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Strategy
Problem statement and
solution proposal
1
Problem Statement Solutions
Generate $4.5b in revenue within 5 Repurpose the physical stores
years to offset declining division
Game Stop expects its video game hardware and software
divisions, which account for 50% of its $9b revenue, to cease
operations in 5-10 years.
Strengthen online presence
2
SWOT Analysis of GameStop
Weakness
• Dependence on Few
Strengths Suppliers
• Extensive retail presence • Vulnerable to disruptive
• Strong Distribution Network market
• Strong brand name
• Liquidity position
Threats
• Expansion by Competitors
• Government Regulations
Opportunities • Currency Translation
• Focus on Video Game
Industry
• Growth of Web-Based Stores
• Partnership Initiatives
3
Strategy
Maximize Reach
Retain loyal customers and diversify
into new areas of gaming industries.
Cost-Efficient
Good understanding of our clients’
demands and budgets.
Business Relationship
Strategic initiative with our partners.
Global Services
Provide world-class gaming experience
4
4
GameStop: Current Revenue (~$9.0b)
New video game hardware New video game software Pre-owned video game products 30.0% 28%
Revenue share
12000 20.0%
15.0%
0.0%
8000
Net sales in million U.S. dollars
80.0%
54%
40.0% 46%
2000 39%
31%
20.0% 26%
21%
0 0.0%
2010 2011 2012 2013 2014 2015 2009 2010 2011 2012 2013 2014 2015 2016 2017
2,210
2,080
3000 1500
2000
1000
1000
500
0
0
2010 2011 2012 2013 2014 2015 2016 2017* 2018*2019*2020*2021* 2014 2015 2016 2017* 2018* 2019* 2020* 2021*
Revenue from video games worldwide from Number of active video gamers worldwide
2010 to 2021 (in millions) from 2014 to 2021 (in millions)
6
Market Behavior (Consumer)
6000
5,524
5000 Digital games industry revenue in the United States in 2016, by game
category (in million U.S. dollars)
4000
Revenue in million U.S. dollars
3000
2,618
2000 1,794
1,682 1,670
1000
547
0
Mobile Console F2P MMO Social PC P2P MMO
7
Global Revenue China (Largest market)
• A worldwide business will have
offices around USA (2nd Largest market)
• the world. Highlight those
countries in this part of this sales
presentation PowerPoint
template.
Japan
1000 912
500
400
268
Number of video gamers 300
200
200 192 185 153
worldwide in 2016, by region 100
0
(in millions) Asia Europe, Midde North South Western Eastern
Pacific Middle
East and
East and
Africa
America America EU EU
8
Africa
Our Services
Highly creative Concise yet appealing Interactive and creative Smart solutions for
presentation design. business content. webinar design. marketing requirements.
9
10
• Our Strategy
As a presentation firm, this is how we work.
Provide exceptional Develop skilled Help our clients deliver Produce reliable and
PowerPoint services. presentation designers. their message effectively. cost-efficient slides.
11
Our Services
Presentation Webinars
Consulting We offer webinar PowerPoint
We help you create the presentation services.
presentation you need.
13
TIMELINE
2017
The expansion of our business
and presentation design
services.
2013 2015
Our collaboration with We opened a new office
PowerPoint and a team of overseas, starting with a team
established business speakers. of 50+ presentation designers,
copywriters, and managers.
2014 2016
Footer
15
Leading gaming markets worldwide as of October 2017, by gaming revenue (in
billion U.S. dollars)
Revenue in billion U.S. dollars
0 5 10 15 20 25 30 35
China 32.54
Japan 14.05
Germany 4.43
France 2.98
Canada 1.97
Spain 1.92
Italy 1.88
Russia 1.53
Mexico 1.42
Brazil 1.32
Australia 1.24
Taiwan 1.03
16
Western European countries ranked by video game revenues in 2017*
Revenues in billion U.S. dollars
(in billion U.S. dollars)
0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5
Germany 4.4
France 3
Spain 1.9
Italy 1.9
17
Interest in virtual reality (VR) technology in Europe in 2016, by gamer
type
Very interested Somewhat interested Not very interested Not at all interested Don't know
Share of respondents
0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0% 70.0% 80.0% 90.0% 100.0%
18
Virtual reality (VR) gaming market revenue in the United States from
2014 to 2025 (in billion U.S. dollars)
25
20 19.5
15.9
Revenue in billion U.S. dollars
15
12.9
10.6
10
8.6
7.1
5.7
5 4.6
3.8 Source: Statista estimates; Grand View Research ID 784175
3.1
1.26 1.52
0
2014 2015 2016* 2017* 2018* 2019* 2020* 2021* 2022* 2023* 2024* 2025*
19
Retail revenue of the U.S. video game industry from February 2016 to
February 2018 (in billion U.S. dollars)
3.5
2.5
Revenue in billion U.S. dollars
1.5
0.5
0
Feb Mar Apr May Jun Jul '16 Aug Sept Oct Nov Dec Jan Feb Mar Apr May Jun Jul '17 Aug Sept Oct Nov Dec Jan Feb
'16 '16 '16 '16 '16 '16 '16 '16 '16 '16 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '18 '18
20
Hardware revenue of the U.S. video game industry from February 2016
to February 2018 (in million U.S. dollars)
1400
1200
1000
Revenue in million U.S. dollars
800
600
400
200
0
Feb Mar Apr May Jun Jul '16 Aug Sept Oct Nov Dec Jan Feb Mar Apr May Jun Jul '17 Aug Sept Oct Nov Dec Jan Feb
'16 '16 '16 '16 '16 '16 '16 '16 '16 '16 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '18 '18
21
Software revenue of the U.S. video game industry from February 2016
to February 2018 (in million U.S. dollars)
1400
1200
1000
Revenue in million U.S. dollars
800
600
400
200
0
Feb Mar Apr May Jun Jul '16 Aug Sept Oct Nov Dec Jan Feb Mar Apr May Jun Jul '17 Aug Sept Oct Nov Dec Jan Feb
'16 '16 '16 '16 '16 '16 '16 '16 '16 '16 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '17 '18 '18
22
Digital games industry revenue in the United States in 2016, by game
category (in million U.S. dollars)
6000
5,524
5000
4000
Revenue in million U.S. dollars
3000
2,618
2000 1,794
1,682 1,670
1000
547
0
Mobile Console F2P MMO Social PC P2P MMO
23
Gaming brand recognition among gamers in the United States as of
December 2016
Share of respondents
0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0% 70.0%
Gameforge 24%
Supercell 17%
Deep Silver 9%
Tencent 8%
24
Leading sources used to purchase or download video games
according to gamers in the United States as of December 2016
Share of respondents
0.0% 10.0% 20.0% 30.0% 40.0% 50.0% 60.0%
Online stores operated by platform providers (XBox, Sony, Nintendo, etc.) 24%
Other 2%
25
Distribution of games market revenue worldwide from 2015 to 2019, by
segment and screen
Handheld games Casual webgames Tablet games Smartphones & watches TV/console/VR PC/MMO games
120.0%
100.0%
28% 27% 26% 26% 25%
80.0%
Source: Newzoo ID 298403
27% 26%
Share of revenue
29% 28%
30%
60.0%
34%
32%
30%
40.0% 27%
24%
20.0%
9% 10% 10% 11% 11%
6%
5% 5%
0.0% 4% 4%
3% 2%
2015 2016* 1%
2017* 1%
2018* 1%
2019*
26
Value of the social online games market in the United States from 2010
to 2020, by type (in million U.S. dollars)
App-based Browser-based
3000
2500
398
406
415
Market value in million U.S. dollars
422
2000 431 2,024
438 1,939
447 1,840
454
1,731
445 1,629
1500
441 1,531
427 1,430
1,321
1,204
1000 1,097
1,001
500
0
2010 2011 2012 2013 2014 2015 2016* 2017* 2018* 2019* 2020*
27
Social games revenue in Asia from 2014 to 2017 (in billion U.S. dollars)
2.48
2.5
2.33
2.27 2.27
2
Revenue in billion U.S. dollars
1.5
0.5
0
2014 2015* 2016* 2017*
28
Value of the social online games market in South Africa from 2012 to
2021, by type (in million South African rand)
App-based Browser-based
4000
154
3500
3,570
3000 160
Market value million South African rand
2,920
2500
167
2,353
2000
171
1,854
1500 172
1,412
171
1000
1,035
166
723
500 160
146 474
133 289
0 147
2012 2013 2014 2015 2016 2017* 2018* 2019* 2020* 2021*
29
Most popular Facebook games as of January 2018, based on monthly
active users (in millions)
Clash of Clans 10
8 Ball Pool 10
Subway Surfers 5
Dragon City 5
Hay Day 5
Trivia Crack 5
30
Average annual in-game spending of mobile gamers in the United
States in 2016, by game title (in U.S. dollars)
Slotomania 151
Cookie Jam 80
Clash of Clans 75
Hay Day 71
SimCity BuildIt 64
32
Revenue generated by free-to-play and pay-to-play massively multiplayer
online (MMO) games worldwide as of June 2016, by region (in million U.S.
dollars)
Free-to-play Pay-to-play
14000
12000 1,400
11,200
10000
Revenue in million U.S. dollars
8000
6000
4000
642
2,900
2000 580
1,900
97
913
0 44
216
Asia Europe North America Latin America Rest of the world
33
Distribution of digital games market revenue worldwide in 2017, by
monetization model
90.0%
82%
80.0%
70.0%
60.0%
Share of revenue
50.0%
40.0%
30.0%
20.0%
14%
10.0%
5%
0.0%
Free-to-play-based games Premium-driven games Subscription-based games
34
Percentage of consumers who purchased additional video game
content in the United States as of September 2016
30.0%
28%
25.0%
23%
20.0%
Share of respondents
16%
15.0%
10.0%
5.0%
0.0%
Total Downloadable content (DLC) Microtransactions
35
In-game consumer spending worldwide in 2015 and 2020 (in billion U.S.
dollars)
35
32
30
25
Spending in billion U.S. dollars
22
20
15
10
0
2015 2020
36
Amount spent on in-game purchases according to gamers in the
United States as of December 2016
25.0%
23%
20%
20.0%
18%
15%
Share of respondents
15.0%
13%
11%
10.0%
5.0%
0.0%
0 US$ 1 - 20 US$ 21 - 50 US$ 51 - 100 US$ 101 - 250 US$ More than 250 US$
37
Number of paid smartphone or tablet games owned by gamers in the
United States as of December 2016
35.0%
30%
30.0%
25.0%
23%
21%
Share of respondents
20.0%
18%
15.0%
10.0%
5%
5.0%
2%
0.0%
No games 1 - 2 games 3 - 5 games 6 - 10 games 11 - 20 games 21 - 50 games
38
Worldwide in-app advertising and app store revenues of mobile apps
and games in 2015 and 2020 (in billion U.S. dollars)
Apps excl. games - mobile in-app advertising Apps excl. games - mobile app store Games - mobile in-app advertising Games - mobile app store
200
180
160
140
Revenues in billion U.S. dollars
120
100
80
60
40
20
0
2015 2020*
39
Number of mobile (cellular) subscriptions worldwide from 1993 to 2017
(in millions)
9000
8000 7,740
7,511
7,184
6,996
7000 6,661
6,261
5,890
6000
Mobile subscriptions in millions
5,290
5000
4,640
4,030
4000
3,368
3000 2,745
2,205
2000 1,765
1,418
1,159
962
1000 740
492
215 318
34 56 91 145
0
'93 '94 '95 '96 '97 '98 '99 '00 '01 '02 '03 '04 '05 '06 '07 '08 '09 '10 '11 '12 '13 '14 '15 '16 '17*
40
Number of active mobile broadband subscriptions worldwide from
2007 to 2017 (in millions)
4500
4,220
4000 3,864
3500
3,297
Mobile broadband subscriptions in millions
3000
2,660
2500
1,959
2000
1,550
1500
1,184
1000
807
615
500 422
268
0
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017*
41
Video Game Software Publishing
7.4% annual growth 12-17
5.7% growth 17-22
42
In addition to expanding their reach to different
demographics like women and seniors, video game
software publishers already cater to a loyal and ever-
expanding target audience.
43
four largest
companies accounting
for an estimated
35.0% of industry
revenue in 2017.
44
45
The global mobile and wearable gaming market has a 37% market share in the total global
gaming market. Currently, the global mobile and wearable gaming market is valued at
around $34.7 billion, with 94.7% of the total revenue coming from mobile gaming while
wearable gaming contributes 5.3% of the overall revenue. The mobile and wearable gaming
market is further expected to grow at a robust CAGR of 10.9% during the forecast period of
2016-2021.
46
Global Market for Mobile and Wearable Gaming, by Region, 2015-2021 ($ Millions)
47
Virtual reality in gaming is providing an improved real-time experience to gamers, which in turn is
boosting the growth of the mobile and wearable gaming market in the current scenario. The adoption
of this technology in games is one of the major milestones in the history of mobile gaming. Some of
the finest examples of virtual reality in mobile gaming are Cardboard, End Space VR, Proton Pulse,
Hardcode, and WAA! VR.
One of the finest examples of the augmented reality-based game is the Pokémon GO. This game
was developed by Niantic Inc. The developers of the game showed the capability of augmented
reality by using the smartphone and gained popularity across the globe at an extensive level.
Some of the finest examples of augmented reality games are Ingress, Life is Crime, Zombies, and
Run! Parallel Kingdom MMO, The Walk, Geocaching, SpecTrek, and Clandestine Anomaly
Wearable Technology
48
Publishers have experimented with a variety of tricks to make money from free games. Some of them have
embedded ads in their games, selling eyeballs to advertisers instead of selling games to gamers. Facebook
games such as Farmville only let players play for limited periods of time and with limited resources, asking
for money at every turn if the player wants to progress further in the game. The significant advantages
offered by freemium games have gained a wider acceptance by gamers. In 2012, the worldwide freemium
MMO revenue grew twice as fast as subscription MMO revenues. Thus, it can be stated that the freemium
revenue model is driving the growth across all the gaming genres.
49
High Cost of Gaming Development
A mini-game is likely to be 2D in appearance and have a simple gameplay or simple visual style.
Flappy Bird
In the current scenario, the growing popularity of free-to-play model coupled with the high
development cost of the mobile and wearable games have impacted the growth of the mobile and
wearable gaming market.
50
In the mobile and wearable gaming market, software piracy is a critical issue.
The overall revenue lost due to piracy was around $74 billion in 2014 and approximately 2.5 billion
pirated games were downloaded.
The adoption of the freemium model is one of the quickest ways to end the problem of piracy in
the mobile and wearable gaming industry.
The best defense against piracy is to force the mobile game to communicate with the company’s
(mobile game developer’s) servers remotely.
51
In the healthcare industry, gaming is developing rapidly within the digital health paradigm as a way to
bridge the gap between entertainment, medicine and technology.
Thus, the emerging areas such as health games and education games are seen as emerging growth
opportunities for the mobile and wearable gaming market.
Learning games include both corporate training games for adults and educational games for kids. In 2013,
the value of the learning game market was valued at around $4 billion and it is projected to reach $9.5
billion by 2020.
Games such as Brain Age: Train Your Brain in Minutes by Nintendo is primarily used in corporations for
brainstorming sessions.
52
The smart Glasses market will soar towards 1 billion shipments near the end of the decade, according to
market research by the Augmented Reality Enterprise Alliance. According to the report, in the year 2014
there were 1 million AR glasses units sold and by 2016 the number sold increased to 10 million units.
53
India’s mobile and wearable gaming market is projected
to reach $1.4 billion by 2021, growing at a CAGR of
15.1%.
The country has around 221 million smartphone owners; it is projected that around 800 million Indian citizens will
join the smartphone revolution in the coming ten years.
54
This market is expected to hit $6.1 billion by 2021,
growing at a CAGR of 21.4% during the forecast period.
55
Market: $140M
56
Market: $763M
57
58
Market: $398M
59
60
According to BCC Research estimates, the global virtual
reality technologies market was valued at $2.3 billion in
2016 and is estimated to grow at a CAGR of 60.5% and to
reach $39.4 billion by 2022
61
Asia-Pacific being one of the largest markets of VR
adoption, is also the largest market for mobile or
smartphone adoption with the help of countries like
India, China, and Japan, which is one of the driving
factors of the global VR market.
62
Companies such as Virtalis, an information technology
and services company based in the UK, and WorldViz,
based in the U.S., specialize in developing powerful
immersive 3D VR software applications keeping the 3D
environment in mind.
63
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65
Next Steps
66
Timeline
Requirements
User research Wireframes Review Prototype User testing Dev hand-off
gathering
67
Questions?
68
References
Tips for Presenting Your Wireframes
3 Steps to Better UI Wireframes
Wireframing for Beginners
69