Eirplay (c) 2009 Web 2.0 and Games The contents of this plan are confidential and are not to be...

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Eirplay (c) 2009 Web 2.0 and Games www.eirplaymedia.com The contents of this plan are confidential and are not to be reproduced with express written consent.
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Transcript of Eirplay (c) 2009 Web 2.0 and Games The contents of this plan are confidential and are not to be...

Eirplay (c) 2009

Web 2.0 and Games

www.eirplaymedia.com

The contents of this plan are confidential and are not to be reproduced with express written consent.

Eirplay (c) 2009

Web 2.0Web 2.0 refers to a perceived second generation of web-based

communities and hosted services — such as social-networking sites

(MySpace, Facebook) — which facilitate collaboration and sharing

between users.

Although the term suggests a new version of the World Wide Web, it does

not refer to an update to Web technical specifications, but to changes in

the ways software developers and end-users use the web as a platform.

Eric Schmidt's (CEO, Google) abridged slogan, don't fight the Internet,

encompasses the essence of Web 2.0 — building applications and services

around the unique features of the Internet, as opposed to building

applications and expecting the Internet to suit as a platform (effectively

"fighting the Internet").

Eirplay (c) 2009

Web 2.0

Eirplay (c) 2009

Web 2.0 Characteristics

• "Network as platform" — delivering (and allowing users to use) applications entirely through a browser.• Users owning the data on a site and exercising control over that data.• An architecture of participation that encourages users to add value to the application as they use it.• A rich, interactive, user-friendly interface based on Ajax or similar frameworks. • Some social-networking aspects.

Eirplay (c) 2009

Web 2.0 Innovations

Web-based applications and desktops

Web protocols (XML, SOAP)

Eirplay (c) 2009

Games Industry

• A ‘hits’ driven $30+bn plus media market

• Key Players

• Publishers

• Hardware Manufactures

• Developers

• Retailers

• Consumers

• Market segments

• Core gaming - PC, console, handheld, online

• Casual gaming - Web, mobile, PC

Eirplay (c) 2009

Casual Games

• Deliberate move by the traditional games industry to expand the market

• Games for the mass market: older game players, female game players, non-technical game players

• New technologies allows games to be deployed on consumer devices such as PDAs, interactive TV and mobile phones

• Games types for newer devices; Word/puzzles, sports, licensed games (film/pop), location based

Eirplay (c) 2009

Eirplay Media Games

Online Marketing

•Target social networkers using Facebook & Twitter

•Deliver advertising messages

•Increase Web traffic

•Build online brand awareness

Online Sales

•Increased traffic means higher cpm

•Long gameplay time = potential to cross sell other sites services

•Custom games allow sponsorship opportunities for advertisers

Eirplay (c) 2009

Eirplay Media Games : Features

•Games for male and female game players•Players spend on average 3 - 5 minutes per game •Players often play games multiple times, building impression frequency •Long life span, typically 6 to 12 months •Small file size, suitable for broadband and dialup users

Eirplay (c) 2009

Eirplay Media Games : Viral Widgets

Our games can include your branding and links.

Users can then upload your branded game to their social networking site !

Facebook

MySpace

Eirplay (c) 2009

Push Viral Games : The Push Bit…

To spread the initial word about your game, Eirplay uploads the game to over 150 free gaming sites around the world.

All linked back to your site !

Eirplay (c) 2009

Eirplay: Online Business, Our experience

Ireland – tradition in application and infrastructure technology

Content – TV, Music, Film, Games. Difficult for Irish companies

What is a good business person – a good sales person

Build a good passionate team

Eirplay (c) 2009

Eirplay Media

For further information, contact

[email protected]