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GAMELOFT BUSINESS MODEL

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Geemore Taymeetourpeh

on 21 November 2013

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Transcript of GAMELOFT BUSINESS MODEL

BUSINESS MODEL
extra functions
violence
story
difficult
big names
simple
cheap
free
time killers
f
u
n
follow trend

non-violent
entertainment seekers

parents
educational
cheap
free
retail distribution
different games
operator commercial service provision
customer payment
game distribution

game maintance
online distribution
more applications
hosting service provision
different channels of download
secure server
provides different channels for downloads
provides games to distribute
select the games that suit their customers
wholesaler
finance
market
distribution
extra functions
varieties
imitated games
fast production
integrity
movie concept
quality

cheap
customer focus
simple

strategy and simulation
racing
sport
brain and training
action
and
adventure
puzzle

music
board and card
arcade

ipad
andriod
iphone
moblie phones
andriod tablets
blackberry phones and playbook
xbox
nokia
mac
more features
licence
customization
3rd
party
produce game title
sound,
visual
and
communication
command to game server
game development
licensing
contracts for different platform
efficient way of game distribution concepts
advertising
more advertisment
uptodate adverts
customers
extra functions
more customers
finish game
platform
freemium
game types

game addicts
as publishers
GAMELOFT STRATEGY
Gameloft games are developed internally and nothing is outsourced to third party developers.

The controls the quality of it production throughout the entire process.

They ensure are available to the largest number of customers possible.
Follow trend and uptodate prices
Gameloft’s strategy at the moment is freemium.

PESTEL
United Kingdom government issues tax breaks regulation for game developers who create video game about United Kingdom

Developers do take into account ethical issues with race, gender and religion

Games are not restricted in terms of use of language depending on which age rating they wish to use

High speed internet and high performance devices
PESTEL
Database (cloud): Therefore physical products are not necessary anymore ( mobile application) example Nokia Ngage

Age and content restrictions

Privacy and copyright law

Disposal income
PORTERS FIVE FORCES
Entry barriers are low but not everyone can make profit

Supplier power is high and they take advantage of the market knowledge

Power of buyer is high because there are different games in the market

Threat of substitutes is high

Rivalry among existing competitors is high

Porters five forces does not completely take into account the new
business models and the market dynamics that have emerged
through the rise of the internet. (Recklies, 2001).
SWOT PRESENTATION
• Increase in disposable income

• Favourable Demographics

• Cost competitiveness

• Increasing Mobile and PC Penetration

• High Piracy (torrent)

• High price rate compared to different
regions

• Merchandizing (Mercedes Benz)

• Evolving technology
CORE COMPETENCY/ POSITIONING
Several version of games than other companies

Movie licencing

Provide games for all platforms

Positioning- Market leader
CONCLUSION
• The above porters five forces has given an understanding of the mobile gaming industry

• Therefore porters five forces should not be presented as a final answer as to how companies should position itself in the industry, but rather as an objective description of the mobile gaming industry

• This shows that the mobile gaming industry is not an attractive industry due
to high rivalry, low entry barriers, high threat of substitutes and high buyer
power.

• Only the low supplier power is an advantage in the industry. Therefore, if a
company wants to stay in this industry, it should focus on differentiating its
products or service, thus making it easier to keep customers.

• By offering a unique product, the customers have an incentive to stay with
the company and not switch to one of the many other undifferentiated
products of the competitors.
RECOMMENDATION
REFLECTION
• Challenges at the first time
Choosing the right company
Rasheedah was ill
Finding useful information

• Communication mode
Whats app
BBM
Facebook
Phone calls

• Outcome
Focus on the requirement of Group work
Apply the theory to firm situation
The important thing was to be patient and listen to others’ opinions and share the knowledge.
REFERENCES


Aguliar F.J.(1967), Scanning the Business Environment, Macmillan
Cadle, J., Paul, D. & Turner, P. (2010), Business Analysis Techniques, 72 Essential Tool for Success, BCS The Chartered Institute for IT
• Downes L. 1998. Beyond Porter. Referred to in 23.5.2013. http://www.libyaf
orum.org/archive/index2.php?option=com_content&do_pdf=1&id=4121
John, G., Whittington, R. and Scholes, K (2009), Exploring Corporate Strategy with MyStrategyLab, Financial Times/Prentice Hall.
Kotler, P., Keller, K.L, Brady, M., Goodman, M., & hansen, T. (2009), Marketing Management, Pearson Education
• Porter M.E. 2008. The Five Competitive Forces That Shape Strategy. Harv
ard Business Review, January.
• http://www.gameloft.com/corporate/company/history
• https://www.gov.uk/government/uploads/system/uploads/attachment_data
/file/248810/table-a2.pdf
• http://
www.tradingeconomics.com/united-kingdom/disposable-persona
l-income
• http://mediainfo2go.blogspot.co.uk/2011/06/legal-and-ethical-issues-in
-game.html
• http://mediainfo2go.blogspot.co.uk/2011/06/legal-an

BUSI48025: Strategy in the International Enviroment
ABUBAKAR SAFIYA ZAKARI N0483532
TEJANANT DENRIT N0476367
JIMOH RASHIDAT N0474756

BUSINESS CASE STUDY
GAMELOFT

INTRODUCTION
TO
GAMELOFT

• A PIONEER IN DEVELOPING GAMES FOR MOBILE
PLATFORMS, CREATED IN 1999

• A DIVERSE LINEUP OF OVER 500 GAMES FOR MORE THAN
1,000 PHONE AND TABLET MODELS

• 1 MILLION GAMES DOWNLOADED EVERY DAY BY A LOYAL
COMMUNITY OF PLAYERS

• 5,000 EMPLOYEES IN 25 DEVELOPMENT STUDIOS AND 40
SALES OFFICES AROUND THE WORLD

• A SALES FIGURE OF 208.3 MILLION EUROS IN 2011, WHICH
MORE THAN DOUBLED IN 5 YEARS

• Maintain Excellent Networking, Connectivity and relationship with all Telecom and movie companies

• Introducing some discounting offers/winning coupon based offers for the
purchase of games

• Creating a diversified, high quality catalogue of downloadable games in house

• Making catalogue available on the largest number of platforms

• Long term contract with movie licencing

• Implement the most extensive distribution in the world

• Run Various Ad Campaigns;
• 1. SMS Marketing (Within a Specific Age Group)
• 2. Print Media
• 3. Internet/Online Marketing
• 4. To Participate in various Trade Fairs and even also conduct Fairs (Game Fairs)

• Invest more in gaming engine
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