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LaSean Smith is a business creator and software developer. He helps people predictably navigate their entrepreneurial journey. After spending over a decade as a software executive at Amazon and Microsoft, he uncovered patterns to use process as a tool to win in business more often. He's applied his toolkit to start new businesses, produce feature films, and turn around struggling businesses. He's consulted a wide range of clients, including Electronic Arts, Sony, T-Mobile, Target, TOMS Shoes, and Warner Brothers Studios. His expertise in artificial intelligence, behavioral economics, and systems engineering creates a unique talent stack for solving many of today's most challenging business problems. He's been fortunate to help launch products that have found their way into the hands of millions of people. LaSean is also the author of Value-Based Business Design. Learn more about your ad choices. Visit megaphone.fm/adchoices
In the sprawling landscape of entrepreneur stories, some stories stand out not just for their success, but for the journey they encapsulate. Mark Otero, a visionary game designer, takes us on an expedition from his humble upbringing in South Korea to the pinnacle of the gaming industry. This is a journey of overcoming challenges, chasing dreams, and reshaping the gaming landscape.
Sarah Spiers, like so many Emersonians, had a life changing trip to the Castle. It was there that a conversation with a friend inspired her to pursue her love of video games. A few years later, that passion landed her on Forbes 30 Under 30 in the games category! Sarah discusses being your own biggest cheerleader and how her unconventional path prepared her for her current role at Electronic Arts. Recorded on September 8, 2023.
Heather Dewey-Hargborg, American artist and bio-hacker most knowned for the project Stranger Visions. Ana Brígida for The New York Times Dr. Heather Dewey-Hagborg is a transdisciplinary artist and educator who is interested in art as research and critical practice. Her controversial biopolitical art practice includes the project Stranger Visions in which she created portrait sculptures from analyses of genetic material (such as hair, cigarette butts, or chewed up gum) collected in public places. Heather has shown work internationally at events and venues including the World Economic Forum, the Daejeon Biennale, and the Shenzhen Urbanism and Architecture Biennale, the Van Abbemuseum, Transmediale and PS1 MOMA. Her work is held in public collections of the Centre Pompidou, the Victoria and Albert Museum, the Wellcome Collection, and the New York Historical Society, among others, and has been widely discussed in the media, from the New York Times and the BBC to Art Forum and Wired. Heather has a PhD in Electronic Arts from Rensselaer Polytechnic Institute. She is a visiting assistant professor of Interactive Media at NYU Abu Dhabi, an artist fellow at AI Now, an Artist-in-Residence at the Exploratorium, and is an affiliate of Data & Society. Hybrid (Trailer) from Heather Dewey-Hagborg on Vimeo. Installation view, Heather Dewey-Hagborg, Hybrid: an Interspecies Opera. Courtesy of the artist and Fridman Gallery. Still from Heather Dewey-Hagborg, Hybrid: an Interspecies Opera. Courtesy of the artist and Fridman Gallery.
This episode is our 150th so shout out to all of listeners that keep up going !! We're join by Jay Dee; entrepreneur and jack of all trades whose main focus is the Electronic Arts industry aka gaming. Beings Jay Dee is a huge combat sports fan we talk boxing, ufc, and football. Also we ask who is the greatest white basketball player of all time before digging into the journey that landed him to create one of the very few gaming networks in the area and much more.
Todd Stashwick is an actor & writer. You can find him in almost every TV show, with over 160 credits to his name! A Chicago native, he is an alumnus of the famed Second City Comedy Theater. As an actor he's known for the role of Deacon on Syfy's hit show 12 Monkeys and Dale Malloy on the critically acclaimed FX drama The Riches. His work in television includes notable roles on shows such as Star Trek: Picard, Buffy the Vampire Slayer, Curb Your Enthusiasm, Heroes, Supernatural, The Originals, Gotham and Justified. He can also be seen in the live action Kim Possible film as the villain Dr. Drakken on Disney+. As a writer Todd is the co-creator of the web-comic Devil Inside with collaborator comic artist Dennis Calero. Todd co-wrote Clandestine, an original space adventure pilot for the Syfy Channel. Todd also co-wrote a Star Wars video game for Electronic Arts and Lucasfilm, with Uncharted creator Amy Hennig. He co-wrote a draft of Suicide Squad 2, the sequel to the hit DC comics film from Warner Brothers with writer/director Gavin O'Connor. He recently completed co-writing the video game Forspoken for Square Ennix and is currently working with a group of writers for an upcoming Marvel project with Skydance New Media. Todd continues to develop Television, Film and comic book properties. Todd is deeply immersed in the Dungeons and Dragons community, a passion that started for him as a child in the late 70s. He regularly hosts games for his friends in his Nerd Lair. He has streamed many games online for notable charities for Jasper's Game Day and DnDBeyond. He created a retro merchandise online store, to celebrate his love of the game, called Todd Stashwick's Nerd Circus where he sells Dice, Dice Boxes, t-shirts and more. He co-created a D&D inspired tiki cocktail book, with former Imagineer Brandon Kleyla, called Mystic Libations all available at www.thenerdcircus.com. He most recently collaborated with Mike Jimenez, of the Weathered Dragon, on a premium “The Stashwick Signature gaming table” soon to be available online. We chat about his passion of dungeons and dragons, not getting SNL, his time at the Skywalker Ranch, rejection, improv, losing a house, moving forward, emulating Bill Murray & experimenting with his comedy, view of success, creativity and being in 21 pilots that didn't go ahead. Check Todd out on: Instagram: https://www.instagram.com/tstashwick Twitter/ X: https://twitter.com/ToddStashwick ------------------------------------------- Follow @Funny in Failure on Instagram and Facebook https://www.instagram.com/funnyinfailure/ https://www.facebook.com/funnyinfailure/ and @Michael_Kahan on Insta & Twitter to keep up to date with the latest info. https://www.instagram.com/michael_kahan/ https://twitter.com/Michael_Kahan
The 16:9 PODCAST IS SPONSORED BY SCREENFEED – DIGITAL SIGNAGE CONTENT Bars and restaurants have long been a targeted venue for digital OOH media start-ups, the attraction being scale, dwell time and lots of products and services that could be put in front of people sitting around having a drink or three. But there's been a lot of roadkill through the years, because selling in to these kinds of venues was time-consuming and hard, the cost of installs was substantial, and most of the operators didn't want to pay for anything. Much of that has changed, except for the evergreen fact that venue operators are highly attracted to free, with benefits. A couple of ambitious start-ups have emerged in recent years chasing the space, and arguably the most aggressive has been the LA firm Loop Media, which markets a service called Loop TV. The selling proposition is very straightforward and familiar - qualified venues get a free media player and free video and music content. What's different from the past is Loop's service is all built around streaming, and uses the connectivity and TVs already in a venue. So the capital cost to Loop is just an Android set-top box, and that gets put in a box or envelope and sent to the venue - which then plugs it in, connects to the Internet and uses an activation code to get things rolling. Minimal hardware costs and zero labor. The company is now north of 71,000 screens, with venues in all 50 US states. And it's now expanding beyond the U.S. I had a great chat with CEO and founder Jon Niermann, talking about the company, how ads are sold, what content resonates, and how he found his way from high-level executive jobs with Disney and Electronic Arts into connected TVs in places like bars, health clubs and small retail. Subscribe from wherever you pick up new podcasts. TRANSCRIPT John, thank you for joining me. Can you give me the rundown of what Loop TV is all about? Jon Niermann: Sure Dave, you bet. We provide streaming TV for businesses. It's free, ad-supported or you could do a subscription if you like, but a majority of the businesses are free ad-supported. Think about what you do at home as a consumer using Roku or perhaps Firestick and then do streaming on that. The difference is you're watching TV series and movies primarily. In public venues, like we support, it's premium short-form content, Think of music videos. We're the largest provider of music videos, for example, across the nation. So very contextualized, customizable type of content. What's the business model? Jon Niermann: So we provide it for free, it's ad-supported. Especially coming out of the pandemic, a lot of these public venues were looking for ways to cut costs. So what we've done is we've taken the cost of what you might have to provide for cable and satellite, for digital signage if you're doing menu boards for licensing if you're doing it correctly and we've taken that all away and put it into the loop player. If you don't mind showing ads, which a lot of public venues don't, because they're already doing that anyway, you could get this content for free. Our model then, is the ads that we get for the content that we work with various ad supply partners, or if it's a subscription, then we have a set price per month if you don't want ads to change the vibe of your venue. I'm guessing a hell of a lot of people are willing to have ads if they don't have to expend the operating expenses on the service. Jon Niermann: You guessed right, it's over 90%. That's typically the way the model goes and people are more than happy to have that experience because like I said, you're out there anyway, you're partially distracted at a bar and restaurants or the doctor's office, or you're just captive. So they don't really mind it as much as they do at home ironically. What's the footprint that you have right now? Jon Niermann: We're in all 50 states. We're in Canada, we're testing in Australia, New Zealand, and soon in the UK. But we started in the US here in 2020, we rolled out and we've got all the major metro areas. So we've got anything as small as a corner pub all the way up to a university campus. Think of everything in between. It could be an airport, it could be a mall, It could be a gymnasium. You think of it as a public venue and that's what we cover. And does it tend to tilt quite a bit to bars and pubs instead of fitness facilities? Jon Niermann: The largest percentage of our business for sure are bars and restaurants. But gyms, I'd say are probably one of the top three, doctor's offices are great. For gyms, think of it this way, we provide music. So even if you're at a place where you watch sports and you have multiple screens, chances of having one of those screens on audio is pretty low. So venues will still play music. So why not have a screen showing music videos, you just play it overhead and it covers that aspect of the business. So really anything. If you could think of changing your oil in a Jiffy Lube, for example, thinking of sick of the junk that they have on some of the TVs, you like sitting there in a bar and having Judge Judy scowl at you, Dave, it's no fun. You don't need that. You're out having a good time. You just don't need Wolf Blitzer, it just doesn't kill the vibe. And do you hear that from your venue operators, they just want something that's just inoffensive? It's not Fox News. It's not CNN or MSNBC, and it's not Judge Judy or anything. It's just providing passive entertainment. Jon Niermann: Exactly. It really enhances the environment, so I talked earlier about contextualizing. If you're at an Italian restaurant, and you want nothing but Italian music or Sinatra and drone footage of Italy all day, you could do that. So it really just adds to the atmosphere. And if you've got local news or something playing, a bunch of talking heads. It's not exactly that escapism moment that you're looking for when you're going out and enjoying that time away from reality. You mentioned that it can cut out some of the costs of digital signage. Do you enable a venue operator to have some time to put in, such as Thursdays are happy hours, starting at three and running until seven or whatever? Jon Niermann: Absolutely, and it's super easy to just get on your laptop. It's very intuitive how to walk through it and throw your logo on the screen. So if you're Billy's bar and Grill. You got the old Billy's logo up at the corner and happy hour, as you said, every Tuesday and Wednesday night, on Saturdays we've got Billy and the Beaters here on Saturday. So everything that you used to do with digital signage, you could have crawlers underneath. You could have full screens. You could have a split screen. You're able to do that with your Loop system, all part of it for free. That was going to be my question. It's not a fee-based one that's included in what you're doing if you get the media player for free in the whole bit. Jon Niermann: Exactly. So we provide the media player for free. We try to make it as very low cost and low barrier as possible for people just to plug this Loop player up and get going. The players are Android boxes, right? Jon Niermann: Yes. Correct. So low cost. When you do a deployment, all you're really doing is sticking in a UPS envelope or whatever and sending it off to the site and you're done. Jon Niermann: Yeah, that's it. And if you think about how, a lot of these bars and restaurants, especially worked in the past and still many of them today. You've got these giant AV racks full of computers and big expensive equipment that's bulky, and our players like it a little, it's about the size of a Roku player and Apple TV. You can Velcro it to the back of your screen. You can put it on a rack underneath. It's just something you're used to, and it's odd because this really never existed over the past few years until then because it's just the AV stuff, but everybody's used to using that at home. So it's quite easy for them to take that into their businesses and get it hooked up. Yeah, if you buy an Apple TV box and plug it into the back of your TV, then it loads and you find the application. In this case, you'd find a Loop app, and then there's probably an activation code or something. Jon Niermann: Yeah. We have for us, you have to have a specific Loop player. So we don't want to have other types of content or anything that may not be licensed. But yeah you load it, you sign in, you put in your code that you get from us, and you're good to go. And there's a bunch of channels, right? Jon Niermann: Yeah, we've got about a hundred music channels, so think of them as playlists. One of our popular ones, for example, is Beach Country. Who knew, right? Yeah, I don't know what that is, but okay. Jon Niermann: So you get all these. We have Darcy Fulmer; she is fantastic, just in terms of customizing and putting all the playlists together for us and curating and really on the pulse, long-term time music industry executive, a great relationship with all the labels. So she really knows how to customize these things, and we weekly look at what are popular channels, we could adjust, we put in seasonal channels, we put in celebratory type channels. Obviously, with a bunch of Halloween ones now coming up, Christmas is always a popular time. So the venue has over a hundred of those to choose from, and then you've got about 50 non-music channels. So if you want everything from Looney Tunes, believe it or not, it is a popular one for people to choose from because again, you are just looking at the visual type of stuff. But for failed videos, viral videos, we got the TikTok channel. So it's a great brand, World Surf League. So if you're at a surfing store, hunting, fishing, anything that, again, is contextual and customizes that environment, if you're in autos and cars and you want that type of playing all day, you can do that too. So, I'm guessing you have a pretty big content edit team and also have to have folks who specialize in licensing rights and approvals, that sort of thing, right? Jon Niermann: It's funny. Our team is so small. The company itself has about 70 people. I think on the content side, we're between the studio, the creative team, and the curators; it's less than 10, believe it or not. So we're very lucky. I already mentioned Darcy, but we have Justis, who runs our content, and Luke and all the guys who have been with us for a long time who understand. What the customers need. We talk to the venues, we get ideas of what they want, and what's going to be popular, and then we strike deals with these companies. We do the editing, and the customizing and get it all ready to go. So are you able to say to the surf channel or somebody like that, that here's the format, here's the run times that we would like and so on, and they will send that to you or do you pretty much have to take their stuff and then touch it? Jon Niermann: It's both, so you're right. There are some that could just do an RSS feed and just say, here you go, and we give them the specs, and that works. Others will just dump a bunch of stuff in a folder, and then our editing team goes at it. Are there obvious trends and things that you know that people will like and other ones that you've tried and thought, let's just see, and then you find out it resonates or it doesn't? Jon Niermann: Yeah, it's funny you say trending-type things like what's popular now; people like to get those headlines. So, if you could picture a screen, it's full of visuals, it's full of subtitles and context because you have to be able to understand what you're looking at without lip reading. And that's part of the reason we know that talking heads are sitting down, even like you're used to with say, ESPN or some of those shows, it doesn't necessarily work that well if you just got a bunch of people up there talking. So we've gotten that feedback. We understand that it's a very strong visual. It has to be short, like a two or three-minute type thing, and you have to have enough hours per day where it's not repetitive, and that's super important as well. So, would a three-hour window or whatever run every day for a week or a month or something like that? Jon Niermann: Yeah. Typically, for us, we'll do at least six hours. Some of these playlists are 20, believe it or not, and then not only that but if it repeats, it'll shuffle. So, the chances of actually seeing it really don't exist. So you can understand if you've got all those files in there and you're shuffling, you won't see the same order again. So it's not only the customers, it's clearly the employees that you don't want to get fatigued. Do you call this a digital out-of-home, or is it like consumer TV or some sort of segment having to do with fast streaming, or what's the nomenclature for this? Jon Niermann: It's a fantastic question, and I laugh because it's what we're talking about all the time these days because it's trying to define it to the advertising community, especially. For us, it's simple. It's just TV. Just think about where you're watching your TV. If you're on your couch or if you're in a bar, you're watching the same TV, it's different content. This is premium television. This is not just all YouTube user-generated stuff. We've got branded partners. So for us, we're very much connected to TV, CTV for out of home. So when we talk to the ad partners, they are like, look, you can take your CTV budget, and you can put this towards a Loop because it is premium TV. If you think lots of times when they're thinking out of home or digital out of home, they're thinking of billboards, they're thinking of that type of display, as you know very well. So we're developing and introducing that space of, it's just TV. It really is. It's CTV. So think of Loop that way. Yeah. It's interesting. I've been involved in this space for, God, almost 25 years now, and I can remember when I started a digital out-of-home media network in the early 2000s, going to media planners, and they're looking at me with their heads tilted and going, What the hell are you going on about? At that time, the people who were advising me or I was working with were saying somehow or other we have to tap into the TV bucket and call ourselves in some way TV because there's way more money in that bucket than there certainly was at that time in the out-of-home bucket. But that's changed a lot, but I would imagine that connected TV is still probably a bigger number to tap into than out-of-home. Jon Niermann: For sure. It's significantly higher still. I think both are growing to your point. Digital out of home, the budgets are certainly increasing. It's one of the fastest-growing components of the advertising mix, which is great, but CTV is also that way. People have shifted away from the traditional linear TV, Cable, et cetera. They moved into streaming. So, it's not unlike any evolution. It's something we often try to talk about as well. If you think back to 2007, when Netflix started and then Hulu came on and all these channels, you're like, who the hell are they? I'm used to buying NBC and Fox, and I just wrapped my head around the weather channel and ESPN, and now you're trying to introduce this streaming stuff. Today, of course, most people are buying streaming, and so for us, we're in that same evolution for the businesses with out-of-home, kind of where they were in 2007, and consumers like, look, this is another form of television. So you've got to treat it that way with your funnel of advertising span. Otherwise, you're really missing out on a fantastic mix and opportunity to reach these consumers in a captive way. So it's always a constant education going on when you're introducing something. You're competing against all kinds of media, but more specifically, Samsung TV and LG TV show up in your smart TV, whether you want it or not. Jon Niermann: Yeah. Again, it's about licensing. Many of these companies aren't licensed out of home, believe it or not. It's a whole different set of licenses, especially on the music side. You have to have performance rights. You have to, and venues could get big fines. You cannot plug your phone in and play Spotify, for example. You can't turn YouTube on and play those videos. But they do, and they will continue to do that. Just like people are seeing the 65-mile-an-hour speeding thing, they're going to get away with 75, push it up to 95, and you're pressing your luck. So, if you've got a lot of venues out there, they will do random checks. So for us, it really truly is about, we can't control that side of it, but what we can control is providing a reason for them to use us, and that's typically through the content and just through easy use and affordability. So you can say to your end-user customer base, “Use us, it's going to be reliable. It's stable, and guess what? You won't get a cease and desist letter from YouTube or Spotify or anybody like that.” Jon Niermann: That's right. Yeah, or the associations like ASCAP, BMI, all those guys out there that are just tracking and waiting to find people for public display. One thing that interested me was how you are doing, I think this happened within the last year or so. You've activated self-serve ads. I'm curious how that works and why you went down that path. I suspect it has a lot to do with somehow tapping into local ads that are really hard to sell unless you've got an army of salespeople. Jon Niermann: That's exactly right. You nailed it on the head. As for your time in this industry, local ads are a big part of it, you've got your national and regional ads, but local ad budgets are large and growing from what we can see. So the ad server that we created, Bob Gruters, who's our chief revenue officer, came from Facebook and Instagram, and he has a lot of experience with the ad server that they used over there. And it's very easy. It's a self-serve type of thing. So we're being innovative and providing this for an ability for you to put your ad on TV that way, where you could go in as any type of business and if you want to have your ad on Loop and across our network, whether it's locally in your town, your County, your state, you'll be able to do that. So it's a very simple way just to go and upload an image or a video and have that play. Do you give them any help in terms of video production or through templates and things like that? Jon Niermann: Yeah, we do. There are easy templates for people to follow, and again, we try to make it as simple as possible. The closer you can get to plug and play for everybody. First of all, they don't have time, they don't have patience. If it's too complicated there, they've got 50 other things they'd rather deal with or have to deal with. So you've just gotta make it super simple for them. So, for us to be able to say, if you just want to throw your logo in, we'll do the rest. It's that automatic. You've done this like a third-party partner, right? I think it's Orca TV. Jon Niermann: Yeah. Orca TV, they're here in Santa Monica with us in the LA area, and they are fantastic partners. They've been a partner with us for a couple of years now, and just some really talented people like Mike Woods over there and their ability to develop, they've just done a great job. I assume this is something you theoretically could have done on your own, but then you have to support it and keep it up and secure and everything else. It's just easier to go with somebody who focuses on that. Jon Niermann: Yeah, it is. And Liam McCallum, who runs our tech, has been with us from the beginning. In fact, Liam came with me from Electronic Arts. He used to run EA's kind of online gaming out in Asia. So very capable, smart tech guy, but with a small tech team; coming to my point earlier, sometimes we just have to work with others to get it done, and Mike and the Orca team, we had a great relationship with, and they have the capability and the ability to do it now. In terms of sales, are you going direct? I realize for hyper local, you're using this self-serve platform when you can, but do you have a direct sales force, or are you relying on programmatic partners? Jon Niermann: We do have a direct sales force. That really only ramped up, I'd say, over the last quarter, so about the last three months. Prior to that, we had to really build our scale. We had to build our distribution. Once we got to about 20,000 venues last fall, we could start to sow the seeds directly. And as you know, that just takes time. So, over six to nine months, we went out there, spread the word, and then the deals started coming across as we continued to grow; we're over 70,000 now. We've had that ability to move from just pure programmatic. I mean, we were in programmatic, like an open auction, and that was it, and then the bottom kind of fell out of that market, as we all know, the end of last year and the beginning of the year. So having the diversity now of direct sales and local ads is going to be much better for us going forward. Yeah. I was curious about programmatic. I was in New York last week for a couple of days and dipped my head into the DPAA conference and chatted with some people and I got a sense of frustration and disillusionment from them about the promise versus the real return that they're seeing out of programmatic, which is always challenging to me because I don't understand what the hell they're going on about, but I gather that it's not really generating the revenues that operators like you need. Jon Niermann: I think it's a couple of things. I think there was definitely a dip, and people for no fault of the programmatic partners, the advertisers weren't spending as much, but that's come back, and I think the other thing is probably what you were tapping into or hearing because we were also at that conference and we just discussed TV. How do you define where those monies go with programmatic, how did the agencies allocate them, are these programmatic partners doing a good job and really advocating for television, CTV, and digital out-of-home? That's potentially where some of the tension could come from, but we've been very fortunate to have some great programmatic partners step up and then we've also felt like there's some that could do a lot more, and certainly in defining this, the way that we're talking about would benefit them as well as the clients and it would obviously benefit people like us down the stream. Is the right mix having you primarily sell directly and then supplement that with programmatic versus relying on programmatic? Jon Niermann: I think it just takes a minute to get there. I think it's always going to be probably a best-case, like a 50-50 type thing. I think programmatic is always going to be a big part of it. Direct needs to be built, but programmatic works. It's efficient. There are some great ads, and there are some great dollars that kind of come through that. You have all different types, right? You've got everything you need, but as part of the mix for us, I think direct and local will certainly increase. You're not alone in doing this. There are a handful of other companies currently chasing this kind of business, and it's a medium, so to speak. It's been around since the early 2000s, the whole build it and they will come at that time, it was very expensive to do now as you know more than just about anybody, it's not as expensive to do it. Where are you at with it? Jon Niermann: It's funny, because where are we ever on the evolutionary scale? It's like you started a business ten years ago. How many times have you heard people say you were just too early? You were just ahead of your time. I think for us, to your point, people have tried. I don't know if the timing has been right. I don't know if the content or the technology has been right, but it feels like it's right now and certainly coming on the success of streaming, and how that blew up, it became huge and “ the streaming wars,” and everybody's talking about it. They completely ignored out-of-home, and I get it; the consumer pie is bigger, but this pie is not small. So I think the big companies aren't focused on it because if you're those big companies, you've already built your libraries with the content of TVs, and movies, you spent billions of dollars. You'd have to do a whole different thing to build this. With this type of content and targeting, and even if you're a big player consumer, it doesn't mean you can all of a sudden have 50,000 locations overnight. It's a long selling process for a lot of these venues. So, I think we're at a very good place. I think that we're about 2% penetrated in this market between us and the other players, and there are a few private players that are doing this streaming TV either by ad-supported or subscription and if you add us all up, I truly believe that we're about maybe 1%-2% penetrated. So, a great green field ahead of us. I'm sure you don't want to go on at length about your competitors, but how do you distinguish yourself from them? Jon Niermann: I think if you look at other competitors out there, some will charge an activation fee, some will take a credit card. Those are barriers to entry that we don't think are necessary and not great for customer relations. The minute you throw that credit card down, you feel better as a company, I think, because you think you've got a path to revenue or more secure revenue, but you start having things, where you just disagree with a customer and credit card comes into play. It's not a good thing. So, I think for us, it's just more of a pure relationship of let's make this work. So, I think people are trying different models. There's nothing wrong with that. Even if it's ad-supported, a subscription, it goes back to the old cable days as well, remember there used to be big activation fees or they waived activation. So, it's just part of the business. So I think for us, we deal in premium content. We, by far, I believe, have the top premium content. We're really the only one that had those music videos with Sony, Warner Universal, and even Disney. We've got all the licenses from the majors. That really sets us apart. Your background is with Disney, as you just mentioned, and with Electronic Arts. How did you find your way into this back in, I think it was 2016. Jon Niermann: Yeah, it's funny. I was with Disney for 15 years. I went out to Asia with them at the end. I was actually president of Disney Asia for several years and then went over to Electronic Arts when they were really growing their online and mobile games. In fact, we launched the first online and mobile game for EA out in Asia. That was just a really big and opportunistic time for me to learn about that industry, so I really enjoyed that, but also, you got that entrepreneurial bug. You see all these companies being built around you, and you're thinking, I really want to do that. I took about 22 years in corporate and decided that I wanted to be linked somehow to entertainment, media, and technology, and we had a couple of different iterations before it ultimately ended up here as Loop. What did family and friends think about going from pretty substantial companies to a media startup? Jon Niermann: Oh, the typical mix that I lost my mind. Let's just start with that and stop with that, probably. But it was like, why would you leave these jobs? These stable jobs have great titles and access, and it's true. You've got that card, with Disney, EA's President on it, you can open up a lot of doors, and then all of a sudden you become a co-founder, CEO of Loop Media, it's like who, what? Everything just has to start over, in a sense. But I found that exhilarating, and it's been up and down and sideways and easy and challenging and rewarding and regretting and every emotion that you go through. But to get to where we are today is extremely satisfying. And again, going through bumpy times this past year. The previous year was great. We launched our company. Our revenue went from 5 million to 30 million. We went to the New York Stock Exchange. In this past year, we got hit, but we're fine, and we're coming out of it and looking forward to this coming year. That's a good way to wrap this up. I am curious what we'll see out of the Loop in the next 12 months. Jon Niermann: I think you will see us be aggressive with distribution. I think a couple of things that we lack awareness of, we're undiscovered. So a lot of people just don't know about us. So you're going to see more marketing. You're going to see more brand building, more partnerships, and more engagement with clients, consumers, and venues. For example, we're launching a new Trivia product that's hosted Trivia. You have the opportunity that'll become interactive soon. We're looking at various other things that'll become interactive within the venues. So I think it's a very exciting year to just increase that engagement and take advantage of connecting with those consumers. Yeah, it's interesting. You mentioned some of them like doing other things in the venue. That's one of your competitors, maybe not a direct competitor, but it does similar work. They've focused as opposed to just pure entertainment. They've focused on kind of venue operations and helping to sell more stuff and communicate to staff, and everything is you're angling towards that as well. Jon Niermann: Yeah, we do. I mean, you could take your Loop player. We have it right now and use this back at home for staff communications because a lot of staff members are not going to read email, so if you just have this screen with the messaging going back of the house, you can certainly use a Loop system for that. So engagement is definitely a big part of what we're looking at in the future. All right, John. This was terrific, I appreciate spending some time with you Jon Niermann: Thanks, Dave. I appreciated it.
In this episode, Rob is joined by the force of nature that is Trish Halamandaris, a name synonymous with innovation, strategy, and success here in Los Angeles. She's true Angeleno and Proud Californian! The two talk about her passion for Los Angeles, for UCLA and for life and curiosity! As the Director of the Venture Accelerator at UCLA Anderson School of Management, Trish has been instrumental in shaping the startup landscape in Los Angeles and beyond in the last decade. Her remarkable career efforts helped generate over $1 billion in sales at dominating consumer companies like Amazon, The Walt Disney Company, Electronic Arts, Procter & Gamble, and XPRIZE and her impact extends far beyond her impressive career, making this a must-listen interview. One of the highlights of the interview is understanding Trish's unwavering passion for change and her relentless curiosity to explore new ways of doing and improving things. Rob and Trish delve into a variety of topics, including her success at UCLA, and her views of our Venture Acceleration and Startup Ecosystems. Trish's dedication to Supporting Underserved Founders is admirable, and her insights into advising early-stage startups on pitching and funding strategies are invaluable for aspiring entrepreneurs. She holds an MBA from UCLA and a Bachelor's degree in Finance and Accounting from UC Berkeley, and her journey is a testament to what can be achieved through dedication, strategic thinking, and passionate self belief. Don't miss this opportunity to gain valuable knowledge and inspiration from a true trailblazer. Feel free to follow and engage with TRISH here: LinkedIn: https://www.linkedin.com/in/trishhal/ Instagram: https://www.instagram.com/trishhalamandaris/ Twitter: https://twitter.com/THalamandaris Website: https://www.anderson.ucla.edu We're so grateful to you, our growing audience of entrepreneurs, investors, executives and anyone interested in the human stories behind the entrepreneurial economies of the Americas, from every corner of the United States to the furthest points in Latin America. Plug in, relax and enjoy fun, inspiring, educational and empowering conversations between Rob and his friends, so that you can build the future atop their wisdom! ¡Cheers y gracias!, Mentors Today's Team --- Send in a voice message: https://podcasters.spotify.com/pod/show/mentorstoday/message
Don Norbury is Head of Studio at Shrapnel, a AAA first-person extraction shooter with a creator ecosystem that empowers players to own their creations and shape the future of the game. From the genre-defining franchises of Star Wars, Indiana Jones, Bioshock, Sunset Overdrive, and Crackdown to the sports superstars Madden NFL and NASCAR, Don has redefined creative boundaries across platforms and player experience for more than 16 years. Prior to joining Shrapnel, he held senior positions at companies such as HBO, Microsoft, and Electronic Arts.In this conversation, we discuss:- Web3 game developer platforms- Trajectory of the Web3 gaming industry- Don's experience and gameplay-first approach to game development- How blockchain can be included as an optional additional element of AAA games- Shrapnel - a AAA first-person extraction shooter- GameBridge empowers game developers to easily integrate advanced content creation capabilities- Building games like Starwars and Madden- Working for HBO, Microsoft, and Electronic Arts- Building in person > building onlineSHRAPNELWebsite: www.shrapnel.comX: @playSHRAPNELDiscord: discord.gg/shrapnelDon NorburyX: @DonNorburyLinkedIn: Don Norbury --------------------------------------------------------------------------------- This episode is brought to you by PrimeXBT. PrimeXBT offers a robust trading system for both beginners and professional traders that demand highly reliable market data and performance. Traders of all experience levels can easily design and customize layouts and widgets to best fit their trading style. PrimeXBT is always offering innovative products and professional trading conditions to all customers. PrimeXBT is running an exclusive promotion for listeners of the podcast. After making your first deposit, 50% of that first deposit will be credited to your account as a bonus that can be used as additional collateral to open positions. Code: CRYPTONEWS50 This promotion is available for a month after activation. Click the link below: PrimeXBT x CRYPTONEWS50
Today is Thursday, October 26, and we're looking at Activision Blizzard vs. Electronic Arts.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
About Mark OteroIn this episode, join us for an insightful discussion with Mark Otero, a true innovator in the gaming sphere. Starting with his humble beginnings founding KlickNation, an entity that caught Electronic Arts' attention, Mark's journey is one of risk, innovation, and striking success in game design. His unique perspective on community engagement, in-game economics, and narrative-driven experiences has reshaped how we think about interactive environments. Dive into a conversation exploring the challenges and triumphs that have defined his career, and glean invaluable wisdom from one of the industry's pioneering minds. Get full access to Think Like A Game Designer at justingarydesign.substack.com/subscribe
Disney est l'une des plus grandes entreprises au monde, avec de multiples séries et films qui ont fait sa renommée depuis un siècle désormais. Cependant, ses productions les plus récentes ne suscitent pas autant d'engouement, et sa stratégie axée sur le streaming avec Disney+ coûte 1,5 milliard de dollars par an à l'entreprise. Une somme colossale qui a tiré Bob Iger, l'ancien dirigeant de Disney, de la retraite dorée prise il y a un an, afin de redresser la barre du navire Disney. Ainsi, le rachat tant attendu d'Electronic Arts ferait-il partie de cette tentative de redressement ? En ce moment, les fusion et acquisitions d'entreprises dans le secteur du jeu vidéo sont légion. On peut notamment penser à Microsoft qui a aspiré Activision Bilzzard King… On a d'ailleurs consacré un épisode il y a peu à ce sujet, que je vous invite à aller écouter. Selon Bloomberg, les dirigeants de Disney envisagent sérieusement de racheter EA. Si une telle acquisition venait à se réaliser, Disney pourrait rassembler toutes ses licences de jeux vidéo sous la bannière d'Electronic Arts, y compris Marvel, Star Wars ou encore Kingdom Hearts. Cela aurait des conséquences notables pour les studios et éditeurs partenaires, qui ne seraient logiquement sollicités pour travailler sur davantage de franchises de Disney… Si il y a bien une licence pour laquelle cette fusion fait sens, c'est pour Star Wars. En effet, jusqu'à la fin de cette année, EA conserve l'exclusivité des jeux de la licence, notamment la série Star Wars Jedi, Battlefront et Squadrons. Une autre détail intrigant allant dans le sens d'une acquisition d'EA : la récente restructuration d'Electronic Arts en deux divisions distinctes : EA Sports et EA Entertainment. La première englobe les jeux de sport comme son nom l'indique (FIFA, NBA Live, Formula One…), tandis que la seconde concerne les autres titres de l'éditeur, comme Les Sims, Need for Speed et Battlefield. Pour l'heure, il est difficile d'imaginer que cette restructuration ait été mise en place sans un objectif précis… Peut-être est-ce un premier signe de cette vente que la rumeur évoque depuis des mois. Learn more about your ad choices. Visit megaphone.fm/adchoices
Cette fois-ci, c'est officiel : Activision Blizzard rejoint enfin la famille Xbox ! Et oui, il s'agit bel et bien d'un rachat historique, compromis ces derniers mois par plusieurs instances nationales et internationales, mais qui a finalement eu lieu tout récemment ! Et clairement, cela promet de bouleverser le paysage vidéoludique, offrant de nouvelles perspectives aux joueurs. Après 20 mois d'attente depuis l'annonce retentissante de cette acquisition, la voilà enfin concrétisée. Phil Spencer, le chef de file de Microsoft, n'a pas caché sa joie. Je cite, « nous adorons les jeux vidéo. Nous y jouons, nous les créons, et nous comprenons à quel point le jeu est essentiel, à la fois individuellement et collectivement en tant que communauté. Aujourd'hui, nous accueillons officiellement Activision Blizzard et ses équipes dans la famille Xbox » fin de citation. Une fois les réjouissances passées, qu'est-ce que cela va bien pouvoir impliquer ? Tout d'abord, il est clair que les futurs jeux d'Activision Blizzard King seront disponibles dès leur sortie sur le Game Pass. À court terme, cela concerne Call of Duty: Modern Warfare III, prévu pour le 10 novembre prochain. De plus, Xbox pourrait envisager d'ajuster les prix de son service phare, étant donné l'ajout massif de titres à son catalogue. Reste à savoir si les jeux d'Activision Blizzard King deviendront des exclusivités pour Xbox One, Xbox Series X|S et PC. La réponse variera apparemment au cas par cas, à moins qu'il s'agisse d'une franchise incontournable comme Call of Duty, qui ne le sera pas, du moins dans les 10 prochaines années. En ce qui concerne le cloud gaming, Microsoft subira une perte puisque les droits de ces jeux ont été cédés à Ubisoft de manière permanente pour les 15 prochaines années via son service Ubisoft+. Ce rachat représente sans aucun doute un pas de géant pour Microsoft, marquant une page historique pour l'industrie du jeu vidéo. L'avenir dira si les résultats seront positifs ou négatifs. Ceci dit, il est important de noter que Bobby Kotick, le PDG du groupe, quittera ses fonctions le 1er janvier 2024. Là encore, peut-être que cela pourra avoir des répercussions. En tout cas, il est peu probable de voir une opération de cette envergure se reproduire de sitôt, sauf si Disney parvient officiellement à racheter Electronic Arts comme la rumeur le laisse entendre depuis plusieurs mois. Learn more about your ad choices. Visit megaphone.fm/adchoices
My guest today is the former Director of Communications for Sony Computer Entertainment Europe. After graduating from the University of Exeter, he joined Dennis Publishing where he worked as deputy editor of Your Sinclair, before becoming the games correspondent for News International's Today newspaper. In 1992 he left journalism for the world of PR, assuming the role of Head of European PR for Electronic Arts, where he promoted the launches of the earliest FIFA and Madden titles. Then, in April 2000 my guest joined Sony for the launch of the PlayStation 2. He remained at PlayStation for nineteen years, witnessing the launch of four major consoles, dealing with tabloid crises, before, in 2019, leaving to join NetEase Games where, among others, he looks after the legendary creators Suda51 and Toshihiro Nagoshi. Thank you for listening to My Perfect Console. Please consider becoming a supporter; your small monthly donation will help to make the podcast sustainable for the long term, contributing toward the cost of equipment, editing, and hosting episodes. https://plus.acast.com/s/my-perfect-console. Hosted on Acast. See acast.com/privacy for more information.
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¿Te gusta Reload? Apóyanos en Patreon (https://www.patreon.com/anaitreload) para acceder a contenidos exclusivos, recibir los episodios dos días antes y hacer posible que sigamos adelante
Sony reveal a NEW PlayStation 5 console and Disney in talks to acquire Electronic Arts and double down on gaming! 00:00:26 - Welcome/Housekeeping00:04:05 - Forza Motorsport First Impressions00:08:55 - What We're Playing00:17:27 - The News! 00:18:31 - New PlayStation 5 console confirmed! 00:31:58 - Disney looking to buy EA? 00:44:00 - Xbox close ABK landmark deal!00:54:58 - October PS Plus Games00:58:47 - PS5 Games via Cloud Gaming01:08:50 - AC Mirage has sold really strong01:11:51 - Mario & Sonic Round-UpEnjoy more GamerGuildTV content!
Acabou! Após uma longa jornada, a Microsoft conseguiu concretizar a aquisição da Activision King Blizzard, transformando Call of Duty, Warcraft e Candy Crush em propriedades do Xbox. Além disso, a Disney pode estar de olho na Electronic Arts, e até mesmo Guitar Hero pode voltar. PH comenta a grande notícia do ano no Ping desta sexta-feira. /// Veja o resumo do Ping de 13 de outubro de 2023:
Follow The Trophy Room Patreon: https://www.patreon.com/BadBit Discord: https://discord.gg/wPNp3kC Twitter: https://twitter.com/PSTrophyRoom ---------------------------------------- This week on The Trophy Room - A PlayStation Podcast host Joseph and Kyle talk about Sony announces release of new PlayStation 5 Slim models with Attachable Disc Drive Revealed and launching in November in North America. While the new PlayStation 5 Slim may look better its Digital only counterpart comes in rocking a $50 price increase in The United States. Is this yet an other fumble from outgoing CEO Jim Ryan? According to Bloomberg sources Disney execs are pressuring Disney CEO Bob Iger to get into the gaming industry by acquiring Electronic Arts but would this be devastating for EA and games like Titanfall 3? The Last of Us Part 2 Remastered Rumors have begun to swirl, PlayStation Plus Extra, Deluxe, and Premium members get Cloud gaming, free games, and Wawa Bargain bin movies! Assassin's Creed Mirage Review and more!
This week we ended up doing an impromptu dive into the past/present/future of Assassin's Creed in the wake of Mirage's release, talked (?) at length (??) about a new Robocop game (???), dabbled with Payday 3, considered the new PS5 design's place in the pantheon of PlayStations, pondered an AI Guitar hero and Disney's Electronic Arts, and more! Advertise on The Nextlander Podcast at Audioboom, or support us on Patreon! CHAPTERS (00:00:00) NOTE: Some timecodes may be inaccurate for versions other than the ad-free Patreon version due to dynamic ad insertions. Please use caution if skipping around to avoid spoilers. Thanks for listening. (00:00:10) Intro (00:04:06) Let's talk about moisturizing and skincare (00:12:37) Show rundown (00:12:56) Assassin's Creed Mirage [PC (Microsoft Windows), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Xbox One, Xbox Series X|S] on Oct 05, 2023 (00:45:35) Robocop: Rogue City [PC (Microsoft Windows), PlayStation 5, Xbox Series X|S] on Nov 02, 2023 (01:01:35) Payday 3 [PC (Microsoft Windows), Xbox Series X|S, PlayStation 5] on Sep 21, 2023 (01:09:05) Cocoon [Nintendo Switch, PC (Microsoft Windows), PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S] on Sep 29, 2023 (01:20:16) Break (01:20:43) PS5 Refresh (01:40:30) Unity CEO is no longer with Unity (01:46:24) A future where Disney owns EA? (01:55:26) Activision/Blizzard mentions Game Pass (02:02:53) Bobby Kotick mentions Guitar Hero (02:17:47) Send over some emails at podcast at nextlander dot com! (02:17:59) Nextlander content updates (02:21:12) Mysterious Benefactor Shoutouts (02:23:18) See Ya!
Full HP 1.121 - Noticias de videojuegos de lunes a jueves. Si acabas de llegar dale al follow y la campanita. ------------------ Patreon ---------------------------- ¡Apoyanos en nuestro Patreon! https://www.patreon.com/FULLHP ------------------ Patrocinadores --------------- ¡Utiliza nuestro link de referidos en Amazon! https://amzn.to/2nOHboW ¡Y compra videojuegos en Instant Gaming con nuestro enlace! https://www.instant-gaming.com/es/?igr=esportmaniacos SORTEO EN INSTANT GAMING: https://www.instant-gaming.com/es/giveaway/ESPORTMANIACOS --------------Nuestras redes ------------------------- Mikkael: https://twitter.com/ggMikkael NachoMol: https://twitter.com/nachoMoL DonPedro: https://twitter.com/DonPedroES Weweicon: https://twitter.com/WeWeicon Yuste: https://twitter.com/inyustificado
Desde hace casi 30 años la saga futbolera de Electronic Arts se ha convertido en una cita inevitable cada año para los amantes del deporte virtual. Esta vez el juego de EA inicia una nueva época con un cambio de nombre y rediseño de filosofía, hoy charlamos de todo ello con uno de los máximos responsables de la franquicia. Además os presentamos los DENON Pearl unos auriculares muy especiales porque antes de escuchar música nos realizan una especie de audiometría para adaptar el sonido a las condiciones de nuestros odidos, la tecnología médica se entremezcla con la de consumo.Escuchar audio
Join Brad and Micah on Dense Pixels for a candid discussion about the latest developments in the gaming industry. They explore the recent layoffs at Epic Games, including the departure of Steam Spy creator Sergiy Galyonkin, and the reported halt in development for The Last of Us Factions. The hosts dissect the resumption of the FTC's case against Microsoft's acquisition of Activision Blizzard and Jim Ryan's legacy at Sony. They also delve into Electronic Arts' decision to remove the FIFA back catalogue from digital storefronts ahead of the FC24 release. In a thought-provoking segment, Brad and Micah examine the concept of sequels that offer "more of the same" and whether it remains a viable approach for major game releases in today's industry.This show is part of the Spreaker Prime Network, if you are interested in advertising on this podcast, contact us at https://www.spreaker.com/show/5941715/advertisement
Support this podcast on Patreon: www.patreon.com/theAIP This chat features Keika Lee, founder of Greyscale Animation, known for its viral short Odd Dog, and upcoming Oren's Way. In their chat Lee shares how she went from the production side of things at studios like Electronic Arts and DreamWorks to founding her own animation studio, funding her own films, and building her own team of animators. Tune in to Ibele and Lee to hear: *Why Odd Dog went viral on YouTube *Lee's secret to a successful Kickstarter *How Lee connected with animators to hire for short term projects Social Links: *Visit greyscale animation's website: https://www.greyscaleanimation.com/ *Follow greyscale animation on Instagram: https://www.instagram.com/greyscaleanimation *Follow greyscale animation on Twitter: https://twitter.com/greyscaleanim
EA Sports FC 24 foi lançado na última sexta-feira (29) e está disponível para diversas plataformas. O game da Electronic Arts é o primeiro da franquia a estar desvinculado com a entidade máxima do futebol, a FIFA, e no Multiplayer desta segunda-feira (02) Lorena de Araújo fala com Ricardo Caetano sobre essa nova era do simulador de futebol, novidades do jogo, diferenças do FIFA 23 e a mais. Créditos da Trilha Sonora: DJ Sona's Ultimate Skin Music: Kinetic — The Crystal Method x Dada Life
Get the power of 10,000 marketing experiments. Play with MECLABS AI at MECLABS.com/AI (MECLABS is the parent organization of MarketingSherpa).“The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.”That quote is from George Bernard Shaw, and hopefully is inspiration for anyone trying to make positive change in their organization.I thought of that quote while reading a lesson in the podcast guest application for this episode's guest – ‘change starts here.'Different words, same sentiment. The status quo is tenacious. If you want change to happen, you need to be unreasonable. It needs to start with you.To discuss the story behind that lesson, along with many more lesson-filled stories, I talked to Dan Garzia, Chief Marketing Officer, Provenance Blockchain Foundation (https://provenance.io/).Provenance Blockchain Foundation is a nonprofit organization that supports a public, open-source blockchain, used by 70 financial institutions, including fintechs, banks, and credit unions. More than $15 billion in financial asset transactions have been supported by Provenance Blockchain.In his career, Garzia has managed teams as large as 80, up to 12 partners, and budgets as large as $110 million.Stories (with lessons) about what he made in marketingSome lessons from Garzia that emerged in our discussion:Progress beats perfectionMake up for areas where you're not as strongCelebrate the winNetwork every dayChange starts hereWords matterRelated content discussed in this episodeMarketing Chart: How important customer-first marketing is to consumers (https://www.marketingsherpa.com/article/chart/customer-first-marketing-importance)The Low-Hanging Fruit: 11 specific examples of small marketing and communication changes that drove big results (https://www.marketingsherpa.com/article/chart/customer-first-marketing-importance)Optimization and A/B Testing: Why words matter (for more than just SEO) (https://marketingexperiments.com/conversion-marketing/optimization-and-testing-why-words-matter)Subscribe to our podcastThis article is distributed through the MarketingSherpa email newsletter (https://www.marketingsherpa.com/newsletters). Sign up for free if you'd like to get more episodes like this one.For more insights, check out...This podcast is not about marketing – it is about the marketer. It draws its inspiration from the Flint McGlaughlin quote, “The key to transformative marketing is a transformed marketer” from the Become a Marketer-Philosopher: Create and optimize high-converting webpages (https://meclabs.com/course/) free digital marketing course.Apply to be a guestIf you would like to apply to be a guest on How I Made It In Marketing, here is the podcast guest application – https://www.marketingsherpa.com/page/podcast-guest-application
In der heutigen Folge „Alles auf Aktien“ sprechen die Finanzjournalisten Laurin Meyer und Holger Zschäpitz über das Börsenwunder von Schott, einen möglichen Befreiungsschlag für ThyssenKrupp und fette Preiserhöhungen bei Nike. Außerdem geht es um Gerresheimer, Lanxess, Commerzbank, Workday, Micron, CarMax, Accenture und Electronic Arts. Wir freuen uns an Feedback über aaa@welt.de. Disclaimer: Die im Podcast besprochenen Aktien und Fonds stellen keine spezifischen Kauf- oder Anlage-Empfehlungen dar. Die Moderatoren und der Verlag haften nicht für etwaige Verluste, die aufgrund der Umsetzung der Gedanken oder Ideen entstehen. Hörtipps: Für alle, die noch mehr wissen wollen: Holger Zschäpitz können Sie jede Woche im Finanz- und Wirtschaftspodcast "Deffner&Zschäpitz" hören. Außerdem bei WELT: Im werktäglichen Podcast „Kick-off Politik - Das bringt der Tag“ geben wir Ihnen im Gespräch mit WELT-Experten die wichtigsten Hintergrundinformationen zu einem politischen Top-Thema des Tages. Mehr auf welt.de/kickoff und überall, wo es Podcasts gibt. +++ Werbung +++ Du möchtest mehr über unsere Werbepartner erfahren? [**Hier findest du alle Infos & Rabatte!**](https://linktr.ee/alles_auf_aktien) Impressum: https://www.welt.de/services/article7893735/Impressum.html Datenschutz: https://www.welt.de/services/article157550705/Datenschutzerklaerung-WELT-DIGITAL.html
This week the guys discuss Electronic Arts soccer, Far Cry 7, Vampire Survivors, Sony vs. Gaming Heads, Starfield, Tony Hawk's Pro Skater 1 + 2, The Talos Principle 2, and Unity getting games canceled. PlayStation boss Jim Ryan to retire next spring Meta Quest 3 is coming on October 10 All of Sony systems allegedly hacked by new ransomware group Let us know what you think.
This week the guys discuss Electronic Arts soccer, Far Cry 7, Vampire Survivors, Sony vs. Gaming Heads, Starfield, Tony Hawk's Pro Skater 1 + 2, The Talos Principle 2, and Unity getting games canceled. PlayStation boss Jim Ryan to retire next spring Meta Quest 3 is coming on October 10 All of Sony systems allegedly […]
This episode features Financial Cookbook, released in 1984 by Electronic Arts. It was written by Stan Trost.
Jayne Peressini is the Senior Director, Mobile Marketing and Growth @ Electronic Arts (EA). Her team manages user acquisition, retargeting, and user retention across the multiple genres of games that EA produces. Jayne's interest in gaming dates back to the pre-iPhone era when her Dad purchased her a console on which she became hooked to playing games. Jayne believes that mobile gaming helps people gain a sense of community and can sometimes act as a welcome distraction, which is why mobile gaming metrics have been going through the roof during the pandemic. She also believes in taking a challenging campaign and iterating through to make it work. She fondly recalls a campaign where she challenged assumptions about women playing sports and eventually succeeded after multiple iterations. Furthermore, Jayne firmly believes in the idea of “you only fail when you quit” and also emphasizes the importance of working together through failure in order to achieve success as a team. Jayne thinks that, especially after IDFA deprecation in iOS 14.5, gaming companies should focus on overall user lifecycle metrics. She favors choosing the right time to transition them across the lifecycle instead of using interruption marketing. Jayne's team management philosophy revolves around giving due credit and providing genuine encouragement regularly. Jayne advises younger folks in gaming to reach out to mentors with whom they identify personally and ask them for specific advice while also encouraging senior mentors in the industry to share their knowledge freely.
This episode features the Cut & Paste word processor, released in 1983 by Electronic Arts. It was programmed by Tim Mott, Steves Hayes, Norm Lane, David S Maynard, Jerry Morrison, Steve Shaw, Dan Silva.
Welcome to Dev Game Club, where this week we begin a new series on 2009's Rocksteady breakout, Batman: Arkham Asylum. We set the game in its time, as well as introducing its principals, and talk a bit about one man's fandom. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly up to first Scarecrow encounter Issues covered: introducing the center of the madness, returning to these two, mythology and archetype, the games of 2009, some early Rocksteady history, coming out of the shadows, developing their process, taking on the superhero genre, licensed titles and not overcoming them, replicating game designs to the license, something finally living up to or exceeding expectations, a long digression into superhero cinema, seeing the attention to detail, pre-code comics and other Brett comic history, a small development team, puzzle box, comparing team sizes, a time with fewer new sorts of games, the August window, great voice cast and writing, seeing signs that they really care, narrative design and other writers, getting a lot of mileage from the voice cast, setting up the story, a big plan from the Joker, introducing Arkham as the location, constraining Batman to present the Joker, not your typical Batman universe, exaggerated characters, a simple setup/trope, establishing a new look for Harley Quinn, other influences for the art direction, "I admire its purity," the clear proof of concept in vertical slice, what a vertical slice, solving major production questions, a good tutorial room vs one that works less well, having all the elements, how Batman has stealth, using fantasy in the checkpointing, impacting later Batmen, filling a Pokedex. Games, people, and influences mentioned or discussed: Dungeons and Dragons, Cesar Romero, Jack Nicholson, Heath Ledger, Joaquin Phoenix, DC and Marvel, The Batman, Robert Pattinson, Sega, Michael Keaton, Batman: The Animated Series, PlayStation, Jamie Fristrom, Insomniac, Uncharted 2, Borderlands, Demons's Souls, Ratchet & Clank, Brutal Legend, League of Legends, Assassin's Creed II, Infamous, Eye of the Beholder, Dragon Age: Origins, Left 4 Dead 2, New Super Mario Bros Wii, Bayonetta, Rocksteady, Urban Chaos, Warner Bros, Eidos, Crystal Dynamics, Jamie Walker, Sefton Hill, Argonaut Games, Ubisoft, Star Wars, Electronic Arts, Lord of the Rings, Godfather, Batman Begins, Christopher Nolan, Tim Burton, Val Kilmer, George Clooney, Joel Schumacher, Peter Jackson, Superman 64, Freedom Force, Grant Morrison, Dave McKean, Sandman, V for Vendetta, Watchmen, X-Men, Ben Affleck, Metroidvania, Fallout 3, Bethesda Game Studios, Dark Souls, BioShock, Madden, Baldur's Gate III, Larian Studios, Paul Dini, Kevin Conroy, Mark Hamill, Arlene Sorkin, Adrienne Barbeau, Half-Life, John Cena, Steve Austin, The Rock, Alan Moore, Frank Miller, The Dark Knight Returns, Alex Ross, Gotham Central, Gears of War, Tomb Raider, Alien, Penny Arcade, Sam Fisher, Thief, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More! We don't know how much more! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Sega introduces ratings Nintendo beats Tengen Sony buys Psygnosis These stories and many more on this episode of the VGNRTM This episode we will look back at the biggest stories in and around the video game industry in July 1993. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Alex Smith of They Create Worlds is our cohost. Check out his podcast here: https://www.theycreateworlds.com/ and order his book here: https://www.theycreateworlds.com/book Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on Mastodon @videogamenewsroomtimemachine@oldbytes.space Or twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: 7 Minutes in Heaven: Mighty Final Fight Video Version: https://www.patreon.com/posts/89127339 https://en.wikipedia.org/wiki/Mighty_Final_Fight https://www.mobygames.com/game/11085/mighty-final-fight/ Corrections: June 1993 Ep - https://www.patreon.com/posts/june-1993-86864543 Ethan's fine site The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ https://en.wikipedia.org/wiki/St.GIGA https://en.wikipedia.org/wiki/Barcode_Battler 1993: EA sales way up! https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n29/mode/1up?view=theater Japanese game makers had bumper 1992 Replay July 1993 pg. 14 Sega's Nakayama sees bright future https://www.nytimes.com/1993/07/04/business/sega-takes-aim-at-disney-s-world.html Namco goes to China Replay July 1993 pg. 3 The press discovers violent games Play Meter July 1993 Sega introduces rating system Play Meter July 1993 pg. 38 RePlay July 1993 pg. 18 Genesis Street Fighter gets delayed https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n11/mode/2up https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n5/mode/1up?view=theater Sunsoft beats Action Replay https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n9/mode/1up?view=theater Sega announces Mega Drive 2 and MegaCD 2 https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20048%20%28July%201993%29/page/n56/mode/1up https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n25/mode/1up?view=theater Hook your TurboDuo up to your PC https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n9/mode/2up https://archives.tg-16.com/TURBOFORCE/TF-03-04.jpg https://archives.tg-16.com/00_feature.htm Summer CES belongs to multimedia and networking Replay July 1993 pg. 28 7th Guest gets mixed reviews https://archive.org/details/PC.Games.N010.1993.07-fl0n/page/n75/mode/2up Games gum up the works on office PCs https://www.nytimes.com/1993/07/04/weekinreview/zap-whang-aieeee-eat-phaser-klingon-er-boss.html US government promotes Clipper https://archive.org/details/eu_BYTE-1993-07_OCR/page/n39/mode/1up https://en.wikipedia.org/wiki/Clipper_chip Nintendo launches barebones Gameboy https://archive.org/details/GamePro_Issue_048_July_1993/page/n144/mode/1up Toys R Us drops the Lynx https://archive.org/details/GamePro_Issue_048_July_1993/page/n143/mode/2up FAA considering game ban https://archive.org/details/GamePro_Issue_048_July_1993/page/n146/mode/1up Nintendo beats Atari Games in court https://www.nytimes.com/1993/07/30/business/company-news-jury-says-atari-infringed-nintendo-system.html Phillips launches barrage of lawsuits Replay July 1993 pg. 14 Accolade and Sega bury the hatchet https://archive.org/details/GamePro_Issue_048_July_1993/page/n144/mode/1up AT&T buys stake in Sierra Network https://www.nytimes.com/1993/07/29/business/at-t-sees-the-future-in-games.html https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n29/mode/1up?view=theater Spectrum Holobyte buys Bullet-Proof https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up https://archive.org/details/Video_Games_Computer_Entertainment_Issue_54_July_1993/page/n27/mode/1up?view=theater Sony buys Psygnosis https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up https://archive.org/details/pc-review-21/page/15/mode/1up Imagine documentary - https://youtu.be/ZoDh61sgCOg?si=MG-VMl41JvvEN6-X EA goes to Sesame Street https://archive.org/details/Game_Players_PC_Entertainment_Vol.6_Issue_4_July1993_U/page/n7/mode/1up https://www.mobygames.com/company/3076/eakids/ Double Dragon coming to TV https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n11/mode/2up https://en.wikipedia.org/wiki/Double_Dragon_(TV_series) Chris Crawford gives his Dragon Speech at CGDC https://archive.org/details/Computer_Gaming_World_Issue_108/page/n33/mode/2up https://www.youtube.com/watch?v=CBrj4S24074 https://archive.org/details/Computer_Gaming_World_Issue_108/page/n161/mode/1up https://archive.org/details/pc-review-21/page/32/mode/1up https://archive.org/details/ElectronicGamesLC2/Electronic%20Games%20LC2%20Issue%2010%20%28July%201993%29/page/n9/mode/2up Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Games That Weren't - https://www.gamesthatwerent.com/ Sound Effects by Ethan Johnson of History of How We Play. Copyright Karl Kuras
Edited highlights of our full conversation. Here's a question. How much of your real self are you showing? This week's guest is DJ Jackson. He's the Vice President of Brand at EA Sports. They're a division of Electronic Arts and one of the world's largest developers and publishers of sports video games. Their slogan, “If it's in the game, it's in the game,” has become a reference point for judging the authenticity of their games. Leading a business that exists in the digital world means straddling artificiality and reality. Information and emotion. Which is a lot like leadership. Leadership has gone through a generational shift in the least three years. Leadership as a performance, which worked for more than half a century, has been made extinct overnight. Human leadership is the complicated, contradictory path to success - both professionally and personally. That creates a challenge for most of us. How much of ourselves do we want to show the world? And how much do we want to keep behind the curtain? But even that has become complex. Because today's world class talent aren't willing to accept whatever you're willing to give. They have their own needs and expectations, too. First among which is they want to work for fully formed human beings. People with feelings, who don't always have all the answers. There's a fine line balancing the confidence that all leaders need to project, with the vulnerability that comes from being a self-aware human. Where are you on that continuum? How much of your real self are you showing?
Edited highlights of our full conversation. Here's a question. How much of your real self are you showing? This week's guest is DJ Jackson. He's the Vice President of Brand at EA Sports. They're a division of Electronic Arts and one of the world's largest developers and publishers of sports video games. Their slogan, “If it's in the game, it's in the game,” has become a reference point for judging the authenticity of their games. Leading a business that exists in the digital world means straddling artificiality and reality. Information and emotion. Which is a lot like leadership. Leadership has gone through a generational shift in the least three years. Leadership as a performance, which worked for more than half a century, has been made extinct overnight. Human leadership is the complicated, contradictory path to success - both professionally and personally. That creates a challenge for most of us. How much of ourselves do we want to show the world? And how much do we want to keep behind the curtain? But even that has become complex. Because today's world class talent aren't willing to accept whatever you're willing to give. They have their own needs and expectations, too. First among which is they want to work for fully formed human beings. People with feelings, who don't always have all the answers. There's a fine line balancing the confidence that all leaders need to project, with the vulnerability that comes from being a self-aware human. Where are you on that continuum? How much of your real self are you showing?
Here's a question. How much of your real self are you showing? This week's guest is DJ Jackson. He's the Vice President of Brand at EA Sports. They're a division of Electronic Arts and one of the world's largest developers and publishers of sports video games. Their slogan, “If it's in the game, it's in the game,” has become a reference point for judging the authenticity of their games. Leading a business that exists in the digital world means straddling artificiality and reality. Information and emotion. Which is a lot like leadership. Leadership has gone through a generational shift in the least three years. Leadership as a performance, which worked for more than half a century, has been made extinct overnight. Human leadership is the complicated, contradictory path to success - both professionally and personally. That creates a challenge for most of us. How much of ourselves do we want to show the world? And how much do we want to keep behind the curtain? But even that has become complex. Because today's world class talent aren't willing to accept whatever you're willing to give. They have their own needs and expectations, too. First among which is they want to work for fully formed human beings. People with feelings, who don't always have all the answers. There's a fine line balancing the confidence that all leaders need to project, with the vulnerability that comes from being a self-aware human. Where are you on that continuum? How much of your real self are you showing?
I do this podcast because the people I meet in my line of work are really interesting. That's a lot of it. John Bell is exactly the kind of podcast I love doing because he's not somebody you can just throw into a typical mold and say, oh he's an artist or he's an art dealer. You know? John is an Academy Award-nominated individual who's worked on movies like Back to the Future Two, Men in Black, and Jurassic Park. All are culturally significant, yet they'd be incomplete without the influence of John Bell.That's not all he's done, however. John also worked for Atari, General Motors, Nike, and Electronic Arts. You know, just a few small companies.So it's the story of perseverance to some extent, and how you can start off as one thing (in his case a car designer) and end up in a completely different area. that being said, they have this unique kind of symmetry and rhythm that becomes clear on his journey and in his artwork.This is a great podcast documenting the very interesting journey of artist and designer John Bell.You can see most of the work referenced in this podcast at https://www.johnbell.studio
Chris Hood is a digital strategist, thought leader, speaker, and author with over 35 years of experience in business development and digital strategy. Today Chris consults with the largest companies in the world on his book, Customer Transformation, that helps organizations align with their customers and increase business value. Chris also covers these topics on his podcast, "The Chris Hood Digital Show." Chris previously worked at Google as the Head of Business Innovation and Strategy, where he hosted the podcast "That Digital Show." In his spare time, Chris teaches at Southern New Hampshire University. Chris has a background that spans many industries, but he has primarily worked in Media and Entertainment at companies including Fox, Disney, Universal, and Electronic Arts.www.chrishood.com
Chris Hood is a digital strategist, thought leader, speaker, and author with over 35 years of experience in business development and digital strategy. Today Chris consults with the largest companies in the world on his book, Customer Transformation, that helps organizations align with their customers and increase business value. Chris also covers these topics on his podcast, "The Chris Hood Digital Show." Chris previously worked at Google as the Head of Business Innovation and Strategy, where he hosted the podcast "That Digital Show." In his spare time, Chris teaches at Southern New Hampshire University. Chris has a background that spans many industries, but he has primarily worked in Media and Entertainment at companies including Fox, Disney, Universal, and Electronic Arts.www.chrishood.com
Paulo Ribeiro is the founder of Two Things, a transformative agency for active lifestyle brands. With clients like The North Face, Timberland, and more, Paulo's expertise in brand advertising and global brand strategy has shaped industry leaders like Nike and Electronic Arts. We discussed all of this and more this week on the On Brand podcast. About Paulo Ribiero Paulo Ribeiro is the founder of Two Things, a brand transformation agency that focuses on the active lifestyle category. Two Things serves clients such as The North Face, Timberland, Visit Sun Valley, Mad Hippie, Converse, and Arc'teryx. Paulo began his career in brand advertising first in NYC and then in SF at Hal Riney+Partners, the first creatively led agency, during the dot com boom. At Wieden + Kennedy, he was head of global brand strategy for Nike and Electronic Arts through the era of digital transformation. He led the evolution of innovation agency Redscout to better serve Silicon Valley, working with Reid Hoffman on LinkedIn's positioning and expanding Gatorade's portfolio from beverages to food and digital products. Paulo was the Managing Director of one of the first Venture Studios-West SF, which was founded by Jack Dorsey to accelerate the growth of many of the world's most disruptive startups. His portfolio included Venmo, Jawbone, Twitter, Braintree, Square, Tumblr, and many others. More recently he led the creation of the Wieden + Kennedy Lodge the innovation agency, within the W+K Network, working with Nike's secretive Innovation Kitchen, Samsung, and Verizon as clients. The fruits of that labor contributed significantly to W+K earning Global Agency of the Year two years in a row. Paulo's work has been discussed in the New York Times, Fast Company, The Wall Street Journal, Ad Age, Adweek, Techcrunch, Monocle, The Guardian, Communication Arts, LA Times, Business Insider, and many other publications. Episode Highlights What is a lifestyle brand? Paulo and his team define it as, “any brand that encourages an active lifestyle” including both athletics and travel. What are the Two Things? The name of Paulo's agency comes from “the art of combining two unrelated things in an interesting way” to stand out in the crowded, distracted world we find ourselves in. The role of tension. Paulo and I spent a lot of our conversation talking about tension. Tension between the advertising industry and the Silicon Valley innovation mindset. Tension between scale and experimentation. This tension can play an important role in standing out today. What brand has made Paulo smile recently? First, Paulo threw it back to the EA and Nike collaboration, Dot Swoosh, that he referenced earlier. He then shared the amazing activation the Barbie team did with Ken and the Dream House. “Actions speak louder than words.” To learn more, check out the agency's website at TwoThings.co. As We Wrap … Listen and subscribe at Apple Podcasts, Spotify, Amazon/Audible, Google Play, Stitcher, TuneIn, iHeart, YouTube, and RSS. Rate and review the show—If you like what you're hearing, be sure to head over to Apple Podcasts and click the 5-star button to rate the show. And, if you have a few extra seconds, write a couple of sentences and submit a review to help others find the show. Did you hear something you liked on this episode or another? Do you have a question you'd like our guests to answer? Let me know on Twitter using the hashtag #OnBrandPodcast and you may just hear your thoughts here on the show. On Brand is a part of the Marketing Podcast Network. Until next week, I'll see you on the Internet! Learn more about your ad choices. Visit megaphone.fm/adchoices
In the innovative world of games—where narratives intertwine and the stories we craft engage and inspire—we eagerly welcome Joe Nickolls, a prodigious titan in the games industry.Joe, boasting over two decades of experience, has sculpted, refined, and reshaped AAA Video Game development, contributing to some of the world's most loved, recognised, and revered titles. In today's episode, Joe walks us through his captivating journey, transitioning from radio, Polygram, and Universal Music to the dazzling heights of franchises such as FIFA, NHL, and The Sims. Witness the evolution of a man who, after scaling the peaks at Electronic Arts, Microsoft, and Capcom, felt the call of home. This led to the creation of Vancouver's latest award winning treasure, the phenomenal Timbre Games Studio.We dive deep into Joe's vision with Timbre—unearthing the 'Why' underpinning the studio, with its commitment to diversity, value and values and why 'Culture Drives Creativity'. We shed light on the importance of multipotentiality and diversity of thought in the games industry, echoing the belief that "Talent Comes From Anywhere" regardless of one's background.As we delve further, Joe provides an insider's perspective on the industry's recent transformations, from the dynamic shifts in mobile gaming and subscription models to the resounding impact of "quality" epitomised by iconic titles like Diablo 4.Our conversation then shifts to the potential of content cross-pollination and franchise reimagination, referencing standout productions like 'The Last of Us', 'The Bear', 'Andor', 'The Mandalorian', and more. We discuss the intrinsic power of storytelling, examining the intricate balance between emotion, subject, and technology. We also venture into nostalgic games of old, revisiting titles like SSX, Fallout, Half-Life, and BioShock, emphasising how games can transcend mere entertainment to become lasting moemorable experiences.In the episode's finale, Joe speculates on the future of the industry, touching upon the burgeoning potential of AI and introducing the intriguing 'JoesImpact100', leaving listeners with an amazing NASA encounter you're not going to want to miss.This isn't just another podcast episode—it's a deep dive into the games industry, its evolution, and a salute to the infinite opportunities borne from genuine creativity and innovation. Remember, games are more than play; when crafted rightly, they sculpt memories that last a lifetime. So, sit back, relax, and enjoy this enlightening journey!---------If you've found value in our conversation, please like, share, and subscribe. Your support helps us spread these important messages and grow our community. Listen to The Purpose Made Podcast on Spotify, Apple Podcasts, and other platforms or watch along on Youtube: https://www.youtube.com/@PurposeMadePodcastLet's continue this journey of lifelong learning and transformation together!If you have any thoughts on today's topics, drop us a comments. We love hearing from our community and often use your insights to shape our next episodes. Join our tribe and lets grow together https://plus.acast.com/s/purpose-made-podcast. Hosted on Acast. See acast.com/privacy for more information.