Documente Academic
Documente Profesional
Documente Cultură
Your Lecturer:
Carsten van Husen
CEO
Gameforge 4D GmbH
Germany
Agenda
1. The Company
Gameforge
History
Skills
Environment
Prosperity
1980 - 2000
People meet in Arcade halls to spend Arcade halls are close to “red light
their after-work / school evening with districs” and are usually visited
fun and friends mostly by misfists.
Console Games usually came from Japan The first video games are played at home
and were not used in Korea. People used on game consoles, later on home
alternatives (Arcade Halls) computers, then on PCs – usually alone
The people playing video games come People playing video games are usually
from all social backgrounds, looking technically interested, usually socially
for short time casual fun inactive kids looking for a sense of
achievement in complex games
Wanting to play what everybody plays Proud for playing a niche product
Asian culture is group based European culture is individual based
Looking for Fame through fast action Looking to improve long term status
(winning) (archiving)
4. Archivements
Biggest
Communities in
Germany, France,
Turkey, Italy, Poland
and Spain
Gladiatus - Hero of Rome takes the player Live the ancient world! The sound of the
right along into a blood- and sweat-drenched sea, a
arena in the antique Rome. Players engage in white sandy beach and sun! On a small
PvP (Player vs. Player) fights adopting a island
gladiator’s perspective when battling for power, somewhere in the Mediterranean, an ancient
gold and glory. Registered more than 1 million civilization arises. That is how it starts:
players in only 7 weeks. Ikariam.
Our newest game has attracted since launch
... and many more titles … in
Korea-EU Cooperation Forum on ICT February `08 already 2 Mio players in 18
© 2003 - 2008 Gameforge GmbH, Gameforge AG, Gameforge Productions GmbH, Gameforge 4D GmbH, Gameforge Productions Inc. www.GAMEFORGE.de
Europe.
4. Archivements
Results
64,000,000 registered players
10,900,000 active players per month
over 540,000 peak ccu every day
21,800,000 unique visiting users per month
Cumulated monthly playing time: > 50 Million hours (>2000 Years)
200,000 new registrations daily
Annual revenue growth continuing: 350% in 2007 -- est. 450% in 2008
C/f-positive & profitable ever since Day 1
Worldwide No. 7 in online Gaming!