Hyperautomation and AI/ML: A Strategy for Digital Transformation Success.pdf
Innovation of a different kind in the traditional toys market
1.
2. Maker : CEO &
Founder of Makeree
Teacher : IDC, TAU,
Kibbutzim Seminar
Activist: GameIS,
Games For Peace
dudi@makeree.com
3. Although there are new innovative toys each
year (in average 60% of toys each year are new):
The structure of the industry and the identity of
the big players haven’t changed for decades !!!
https://law.resource.org/pub/eu/toys/guidance/the_european_toy_industry_-_facts_and_figures_-_january_2013-4.pdf
4. Until the mid 80s Toys
and Video Games were
considered the same
industry.
Today Video Games is a
bigger then Toys.
5.
6. • Mario was already in more then 250 games
• Successful new IP was very rare
• Home console game price didn’t change in
30 years
7. • Nintendo – 16.7 Billion
• Sony Computer
Entertainment – 14.0 Billion
• Microsoft Entertainment
Device Division – 8.2 Billion
• Electronic Arts – 4.2 Billion
• Activision Blizzard - 3.0
Billion
In 2008 video games market size world wide was
$55B (Today its about $90B).
5 companies dominate 85% of the market. Less
then sixth of the market was divided between
tens of thousands of companies
8. • NASDAQ +25%
• EA Stock -61%
• Activision Blizzard Stock -33%
• Xbox Division in Microsoft lifetime loss $7.8B
• Play Station Division in Sony lifetime loss $3B
• Nintendo Stock -71%
http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next
10. Revenues from games 2013: Tencent 5.2B, Apple 2.3B, Google 1.4B, Facebook 0.9B, (http://www.newzoo.com/free/rankings/top-25-
companies-by-game-revenues/)
22. • Technological development has an effect
on structural changes of industries.
• structural changes usually create new
opportunities.
• I believe the toy industry is changing, and
now, there are more opportunities for
entrepreneurs then ever.
Seize the opportunity