Pressbook de Matthieu Dallon

40
Matthieu Dallon Pressbook Sélection d’articles, portraits et interviews v. 1009 Merci de ne pas diffuser ces articles, ou de vous référer aux cadres établis par les éditeurs ou par le CFC (www.cfcopies.com)

description

Sélection d'articles, portraits et interviews parus dans la presse entre 2000 et 2010.

Transcript of Pressbook de Matthieu Dallon

Page 1: Pressbook de Matthieu Dallon

Matthieu Dallon

Pressbook

Sélection d’articles,

portraits et interviews

v. 1009

Merci de ne pas diffuser ces articles, ou de vous référer aux cadres

établis par les éditeurs ou par le CFC (www.cfcopies.com)

Page 2: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 3: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Matthieu DALLON

Entrepreneur Internet. 10 ans d'expériences dans les stratégies de

développement, la communication et le marketing. Actuellement directeur

associé d’Oxent, société éditrice de Digipresse.fr et Gamersband.com.

Créateur de la Coupe du Monde des Jeux Vidéo (ESWC / Electronic

Sports World Cup), du Mondial du Gaming, du Trophée Fnac du Jeu

Vidéo, de Cyberleagues, de nombreux festivals numériques. Directeur de

productions événementielles à Paris Bercy, au Carrousel du Louvre, à la

Porte de Versailles, à la Grande Halle de la Villette, à San José aux Etats-

Unis. Organisateur des Lan-Arena. Pionnier et figure internationale des

sports électroniques. Spécialiste du gaming et du jeu en réseau.

Depuis 2009 / OXENT (www.oxent.net)

Directeur associé

Co-fondateur de la société

Studio de création et de développement de plateformes interactives et géo-sociales pour le web, le

mobile et les télévisions connectées; à destination des entreprises du secteur des loisirs numériques et

des communautés de joueurs de jeux vidéo.

2005 – 2009 / GAMES-SERVICES SA

Président du Directoire

Co-fondateur de la société

Agence de communication, de productions événementielles (compétitions, salons, spectacles), et

d’édition Internet, spécialisée dans les loisirs numériques (jeux vidéo, jeux en réseau, communautés

online).

2000 – 2005 / LIGARENA SA

Président Directeur Général, de 2002 à 2005

Directeur de la Communication, de 2000 à 2002

Co-fondateur de la société

Start-up Internet spécialisée dans les jeux en réseau, l’organisation d’événements communautaires

de compétitions de jeux vidéo et le développement de technologies ayant pour objectif de classer les

joueurs sur Internet.

www.viadeo.com/fr/profile/matthieu.dallon

Page 4: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Les Echos (quotidien)

Entreprises et Marchés

8 septembre 2010

Page 5: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

JDLI (bi-hebdo)

Interview

Avril 2010

Page 6: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Management (mensuel)

Portrait

Septembre 2005

Page 7: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 8: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Défis (hebdomadaire)

Portrait

Juillet 2005

Page 9: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 10: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Courrier des Cadres (Hebdo)

Portrait

Juillet 2004

Page 11: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

L’Equipe Mag (Hebdo)

Interview

Juillet 2007

Page 12: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Technikart (Mensuel)

Portrait

Mai 2004

Page 13: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

L’Obstyles.com(Internet)

Portrait

Juillet 2008

Page 14: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Monde (PQN)

Article & Interview

Juillet 2006

Page 15: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Figaro (PQN)

Article & Interview

Juin 2008

Page 16: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Parisien (PQN)

Article & Interview

Juillet 2008

Page 17: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Nouvel Obs (Hebdo)

Article & Interview

Juin 2005

Page 18: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Figaro (PQN)

Article & Interview

Juillet 2007

Page 19: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Les Echos

Article & Interview

Février 2006

Page 20: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Monde 2 (hebdomadaire)

Article & Interview

Mai 2006

Page 21: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 22: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 23: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Le Français dans le Monde

Article & Interview

Avril 2005

Page 24: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

JDLI (bi-hebdo)

Interview

Mars 2006

Page 25: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 26: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Epok Mag (Hebdo)

Article & Interview

Juillet 2006

Page 27: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 28: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

VSD(Hebdo)

Interview

Juin 2002

Page 29: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Défis (hebdomadaire)

Portrait

Avril 2002

Page 30: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Multimédia à la Une (mensuel)

Interview

Décembre 2002

Page 31: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Page 32: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

JDLI (hebdomadaire)

Interview

Juin 2003

Page 33: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

JDLI (hebdomadaire)

Interview

Juin 2003

Page 34: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Wall Street Journal (PQI)

Article & Interview

Juin 2003

Page 35: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Financial Times (PQI)

Article & Interview

Octobre 2004

Why tournaments win sponsorship dealsBy Kamau High, Financial Times

(...) Moreover, the gaming world has its own subculture, that advertisers must understand in order to

sell to them. "The gaming community is a small, tightly-knit community. They are looking for

companies that will be members of the community, not just a big company trying to sell hard drives

to them," says James Pascoe, communications manager at Hitachi Global Storage Technologies, a

hard disk drive manufacturer. (...)

Sponsorship differs according to a team's prominence in the gaming world. "At the lowest level we

are providing hardware to them," says Brent Barry, AMD spokesman. "At the highest level, we are

providing a base salary to them, plus expenses. "This market is growing up. The more we invest in

turning these tournaments into a real pro environment, the more we can have a place to market our

products.“ Making these events more popular with the mainstream is of paramount importance for

their survival, say analysts. PJ McNeely, a video game analyst with American Technology Research

says: "As professional gaming raises its profile, these sponsorships become more important for it to

reach a broader audience.“ Microsoft's Xbox, which sponsors several of its own tournaments, where

the prizes are small, says that while mainstream popularity will come, it is watching the situation.

"Right now there are 10 television producers trying to create exciting television programmes

[centred around video game tournaments]," says Bill Nielsen, director of brand marketing for Xbox.

"There will eventually be one, but for now it will be wait and see."

Nvidia, the US company behind the image processing chips in many PCs and games consoles, has

increased its sponsorship around video game tournaments by almost 20 per cent since last year.

"Because there are more tournaments and they are getting more attention, they are a significant

investment for us," says Kevin Schuh, director of corporate marketing. Nvidia is the main sponsor

for The Electronic Sports World Cup, a global competition that hopes to gather 800 gamers from 50

countries in July, in Paris or Beijing, to battle it out for a part of the $500,000 in total cash prizes.

The event will be the third iteration of the contest, says Matthieu Dallon, president and CEO of the

competition. "Being a sponsor entails backing the event with its own technology, with financial

support, and with its communication powers."

Most companies that sponsor video game tournaments are increasing their budgets instead of

shifting dollars around. "Our bucket is getting larger. We are using additional dollars," says Mr

Weedfald. The commitment comes from the belief that gamers represent a small but influential

group. "We've found a new bedrock culture of people who are helping us design our next product

line," he says.

http://search.ft.com/ftArticle?queryText=Schuh&id=041021000915

Page 36: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

International Herald Tribune (PQI)

Article & Interview

Janvier 2006

Zapping aliens is a full-time job By Kevin Cho

SEOUL Lim Yo Hwan, 25, has a 587,000- strong fan club and is sponsored by SK Telecom, South

Korea's largest cellphone company. (...) Lim is one of 240 registered professional gamers in the

country who compete in tournaments of the best-selling computer game StarCraft. Competitions

draw almost a third of the nation to watch games on television or play them on the Internet,

attracting sponsors including Samsung Electronics and Shinhan Bank. South Korea is the world

leader in professional gaming, with 600,000 to 700,000 people attending StarCraft tournaments

each year. The industry is valued at 40 billion won, or about $40.6 million, including revenue from

broadcasting and sponsorship fees, and it is set to triple by 2010, according to Samsung Economic

Research Institute.

Shinhan Bank is the latest sponsor of the "Star League," a three-month competition aired weekly

on the cable channel Ongamenet. Previous backers have included KT Freetel, Olympus and Coca-

Cola. "We are betting that young potential customers will be more aware of the name Shinhan

when they open their first bank account or apply for their first loan," said Kim Byung Kyu at

Shinhan's e-business department. About 17 million Koreans take part in e-sports, according to

Samsung Economic Research Institute in Seoul. Each week, hundreds of teenagers and 20-

somethings pack a special television studio for Ongamenet in Seoul to cheer as their favorite

players battle it out with StarCraft, created by the California-based Blizzard Entertainment. (...)

Blizzard Entertainment said it had sold more than 3.5 million copies of StarCraft in South Korea,

about a third of global sales. The Electronic Sports World Cup, founded in 1999 in France, has

attracted about 20,000 to 30,000 live spectators a year in its annual tournament featuring six

different computer games, according to its Web Site. The marketing power of so-called e-sports

has prompted companies like Samsung Electronics and SK Telecom to establish and manage

teams of gamers to compete in the tournaments. At present, 11 teams are run either independently

or by corporations, according to the Korea e-Sports Association.

http://www.iht.com/articles/2006/01/16/bloomberg/sxalien.php

Page 37: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

International Herald Tribune (PQI)

Article & Interview

Juillet 2005

For gamers, teamwork beats out flashBy Thomas Crampton

PARIS. Computer games have come a long way since Pong - and they have a lot further to go.

Gamers and industry executives at the Electronic Sports World Cup in Paris this week pointed to a

future where games are played in an environment that mixes graphics with reality, and athletic

moves in full body suits replace frantic keyboard clicks. "We are now entering an exciting new

phase of actually implementing the digital revolution," said Serge Lemonde, head of hand-held

and wireless marketing for nVidia, the maker of graphics cards. "The changes can literally be seen

evolving before your eyes." For nVidia's products, the detailed rendering of 3-D images has

rapidly improved in recent years with the constant increase of processor speeds. (...)

The growing popularity of multiplayer games has not been lost on the microprocessor giant Intel,

said Arnaud Lambert, who heads the company's gaming activities in France. "We see games

involving more people across more platforms over time," Lambert said. "People will play the

same game from their mobile phones as they do from computer while they go about their daily

life." Lambert also predicts that games will no longer be limited to screens. "Games will become

an immersive reality that mixes the game with the real world," Lambert said. "As the technology

develops, we will see games combining the intellectual aspects of chess and the physical aspects

of sports. (...)

But it will take more than increased control and better graphics to create an immersive reality, said

Julien Merceron, worldwide technical director of the French games publisher Ubisoft. "The

sensation of reality comes with a total coherence inside a game," he said. "We want our players to

interact with objects as they would in the real world." For Merceron, this means making every

object look, sound, feel and behave as it would in the real world. "You should be able to break any

window in the game, pick up one of the shards and use it to carve your name in a piece of wood

out of the fireplace," he said. "This is a few years away, but it is our target." Other upcoming

developments in Ubisoft games include increased collaborative play, Merceron said. "We find that

people prefer to join together in a battle against the computer," he said. "This requires both

smarter computer games and more games going online." Fewer than half of the most popular

games in the market have an online aspect, he said, but most will have to incorporate it in coming

years. (...)

http://www.iht.com/articles/2005/07/08/business/ptgames09.php

Page 38: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Arab News (PQI)

Article & Interview

Mai 2005

Page 39: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon

Evénements Lan-Arena

Evénements ESWC

Page 40: Pressbook de Matthieu Dallon

Pressbook Matthieu Dallon