digital chocolate
TRANSCRIPT
- The World of Entertainment Redefined
Let the game begin…
NEW GAME
CAREER MODE
Trip Hawkins
• Born on Dec 28, 1953
• Nationality : American
• Alma mater: Strategy and applied game theory at Harvard University
• B- School - Stanford
• Known for: Founding Electronic Arts and founding 3DO
• Awards: Hall of Fame by the Academy of Interactive Arts and Sciences
Traits:• Promotes multi cultural environment• Flat organizational structure• Promoted creativity• Wants people to take ownership• Updated with industry trends
600 unique titles and millions of games sold
200 million dollars revenue
In 1982
Founded 3DO in 1991
Designed devices with video and audio features$599 price tag was considered expensive
Launching …
Energy, Inn
ovation, Ex
cellence, In
tegrity, Ow
nership
Exploring Options for Acquisition
• Reduced cost of operations•Mature telecom market• English speaking workforce
Sumea
3 year old Finnish
company,
Developed mobile games,
high quality game titles ,
existing relationship with
leading Cell phone
carriers,
Broad geographic
distribution– Core set of game developers in
organization
– English speaking multicultural staff
Illka Paananen
• Sumea’s CEO
• Age: 26
• Alma Mater: Industrial management at Helsinki University of Technology
• Finland Team grew from 25 to 150
• Games were good but cost was high
• DC successfully raised a loan of 43.8 million dollars and it became profitable for the first time
Repercussions in 2006
More Acquisitions
• In 2007 they acquired Small
Device, Bangalore based company
–Multi device adaptability
Small Device - Dikshant Dave
• English speaking college graduates
• Mature understanding of capitalism
• Blend well with west • Inexpensive
• Responsibility : Adapting games to work on all devices.
More Acquisitions
• Acquired Creative development team in Barcelona, Spain (cater to Spanish speaking markets) – energetic, young creative and passionate
Journey with iPhone
• 2008 : iPhone entry
Initial Phase : Apple gave more airtime for applications than games
Perceived to be similar to Social Media
Initial Hesitation
• 2009 : launched 5 games
April 2009 3 of the first 4 games made it to No1 on the download charts
July 2009, all the games were being made both for iPhone and standard platforms
Redirected resources to the iPhone game development team.
Social Gaming
Lets take a Step
Back and see the
Options
1
2
3
Acquisition
Social Gaming Office
Social Gaming Team
• Expensive
• Synergy
• Culture differences
• Strategic errors
• Quick solution
• Grow expertise
• Build new relationships
• Globalization/Expansion
• Attract developers
• Successful experience
ACQUISITION
Benefits Drawbacks
Merge with a start-upWinner of several social gaming titles
• Demotivation
• Expensive
• High Attrition rate
• Decision makers hub
• Dedicated team
• Synergy
• Increase in productivity
• Geographical proximity to the cutting edge developers
SOCIAL GAMING OFFICE
Benefits Drawbacks
Have a single office location for Social Gaming game developmentsConsidering San Mateo as the office location
• Tedious process
• Knowledge transfer
• Coordination issues
• Personal interest
• Motivated employees
• Appeal to global customer base
• No demotivation
SOCIAL GAMING TEAM
Benefits Drawbacks
Forming tracks of group of employees at each locationA social gaming team of volunteers
Mobile Gaming
Industry
Business Overview
• 2009 Gaming industry estimate at US$34 billion
• Split across Asia, Europe and the United States
• Target customers are “hardcore gamers” and “omni gamers” (convenience gamers)
• Mobile games generated US$5.4 billion in 2008
• Predicted to reach US$10 by 2013
• Major rivals – Electronic Arts, Gameloft, Namco, Glu Mobile, Oberon Media.
• Cumulatively generates 70% of worldwide revenue
Game Distribution
• Present games to wireless carriers months before release
• Carriers choose games and present it on download listings
• Thousands of platform devices available
• Digital chocolate covered 1500 of the most popular devices
• Built relationships with major carriers to gain visibility
• Compensated according to number of downloads and negotiated revenue share agreement
• Fees received 30-90 days after downloaded
• No reliable feedback provided
Through Consumer
Marketplaces
• Mid 2008 – launch of Apple’s App Store• Gains access to tens of millions of preset Apple App accounts• Launch of Google Android Market, RIM/Blackberry (App
World), Nokia (Ovi)• More difficult payment procedure• Different systems (operating, touch and swipe features)• Predicted to gain proper presence by 2010
Our Take !!!
Game Development ProcessCreativity Model
Commercialization
Planning for innovation
Consolidation (YDC ?)
Ideation
Analysis
• Fall in efficiency (no.) & effectiveness (quality)
• Loosing focus
• Inadequate competency for Social Games
RecommendationCurrent Situation
Increase development work for other platforms (Android/RIM)
Idea and game development contests
Increase productivity
Initiate creative game development in Bangalore
Increase capacity of skilled developers
RecommendationSocial Gaming
Merge the operations of the acquired firm and social gaming team
Acquire a firm with correct technical capability and cultural blend
Wait and watch for an opportunity to acquire the correct firm
Increase capacity with related skilled developers
Form few tracks of group of volunteering employees
Open for Questions
Open for
Questions