytics; ongoing price cuts in the clash of cloud storage providers; beacon technology transforming in-store shopping; the importance of brand authenticity; and advancing speech-to-speech translation tearing down language barriers.
With the changing A & M Industry, the CII BCG report highlights key factors and lays the path forward for the industry to achieve new growth during the rapid transformation in the digital age and time over the next decade.
Social Media strategy - the rise of social apponomicsTamara Obradov
Booz & Company's social media breakfast meeting presentation from November 3rd 2010. We discuss why social media does matter, what the value is and how to capture the value. It also offers for the first time ever a sizing of the social commerce market (directly selling goods through social media) in this era of social apponomics.
A Project report on car branding / car advertising.
A summer internship project report on "An Indepth study on Perception towards the Car Branding in Ahmedabad City"
The swimsuit market in China by Daxue consultingDaxue Consulting
Swimsuit market is growing very fast in China. Many brands are trying to have a good understanding of Chinese consumers. A comprehensive presentation on the swimsuit market in China, targeted towards foreign brands interested in entering China's market by Daxue Consulting.
LUMA Digital Brief 014 - Market Report Q1 2017LUMA Partners
This document provides a market report on digital media mergers and acquisitions (M&A) activity in Q1 2017. It summarizes that M&A was led by private equity and telecom companies, with notable deals including Altice acquiring Teads and Singtel acquiring Turn. Ad tech saw higher transaction volumes than martech. Notable startup financings included Appsflyer and DraftKings. The document was created by LUMA, a digital media consulting firm focused on the intersection of media, marketing and technology.
Digital Brief 003 - Market Report Q2 2015LUMA Partners
The document provides an overview of mergers and acquisitions (M&A) activity in the digital media sector in Q2 2015 according to LUMApartners. Key points:
- Digital media M&A increased with 8 more deals than last quarter but 1 fewer than Q2 2014.
- Ad tech saw 16 deals with mobile advertising representing a third of deals. Location data is an area expected to see future consolidation.
- Martech saw increased activity with predictive analytics expected to remain hot.
- Digital content saw publishers acquiring new verticals and technology. Deep linking will impact distribution and monetization.
- Stocks in ad tech and martech rebounded in Q2 after declines in Q1
Founded in 2018 and with offices in New York & Toronto, Killi is a company driven by the evolution of data and privacy. Killi aims to democratize data for consumers by providing them with an ecosystem where they can view, edit, opt-out, and be compensated for the use of their data. Today there is no destination for consumers to participate in the use of their data. Killi aspires to be the destination that consumers visit to reclaim control of their online data.
Available on the web and in both the iOS and Google Play stores, Killi allows consumers to opt-in to share specific pieces of data with brands, agencies, and companies in exchange for compensation from the use of their personal data.
LUMA Digital Brief 009 - Market Report Q2 2016LUMA Partners
LUMA provides expertise at the intersection of media, marketing and technology. This includes digital content like online publishers, mobile gaming companies, and video platforms. It also covers advertising technology for display, video, mobile and other formats. Additionally, LUMA focuses on marketing technology for data, analytics, sales automation and other tools. Mobile proliferation has a major impact in these areas. The report discusses trends in mergers and acquisitions for the second quarter of 2016, noting continued consolidation activity across digital advertising, marketing technology and digital content sectors.
Automotive Marketing Trend 2021 - 2022 By Aurora VietnamAurora Vietnam
September 2021, with the rise of the Delta variant, the Covid-19
pandemic still acts as a major setback for the Automotive industry.
The continuation of the Pandemic has hurted Automotive brands
severely as customers cannot freedomly use their vehicles and
themselves are facing limitations in offline promotional programmes
(Events, Trial Drive activities...)
So how have Automotive brands from around the world and in Vietnam reacted?
Join Aurora Vietnam in recapping mouth-watering approaches from the industry’ best practices and learn essential key takeaways for the upcoming 2021-2022 Automotive Marketing Trends.
1. The document discusses key trends in the global entertainment and media industry from 2013-2017 based on analysis from PwC's annual outlook.
2. Digital innovation and the rise of connected consumers are driving growth in digital and mobile media consumption, while traditional media still dominates overall spending.
3. For companies to succeed, they must invest in constant innovation to improve customer experience, understanding and engagement across platforms.
Fabernovel is pleased to release this new edition of “Gafanomics Quarterly”, our publication which offers you every quarter a transversal review of the earnings releases and strategic announcements of the disruptive Tech giants.
This last quarter was somewhat special in our view, ushering in new times at several levels : a new fiscal year, a new decade and the accelerating change towards new value patterns.
After a challenging Q3, the Tech segment outperformed all other sectors on the Street with an impressive cumulated market cap gain of more than $1,300bn for our sample of 20 firms (i.e. the equivalent of Microsoft market value or the annual GDP of Spain). This was underpinned by the robust quarterly delivery of most of the Tech leaders with a value pattern still favouring user and top-line growth pattern compared to margin expansion. Our sample of Tech disruptors posted a median revenue growth of 23% and 17% EBIT growth in Q4 19, with very similar figures for FY19.
Is this outperformance set to last?
Beyond their economic power, the Tech leaders face several challenges. Facing rising maturity and competition, they are increasingly criticized on their dark side and their Achilles heel: Corporate and Social Responsibility. Several of them recorded in the last months the departures of their founders (Travis Kalanick at Uber, Jack Ma from Alibaba, Larry Page and Sergey Brin at Google, Adam Neumann at WeWork). Softbank has seen the arrival of activist investors in their capital.
The Green tide was the most striking new theme emerging from Q4 releases. Many tech players (Microsoft, Amazon, …) have started to communicate on the environmental impact. Greenwashing or strategic reality? Probably both. But we hope that the latter will prevail! Given their deep pockets, innovation culture and infrastructure power, Tech giants are probably among the few Corporates that can save the planet. The Coronavirus crisis has shown that software can help adapt in critical situation with new practices (more remote work) that can reduce carbon emissions.
In a new world where transparency and responsibility will increasingly drive valuation, we are convinced that this Green horizon can be a structuring value path for GAFAM & Co but also an area where they can join forces with other Corporates.
Indian E-Grocery: A Promising Opportunity Led By Value-First UsersRedSeer
The ~$600 Bn grocery industry in India is undergoing
a similar disruption enabled by eGrocery platforms,
that have done a tremendous job in transforming how
people shop for their groceries. While these platforms
have solved for a number of consumer needs ranging
from improved access to higher convenience, the largest
challenge still faced by an average Indian is around
affordability and eGrocery platforms have the potential to
effectively resolve this aspect.
Persuasive technology aims to shape, reinforce, or change behaviors, feelings or thoughts through various persuasive strategies and computer technologies. Social psychologists have studied how attitude and behavior change occurs. Computer games can implement persuasive approaches to create engaging experiences. Persuasive technologies can take the form of computers as tools that guide users or computers as social actors that users interact with. Game-based learning is an example of a persuasive technology that can immerse and engage users. Serious games use simulations to educate and influence users.
This document discusses serious games and learning theories. It provides background on definitions of serious games and how they are designed to have educational purposes beyond pure entertainment. It describes how early serious games were based on behaviorist models using rewards, while later games incorporate more experiential and socio-cultural pedagogical models. It also discusses challenges in assessing learning from serious games and how games can demonstrate complex interconnected issues.
Designing Serious Game for Behavioral Change in HealthcareAntonio Grillo
DESIGNING SERIOUS GAMES FOR BEHAVIORAL CHANGE IN HEALTHCARE USING CONNECTED OBJECTS.
Game Design tools, how to Design an efficient Motivational Framework, Examples of Game Mechanics, Pervasive solutions vs. Intrusive Solutions, the role of the Artificial Intelligence as main engine, the Internet of Caring Things to shape a better world for YOU.
Everything I have experienced in designing an IA based digital companion to treat chronicle disease by changing behavior.
The document discusses the potential of tablets for game-based learning. It argues that tablets can help solve fundamental problems for teachers by providing intuitive, portable devices that reduce complexity. However, more research is still needed to understand how tablets impact student learning and engagement. The document also notes that while developers are putting significant effort into tablet games, many struggle to earn a return on their investment due to the challenging market. Overall design must focus on usability, quick starts, and responsiveness to succeed on tablets.
Aprendizaje basado en el entrenamiento y la simulación. Serious Games y su aplicación al mundo real. Un espacio para la Innovación en la nueva era digital.
This document summarizes research on the use of digital games, simulations, and virtual worlds for educational purposes. It finds that while serious games are widely used for training in fields like the military and healthcare, their adoption in formal education has been limited. The document outlines challenges to integrating serious games into classrooms and argues that educators need guidance on how to design, select, and assess games to meet educational goals and fit within existing lesson structures.
Algorithmic Self-Governance for Socio-Technical SystemsFoCAS Initiative
Jeremy Pitt proposes a case study to design a socio-technical system using principles of collective action and self-governance. The system would address a collective action problem by allowing users to self-organize and manage shared resources. The case study would examine interface design, data flows, governance protocols based on Ostrom's principles, and overall architecture. The goal is to gain experience designing new collective adaptive systems and understand social networking, self-organization, and complex systems from an interdisciplinary perspective.
IDATE graciously sharing his 2010 report on the serious gaming market. The institute suggests an approach by sector: Training / Education, Health, Large Audience Information & Corporate Communication, Civil Security & Defence.
In addition, IDATE provides data related to the most important markets in the world.
Este documento trata sobre el uso de videojuegos serios para fines educativos. Menciona que juegos como Tetris, World of Warcraft y Little Big Planet pueden ayudar a desarrollar habilidades como la geometría, la toma de decisiones, la superación de retos, el trabajo en equipo y la creatividad. También discute el potencial de los mundos virtuales y los simuladores interactivos para el aprendizaje, así como ejemplos específicos de videojuegos serios utilizados para la educación y la capacitación profesional
This document discusses game-based learning, providing background on the presenter and their company Serious Games Interactive. It notes that most teachers use games to some extent in their teaching, though barriers include issues with equipment, software costs, and games not being as engaging as commercial titles. Finally, it suggests that teachers perceive games as having the most positive impact on weaker students and male students in terms of learning outcomes.
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
The document discusses the future of e-learning and technologies. It argues that serious games and simulations can provide valuable learning opportunities through meaningful practice in realistic virtual experiences. By blending capabilities like knowledge capture, virtual experiences, social learning, and skills assessment, serious games can foster collaboration and communities of shared interest to drive learning. However, technologies should serve learning goals rather than being an end in themselves.
Presentation by Lynda Donovan, Pedagogical Lead at the Learnovate Centre, on her research report on the use of serious games in the corporate sector at the Irish Symposium on Game Based Learning, Dublin, 6-7 June 2013.
Overview presentation of the Serious Games Industry. Ranging from business outlooks to specific examples of serious games. Slides compiled from various referenced sources.
In this NXNE session, Dr. Brian Cugelman, a researcher and consultant with AlterSpark, will show you how to leverage persuasive psychology to design websites that are more engaging, higher converting, and better able to retain users. This workshop includes a blend of theory on the science of persuasive technology, visual examples, and an overview of tools commonly used to design higher converting websites.
Serious Games for Learning and DevelopmentPreethi Anand
The document provides an overview of serious games and their use for skill building. It describes serious games as digital games used for purposes other than pure entertainment, such as education and training. Various serious games are then summarized in different categories like planning, communication, strategy, conflict management, people management, creativity, and project management. For each game, the summary includes a brief description, what it focuses on developing, and any limitations. Some examples of games described include Cities XL for planning skills, Bookworm for communication, Age of Empires for strategy, and PeaceMaker for conflict management. The document demonstrates how serious games can help develop various professional skills.
This document analyzes the external and internal environment of the US video game production industry and provides recommendations for Take-Two Interactive Software Inc. (TTWO). It finds that the industry faces increasing interconnectivity, dominance of Asian markets, and demographic shifts in the US. Internally, TTWO's main strengths are its Grand Theft Auto and NBA franchises, while opportunities exist in mobile gaming. The document recommends that TTWO expand into mobile and focus on hit franchises to maintain its position amid high competition in the industry.
The document discusses the changing global games market and opportunities across different screens. It notes that games are now played on multiple screens, often free-to-play with in-game purchases, and treated as ongoing services. This requires companies to adapt business models and organizations. Emerging markets are major drivers of growth, though mature markets still generate most revenue. The games industry is increasingly global and competitive.
- The gaming industry has grown rapidly in recent years to be worth over $159 billion in 2020, with streaming and e-sports becoming major components.
- There are many career opportunities in gaming beyond just being a professional player, including jobs in design, development, marketing, and production for streams.
- Educators should incorporate gaming concepts and skills into their curriculum to better engage students interested in gaming. This could involve teaching relevant skills in business, finance, and marketing as they relate to the industry.
- In addition to jobs in gaming companies, skills learned can transfer to other fields, and some colleges now offer e-sports scholarships, helping students pursue their interests while gaining experience and education.
Player Engagement and In-Game AdvertisingTyler Pace
In this paper, we present an analysis of physiological engagement with advertising-rich video games. Physiological engagement was measured with OTOinsight’s Quantemo™ neuromarketing measurement platform. Analyzing the results from three separate physical traces in combination with eye tracking and interview data, we present a series of five insights for the design and dissemination of future in-game advertising.
This document proposes developing virtual reality versions of Electronic Arts' top selling games to take advantage of the growing trend of video game players purchasing VR consoles. It analyzes EA's internal environment including products offered and customers, and external environment including the expanding video game industry and major competitors like Activision. The proposal identifies an opportunity for EA to get ahead of the growing VR market and produce games that satisfy consumer needs for innovative new experiences through innovative VR versions of popular titles.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
Now, one year into the new console cycle, is a great moment to assess if and how the games market landscape has changed. The transition to digital has opened up new opportunities in the form of emerging markets, post-launch commercialization and licensing, But it has also created a lot of insecurity as game companies struggle with the rising cost of marketing and a growing influence of big publishers on the industry. In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead. As always, the audience will leave with a permanent +2 modifier on all Industry Intelligence rolls.
Intended audience & prerequisites: In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead.
Session takeaways: Attendees will receive a detailed overview of the current digital games market, key drivers and trends, and how this affects their business. The presentation contains extensive data and research on the games industry.
The document discusses major trends disrupting the gaming industry: 1) an evolving customer base that is more diverse and demanding, 2) evolving definitions of games as mobile and independent games grow and new platforms emerge, 3) the rise of digital delivery and changing consumer expectations, and 4) proliferating business models like freemium that challenge traditional models. To succeed, game companies must address these trends by creating compelling experiences tailored to individual preferences across multiple platforms and business models to engage customers and maximize lifetime value.
The document discusses the challenges of big data in the PC video game industry, including what data to collect from gamers and how to analyze it to gain competitive advantages. It also explores how game companies can use big data to provide more value to gamers by comparing their performance statistics to friends. The author hopes to play a role in determining what data is collected and transforming it into useful applications and business strategies for gamers.
Data and the Future of Gaming Post COVIDData Con LA
Data Con LA 2020
Description
Given the lock down, consumption for gaming has increased dramatically across the world. We see major changes in how data is used in running the game, marketing the game, and monetizing gameplay.
*Size of gaming and how behaviors have changed since COVID
*Data it's role of games as a service games (in game telemetry)
*What are people playing around the world during lock down and what does it say about them?
*How data is used for marketing and how does it translate to in game
Speaker
Kunny Berdow, Google, Principal Analytical Lead
This document provides an overview of the global gaming and esports industry and market trends in 2020, with a focus on gaming headsets in Kuwait. It discusses the growth of the global games market to $159.3 billion in 2020 driven by increased interest during COVID lockdowns. Mobile gaming remains the largest segment at $77.2 billion, growing 13.3% year-over-year. The document also analyzes gaming headset sales data from major e-commerce platforms in Kuwait and promotes AnonTech's gaming headset products and prices.
Forbes digital gaming report fall 2020_v2Sara Cody
The document is a confidential report providing an overview of the digital gaming industry for Fall/Winter 2020. It discusses the continued boom in the industry during 2020, with record viewership and mega deals. It also summarizes challenges securing next-gen consoles due to high demand and limited supply. Additionally, the report analyzes trends such as the growth of mobile gaming and the dominance of the US and China in the gaming market.
The gaming industry in India is growing rapidly, valued at Rs. 10 billion currently and expected to reach Rs. 38 billion by 2015. Mobile gaming is the largest segment and is projected to grow at a 50.7% CAGR, reaching $574 million by 2016. Console gaming currently contributes 62% of gaming revenues but this share is expected to decrease as mobile gaming increases its share. The future outlook is positive as costs decrease, global companies enter the market, and demand for domestic content grows. Overall, the gaming industry presents many opportunities for game developers in India.
The document provides an analysis of the Indian online gaming industry. It finds that the industry is expected to reach $7.5 billion by 2023, growing at a CAGR of 36.45%. Mobile gaming and gamified early learning are seeing strong growth and will contribute around 90% of revenues. The number of mobile gamers is forecast to increase 15% by 2023. The gaming industry is positioned to surpass Bollywood in revenues. The analysis also outlines opportunities and risks of investing in the industry as well as potential exit strategies.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
The document provides an overview and executive summary of the global video game market from 2019 to 2029. It discusses key topics like market size, segmentation by device, type, region, growth drivers, trends, and major players. The global video game market was valued at $151 billion in 2019 and is expected to grow at a 12.9% CAGR through 2027. Mobile gaming led the market in 2019 and is expected to continue dominating due to increasing smartphone use worldwide. Online games are also growing in popularity compared to offline games.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Photo by Phil Long, MIT. Performance by Red {an orchestra}, live from the Masonic Auditorium in Cleveland, streamed to multiple sims in Second Life, and viewed by the photographer from his home in Boston. My name is Stacy Surla, I'm an information architect, and my topic is using gaming platforms for telepresencing.