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World Gaming Federation

Société | France
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A propos de votre organisation

First limited to geeks and passionate users, video gaming has grown to a mass market over the last 20 years investing rapidly every part of users’ digital experience. Core gaming pushed innovation and budgets higher than those of blockbusters in the movie industry, social and casual gaming emerged on always-on connected mobiles and platforms like Facebook, and gamification is now getting momentum in every step of digital users’ interactions with technologies.

To seize market opportunities, games publishers and developers are overcrowding in offering more and more content, which results in over supply but lower quality and lack of differentiation and innovation.
Barrier to entering the market is almost impossible to pass without massive investments in marketing, customer acquisition programs and strategic distribution partnerships.
As a result, the core game industry is dominated by industry giants who make impressive revenues, but struggle to maintain their customer base and take enormous risks at each new product launch to secure profitability.
Smaller games publishers or developers are unable to face the financial constraints required to emerge and push innovative approaches in such a competitive landscape.

So called gamers or game users on the other part expect constant innovation and are looking for a complete experience in and around games, far beyond the sole entertainment value.
Their gaming usage evolved to being more social and interactive, they are fluent dealing with the digital world and use digital tools as every day life’s enablers. They use social and collaborative platforms for almost everything, be it exchanging with friends, ordering goods, getting a taxi, finding concerts, reviewing restaurants, finding jobs, recommending content, watch and post videos… except from gaming.
An initiative able to seamlessly bring users, developers and communities closer is missing today in the gaming landscape. In fact, some actors are extremely specialized on niche usages (e.g: e-sport tournaments) while others are integrating games as a monetizing product only (e.g: social messaging)

Our global objective is to fill this gap giving all actors, simple users or professionals, a unique platform that would adapt to their usage, expectations and needs.

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