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Trends in 3D technologies & the impact on networked games Dr. RémiARNAUDscream!point24 Nov, 2009
Scream!point 5D technology http://www.youtube.com/user/screampoint
Outline ,[object Object]
User Generated Content
Obstacles
Catalysts
Our Future - Gaming in the Cloud?,[object Object]
Sales down 19% year-over-year Subscription up 7% year-over-year
Electronic Distribution‘free games’ effect # Units $ revenue
The virtual goods market in the U.S. is ready to take off. Right now, the U.S. only has 28% of the total market. By 2013, the U.S. will make up 41% of the market with $2.5 billion in sales, according to research from Piper Jaffray.
Brings New Brands, Resources To Social Gaming REDWOOD CITY, Calif., November 9, 2009 – Electronic Arts Inc. (NASDAQ: ERTS) today announced it has acquired Playfish™, a leading creator of social network games. The acquisition accelerates EA’s position in social entertainment and strengthens its focus on the transition to digital and social gaming. Playfish will operate within EA Interactive, a division of EA focused on the web and on wireless. EA has acquired Playfish for approximately US$275 million in cash and approximately US$25 million in equity retention arrangements. In addition, the sellers are entitled to additional variable cash consideration, up to a maximum of US$100 million, contingent upon the achievement of certain performance milestones through December 31, 2011. “Social gaming, with its emphasis on friends and community, is seeing tremendous growth and this is the right time to invest to strengthen our participation in this space,” said Barry Cottle, Senior Vice President and General Manager of EA Interactive. “EAi has been successfully leading the charge for EA, and with the addition of proven expertise from Playfish, their broad consumer base and strong game brands, we’re moving ahead aggressively in our plans to lead in the category of cross-platform social entertainment.” 
Jan’09 – revenues of $50 million
Asia’s total annual virtual goods might be >$5 billions 1.8 M users :: Netease’s Fantasy Westward Journey 1.5 M users :: Giant’s Zhengtu Online 1.2 M users :: Tencent’s Dungeon and Fighter 1.0 M users :: Blizzard’s World of Warcarft
Symbiosis Virtual Goods would not exist without Networked Games Networked Games are fuelled by Virtual Goods
Mods and User Generated Content  Continuum of Content 1980’s  Personal Computers 2000’s  Social Networking 1990’s  Video game  Dark Ages  2010’s Web Centric 2008   Little Big Planet Spore  1997  Doom   Open Source 1992  Stunt Island Machinima 1999 Counter-Strike   Half-Life mod 2005   facebook 2006  twitter
Game Import COLLADA Render
Major Trends Social Networking Users increasingly use the internet for social networking, both at Home and the Enterprise User Generated Content Users gets more and more sophisticated, from sms to full 3D games  Cheap broadband connection Sufficient bandwidth for interactive, online 3D experience Real time 3D graphics GPUs provide HW acceleration in most devices, including mobile phones Virtual Economy Real and Virtual economies connected Virtual Goods cost real money
Obstacles Virtual currencies regulation 3D and Web integration 3D on mobile Content Authoring Virtual goods ownership
80% of gold farmers are based in China and generate between 200M$ - 1B$ annually
3D native in a browser ,[object Object]
Plug-in installation is a huge barrier
Flash does not have 3D acceleration
Papervision3D Away3D opensourceactionscript software rendering solutions
Disconnected expertises
3D experts do not know the web
Web experts do not know 3D,[object Object]
Canvas, HTML5
Javascriptextensions to Firefox
Immediate mode
O3D
Javascript, plug-in to IE, Ff, Opera…

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Keynote Net Games 09 - Rémi Arnaud

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