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GOAL!

GOAL!. Naiming Fu • Leia Lorica • Priyata Mehra Sonal Mittal • Ricky Villarreal. GOAL! Concept. Soccer as international phenomenon Interactive Video Games Leverage both trends Develop foot-based interface for next-gen games. GOAL! Purpose.

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GOAL!

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  1. GOAL! Naiming Fu • Leia Lorica • Priyata Mehra Sonal Mittal • Ricky Villarreal

  2. GOAL! Concept • Soccer as international phenomenon • Interactive Video Games • Leverage both trends • Develop foot-based interface for next-gen games

  3. GOAL! Purpose • For people of all ages who enjoy an interactive gaming experience, GOAL! is a soccer game controller that allows a player to control a virtual ball with his/her feet. • Unlike existing soccer game interfaces, GOAL! offers an advanced level of interaction that truly puts the player in the game.

  4. Video Gaming Technology “Realism in graphics” to “Realism in gameplay” 1989 2001 1980 1996

  5. Problem/ Response • Legacy video games • FIFA, Winning Eleven • Can be difficult to learn for some • Enable next generation soccer games • Revolutionize the controller • More intuitive, realistic interface appeals to wider audience

  6. Technology • Units with sensor, feedback, transmitter • Two units strapped to feet • Two hand units with control sticks, buttons • Receiver/interpreter • Maps gestures to existing game commands • Console “sees” controller the same way

  7. Video Game Market • PCWorld, Jan. 2008: • US video game industry up by 43% in 2007 • $17.9B in 2007 vs $12.53B in 2006 • In UK, FIFA was best selling title of 2006 and first million-copy seller of 2007 Source: NPD 2007 Videogame Report; PricewaterhouseCoopers 2007, gamespot.com

  8. Total Available Market • Growth from $1.5B in 2006 to $2.3B in 2007 Source: NPD 2007

  9. Market Share by Geography • Largest Market Share (~68%) • North America, Japan, and United Kingdom • Significant Market Share (~30%) • Australia, Spain, Germany, South Korea, Mexico, Italy, France • Emerging Markets • India, China Source: NPD Group, Entertainment Software Association, 2006

  10. Product Strategy • Design Criteria • Affordable, easy to manufacture • User friendly, realistic response time • Compatibility with major consoles • Time to Market • Leverage existing technology • Partner with a contract manufacturer

  11. Business Strategy • Partner with third-party game developers • Electronic Arts, Konami • EA’s “Be A Pro” • Port existing game engines to GOAL! • Resources for manufacturing and distribution

  12. Competition/ Co-opetition • Competitors • Controller Manufacturers • Logitech • Co-opetitors • Game Console manufacturers • Microsoft • Nintendo • Sony

  13. Future • Expand unique interfaces beyond soccer gaming • Develop brand recognition

  14. Critical Success Factors • Technical • Sophisticated technology and design, but easy and inexpensive to manufacture in large volumes • Business • Partnership with third party publishers

  15. Questions?

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