The document summarizes a Singapore-based gaming company's plans to target the African mobile gaming market. The company will develop its first casual mobile game emulating Plants vs Zombies for Nokia phones. It will focus on Egypt, South Africa, Kenya, Nigeria and Morocco initially. The company aims to become the leading casual mobile gaming firm in Africa and break even within a year through in-app purchases and advertising on its free-to-play game. It will use Facebook ads and collaborations to market and distribute the game.
Canela is a PR firm with 15 consultants and offices in Barcelona, Lisbon, and Madrid. In 2013, they had €650,000 in turnover and have worked with clients like Lenovo, Getty Images, and Western Digital. They provide strategic communication consulting, media relations, social media services, and have experience running press conferences, celebrity events, and product review programs for their clients. Their team of consultants have many years of experience in journalism, communications, and working with tech and consumer brands.
Honolulu website marketing, hotel search engine optimization in Hawaii www.MedreamLIVE.com
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The document promotes a website that helps with e-marketing and search engine optimization. It encourages visiting the site to start optimizing marketing efforts. The company understands needs related to marketing because they enjoy Hawaii like potential customers.
This document outlines the requirements for a unit 3 individual project assignment. It provides headings and brief descriptions of the sections that must be included: an abstract, introduction, description of the target market and rationale, analysis of the competition and industry, rationale for chosen marketing channels and messages, and conclusion. References are also required on a separate page. The paper should be between 6-8 pages in length and follow APA formatting guidelines. Statistical claims require citations and copying tables directly is discouraged.
Healthwise is a mobile application that aims to help smokers quit smoking through various features like trivia games to curb cravings, tracking smoking habits, receiving encouragement from loved ones, and viewing the environmental impacts of smoking. The app currently provides trivia games and a virtual tree that grows or deteriorates based on smoking levels. Developers plan to improve the trivia with scoring and sharing, better track smoking costs and habits, and allow sharing of progress on social media to encourage others. A version for healthcare providers is also proposed to help monitor patients. The social and healthcare apps are considered commercially viable by helping smokers quit and improving health services.
Healthwise is a mobile application that aims to help smokers quit smoking through various features like trivia games to curb cravings, tracking smoking habits, receiving encouragement from loved ones, and viewing the environmental impacts of smoking. It currently provides a fun trivia game and tracks myths, but developers plan to add scoring/sharing to games, better question design, and a virtual tree that grows/dies based on smoking amount. The app also allows tracking spending, receiving SMS encouragement, and accessing support resources. It has potential to integrate with social media and provide a doctor-focused version to help with patient monitoring. Both social and healthcare versions show commercial viability by helping smokers quit and improving health services.
Healthwise is a mobile application that aims to help smokers quit smoking through various features like trivia games to curb cravings, tracking smoking habits, receiving encouragement from loved ones, and learning about the negative health effects. The app currently has a basic trivia game and tree that grows or deteriorates based on smoking levels. Future improvements include scoring for trivia, sharing progress on social media, and providing more detailed health impact information. There is also potential to expand into monitoring patients for healthcare providers or helping with other addictions. The social and healthcare versions both seem commercially viable by helping smokers quit and improving health services.
This document discusses a student project to build an online platform called Webuiltit that allows users to store and showcase their university group project work. It would help document student contributions and roles. The platform focuses on making it easy for students to store project artifacts like images, videos and presentations. Key features would allow users to create profiles, make and join projects, and add/comment on assets. The document outlines user profiles, features, design guidelines and results from usability testing iterations to refine the interface and navigation based on student feedback.
This document describes a proposed mobile application to help users network effectively at conferences. The main objectives are to identify other participants using augmented reality technologies like facial recognition and QR codes from a conference booklet. The application would allow users to search for participants by name or face, access profile information from integrated social networks, and contact participants through a personalized message board. The document outlines the technical design using iOS and various computer vision algorithms. It also discusses challenges, the current progress implementing facial detection and recognition, and the future timeline including usability testing.
FYP: Peer-to-Peer Communications Framework on Android Platformwebuiltit
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This document presents a peer-to-peer communication framework for Android mobile devices. It aims to address scalability and cost issues with traditional client-server architectures for distributing large files to many users. The framework uses a modified Gnutella peer-to-peer network architecture over Bluetooth to allow devices within 10 meters to directly connect and share resources like files, without relying on a centralized server. The framework seeks to support ad-hoc networking applications like gaming, messaging, and file sharing in a decentralized peer-to-peer manner that is more scalable than a traditional client-server model.
FYP: Peer-to-Peer Communications Framework on Android Platformwebuiltit
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This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes using a P2P network, and recaps the work done including a literature review and server implementation. The document then covers design decisions around using the Android platform, Bluetooth hardware choices and limitations, and a modified Gnutella network design. It provides implementation results and performance metrics for the framework and highlights some key features. Finally, it discusses limitations of the current framework and potential future work areas.
EventMe is a mobile application that provides a personalized list of events based on location and interests by using social features like Facebook login. The app allows users to easily create and share spontaneous events with other users. It aims to be a central place for students at NUS to learn about all events on campus through a simple and intuitive interface.
This document summarizes a project report for a real-time football simulation system developed by a team of students. The system involves 3 FPGAs - two Spartan 3E boards for the server and client and a Spartan 6 board for high definition display. Key aspects of the hardware design and implementation include a server with two Microblaze cores, one for graphics and one for communication/physics. A client board runs a single Microblaze. An AI co-processor was developed to offload intensive calculations. The Spartan 6 provides HDMI output using a custom video controller reading from a frame buffer in external DDR memory. Interrupts and threads ensure communications and simulation run in real-time.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through a demo. Limitations discussed include Bluetooth and dependency on a geo-location server, with future work proposed around Wi-Fi support, optimization, and security.
This document summarizes a research paper on developing a peer-to-peer communication framework for Android devices. The framework allows developers to leverage built-in communication capabilities like 3G, WiFi and Bluetooth without dealing with underlying networking implementations. The framework is based on a modified Gnutella peer-to-peer architecture and implements features like packet routing, flow control and automatic device discovery. Experimental results show throughput rates of around 54Kbps for nodes more than one hop away. The framework provides an open-source platform for building scalable mobile applications using peer-to-peer networks.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through a demo. Limitations discussed include Bluetooth capabilities and dependency on a geo-location server, with future work proposed to address Wi-Fi support, optimization, and security.
This document describes an app called iDare that allows users to complete dares for money. It was created by an iOS developer who recently graduated from NUS and enjoys rock climbing. The document outlines features like demoing the app, earning money for completing dares, using geolocation, and different types of dares that can be done through the app.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
The document summarizes a Singapore-based gaming company's plans to target the mobile gaming market in Africa. The company will initially focus on developing a tower defense game for Nokia phones, with the goal of becoming a leading casual gaming company across major African markets like South Africa, Kenya, Nigeria and Morocco. It outlines the company's short and long-term strategies, game design plans, market research approach, revenue model, and financial projections to achieve profitability within a year of launching their first game title.
This document provides information about the Second Call for Application for the Innovation/Entrepreneurship Practicum award. It offers funding of up to $10,000 for student groups to develop innovative solutions addressing issues for those at the bottom of the economic pyramid or platforms to promote entrepreneurship. Interested NUS students or student groups should submit applications with proposals meeting listed criteria such as being new, demonstrating economic value and sustainability, by May 9th, 2010 to Wong Peng Meng at NUS Enterprise.
Healthwise is a mobile application that aims to help smokers quit smoking through various features like trivia games to curb cravings, tracking smoking habits, receiving encouragement from loved ones, and learning about the negative health effects. The app currently has a basic trivia game and tree that grows or deteriorates based on smoking levels. Future improvements include scoring for trivia, sharing progress on social media, and providing more detailed health impact information. There is also potential to expand into monitoring patients for healthcare providers or helping with other addictions. The social and healthcare versions both seem commercially viable by helping smokers quit and improving health services.
This document discusses a student project to build an online platform called Webuiltit that allows users to store and showcase their university group project work. It would help document student contributions and roles. The platform focuses on making it easy for students to store project artifacts like images, videos and presentations. Key features would allow users to create profiles, make and join projects, and add/comment on assets. The document outlines user profiles, features, design guidelines and results from usability testing iterations to refine the interface and navigation based on student feedback.
This document describes a proposed mobile application to help users network effectively at conferences. The main objectives are to identify other participants using augmented reality technologies like facial recognition and QR codes from a conference booklet. The application would allow users to search for participants by name or face, access profile information from integrated social networks, and contact participants through a personalized message board. The document outlines the technical design using iOS and various computer vision algorithms. It also discusses challenges, the current progress implementing facial detection and recognition, and the future timeline including usability testing.
FYP: Peer-to-Peer Communications Framework on Android Platformwebuiltit
Ìý
This document presents a peer-to-peer communication framework for Android mobile devices. It aims to address scalability and cost issues with traditional client-server architectures for distributing large files to many users. The framework uses a modified Gnutella peer-to-peer network architecture over Bluetooth to allow devices within 10 meters to directly connect and share resources like files, without relying on a centralized server. The framework seeks to support ad-hoc networking applications like gaming, messaging, and file sharing in a decentralized peer-to-peer manner that is more scalable than a traditional client-server model.
FYP: Peer-to-Peer Communications Framework on Android Platformwebuiltit
Ìý
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes using a P2P network, and recaps the work done including a literature review and server implementation. The document then covers design decisions around using the Android platform, Bluetooth hardware choices and limitations, and a modified Gnutella network design. It provides implementation results and performance metrics for the framework and highlights some key features. Finally, it discusses limitations of the current framework and potential future work areas.
EventMe is a mobile application that provides a personalized list of events based on location and interests by using social features like Facebook login. The app allows users to easily create and share spontaneous events with other users. It aims to be a central place for students at NUS to learn about all events on campus through a simple and intuitive interface.
This document summarizes a project report for a real-time football simulation system developed by a team of students. The system involves 3 FPGAs - two Spartan 3E boards for the server and client and a Spartan 6 board for high definition display. Key aspects of the hardware design and implementation include a server with two Microblaze cores, one for graphics and one for communication/physics. A client board runs a single Microblaze. An AI co-processor was developed to offload intensive calculations. The Spartan 6 provides HDMI output using a custom video controller reading from a frame buffer in external DDR memory. Interrupts and threads ensure communications and simulation run in real-time.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through a demo. Limitations discussed include Bluetooth and dependency on a geo-location server, with future work proposed around Wi-Fi support, optimization, and security.
This document summarizes a research paper on developing a peer-to-peer communication framework for Android devices. The framework allows developers to leverage built-in communication capabilities like 3G, WiFi and Bluetooth without dealing with underlying networking implementations. The framework is based on a modified Gnutella peer-to-peer architecture and implements features like packet routing, flow control and automatic device discovery. Experimental results show throughput rates of around 54Kbps for nodes more than one hop away. The framework provides an open-source platform for building scalable mobile applications using peer-to-peer networks.
This document outlines a peer-to-peer (P2P) communication framework developed for the Android platform as an alternative to traditional mobile networks. It discusses the motivation to lower infrastructure costs, proposes a solution using an open-source P2P framework, and recaps the work done including server implementation and literature reviews. The document then covers design decisions around using the Android platform, hardware limitations, and a modified Gnutella network design. It presents implementation results and performance metrics and demonstrates the framework through a demo. Limitations discussed include Bluetooth capabilities and dependency on a geo-location server, with future work proposed to address Wi-Fi support, optimization, and security.
This document describes an app called iDare that allows users to complete dares for money. It was created by an iOS developer who recently graduated from NUS and enjoys rock climbing. The document outlines features like demoing the app, earning money for completing dares, using geolocation, and different types of dares that can be done through the app.
This application is submitted by a student group seeking funding for an innovation/entrepreneurship practicum project. The group's project aims to develop a commercializable prototype with economic value, targeting a specific market. If funded, the project would launch on a target start date and location. The group is requesting an estimated amount of funds and has proposed a funding strategy for becoming self-sustaining. This will be their first such project if approved.
The document summarizes a Singapore-based gaming company's plans to target the mobile gaming market in Africa. The company will initially focus on developing a tower defense game for Nokia phones, with the goal of becoming a leading casual gaming company across major African markets like South Africa, Kenya, Nigeria and Morocco. It outlines the company's short and long-term strategies, game design plans, market research approach, revenue model, and financial projections to achieve profitability within a year of launching their first game title.
This document provides information about the Second Call for Application for the Innovation/Entrepreneurship Practicum award. It offers funding of up to $10,000 for student groups to develop innovative solutions addressing issues for those at the bottom of the economic pyramid or platforms to promote entrepreneurship. Interested NUS students or student groups should submit applications with proposals meeting listed criteria such as being new, demonstrating economic value and sustainability, by May 9th, 2010 to Wong Peng Meng at NUS Enterprise.
1. EE3702: Electronic Gaming
Lian Yuanlin
Liu Tianwei
Jonathan Low
Petri Kalevi Niemala
Monday, October 31, 11
2. Company Introduction
Singapore-Based Company
$250,000 SGD
5 Employees
2 Programmers
1 Designer
1 Artist
1 Marketing Person
Target Africa
Monday, October 31, 11
3. Fixed Internet Penetration Rate (%)
50%
41.30%
37.5%
28.30%
25%
24.50%
12.5% 13.90%
9.70%
0%
Egypt Kenya South Africa Morocco (Dec 2010) Nigeria (Apr 2009)
Egypt (Jun 2011)
Kenya (2010) South Africa (2008)
Morocco Nigeria
(Mar 2011) (Mar 2011) (Mar 2011) (Mar 2011) (Mar 2011)
Monday, October 31, 11
4. Mobile Penetration Rate (%)
110%
100.18%
93.00% 92.15%
82.5%
55%
55.00%
44.60%
27.5%
0%
Egypt
Egypt (Jun 2011)
Kenya
Kenya (2010)
South Africa Morocco (Dec 2010) Nigeria (Apr 2009)
South Africa (2008)
Morocco Nigeria
(Jun 2011) (2010) (2008) (Dec 2010) (Apr 2009)
Monday, October 31, 11
5. Mobile Subscribers (in millions)
80
76.43
65.8
60
45
40
31.3
20 21
0
Egypt
Egypt (Jun 2011)
Kenya
Kenya (2010)
South Africa Morocco (Dec 2010) Nigeria (Apr 2009)
South Africa (2008)
Morocco Nigeria
(Jun 2011) (2010) (2008) (Dec 2010) (Apr 2009)
Monday, October 31, 11
6. Company Objective
Become the leading CASUAL mobile games
company present in the African market
Africa
South Africa
Kenya
Nigeria
Morocco
Egypt
Monday, October 31, 11
7. Short Term Strategy
Target Nokia Phones
Develop first title in 6 months’ time
Build up team competency
Understand the African market
Monday, October 31, 11
8. Long Term Strategy
Trend of increasing
number of
smartphones in Africa
Nokia Asha
Target Smartphones
Monday, October 31, 11
9. Game Design
Emulating Plants vs Zombies
Tower defense
Monday, October 31, 11
10. Game Design
Emulating Plants vs Zombies
Accessible Character Themes
Quirky Atmospheric Themes - Art, Music & Sound
Monday, October 31, 11
11. Game Design
Emulating Plants vs Zombies
Interesting Varied
Gameplay
Simple Learning Curve
Monday, October 31, 11
12. Game Design
Emulating Plants vs Zombies
In-Game Rewarding
System
Virtual Currency
(2 Types)
Leaderboard
Monday, October 31, 11
13. Market Research
Two separate Facebook Advertising Campaigns
Monday, October 31, 11
24. Leveling & Rewards
Earn virtual currency to power-up!
Gain more powerful weapons
or spells!
Monday, October 31, 11
25. Pricing Strategy
Competitive Pricepoints
Use of analytics to adjust pricepoints
Price (USD) Credits
$0.50 100
$2.00 500
$5 2000
$10 5000
Monday, October 31, 11
26. Marketing & Sales
Full time director based in South Africa
Responsible for communicating with telcos
Responsible for communicating with advertisers
Use Facebook Ads to survey our
gamers
Collaborate with Nokia and preload our
games into their phones
Monday, October 31, 11
27. Technology Base
Develop on Flash-Lite that is used on S40
Nokia Series
Develop SMS purchasing system
Monitor smartphone trends in Africa to
decide on next platform to adopt
Monday, October 31, 11
28. Financial Projections
Monthly Expenses
Costs (SGD)
2 * Programmer $7,000
1* Artist $2,500
1 * Marketing Director $2,500
1 * Game Designer $2,000
Rent & Utilities $1,000
Monthly Burn Rate $15,000
Monday, October 31, 11
29. Financial Projections
One Time Costs
Costs (SGD)
Marketing $50,000
Contract Work $5,000
Others (Software) $5,000
Total $60,000
Monday, October 31, 11
30. Financial Projection
TPV Goal at the 12th Month
(Based on 5 countries only)
Mobile Population 223,000,000
60% Nokia Users 133,800,000
2% Gamers 2,676,000
1.5% spend $0.50 USD/month 40,140
Total Payment Volume / Month $20,070 USD
Monday, October 31, 11
31. Financial Projections: Breaking Even
Game launches within 6 months
Monthly break even point to be reached
at 12th month
Monday, October 31, 11
32. Looking Forward
Agile and Adaptive
Use of analytics to understand the gamers and
the market
Start development of the next game on the 6th
month
Monday, October 31, 11