All posts by giokof

Marketing Example – Coca-Cola Zero Sugar

For this short presentation, we decided to take a look at Coca-Cola’s recent, and largest ever, marketing campaign used for the re-launch of their Sugar free brand of Coca-Cola, Coca-Cola Zero Sugar, formally known as Coke Zero. Click on the link below to view the presentation Coca-Cola Zero Sugar

via Marketing Example — Creating an audio graduate

Startup Hub Case Stady 

As the UK’s 5th biggest hotspot for entrepreneurialism, and the biggest in Scotland, Glasgow is an ideal place to start our business, with a range of support networks and a rapidly growing technology sector, as well as lower costs than cities such as London. Glasgow’s location makes it popular for new businesses, being only an hour from Edinburgh, and having two local airports. Glasgow also has excellent education facilities, including it’s 4 universities, providing a great array of well educated people looking for work. There’s a huge array of conference centres and venues as well as a plethora of events and festivals, ideal for supporting, collaborating with and promoting creative media businesses.    

Entrepreneurial Spark is a national chain of startup hubs, supported by Nat West, Ulster Bank and the Royal Bank of Scotland. They aim to inspire and enable social change through their 13 UK hubs (including Glasgow), tailored to all stages of the development of a business. They help to develop the business idea, forming a clear unique selling point, as well as enabling networking with other like-minded entrepreneurs, provide one-to-one mentoring, hot-desks, printing/photocopying facilities, free tea and coffee, investment opportunities, in return for committing to pushing the business over a fixed minimum time period.
Entrepreneurial Spark supported John Loveday in setting up “Spearhead E-Learning”, a multi-award winning training provider, which delivers online training courses from safety and hygiene to human resources, while this is not exactly the same business model as ours, it is a business which also focuses around education.
A startup hub such as entrepreneurial spark could directly help our business idea, as they could help us refine our idea and identify issues as they develop over time as opposed to just an initial business plan development session at the beginning. It would also help us to network with other businesses who may be able to collaborate with us, for example, if we were to expand into e-learning to supplement our classes, we could network with other startup companies moving into this area, or find a platform on which we could host our work. It would also give us a space to work in outside of our own homes, helping us appear more professional when reaching out to clients, and cut down our costs for printing marketing materials.
Using a startup hub will provide much greater networking opportunities and support than we would be available independently. Having a fixed time period and regular workshops and mentoring sessions would ensure that we are not tempted to give up at an early hurdle, and get support through each issue as it develops, and find other people in a similar position with whom we could develop a relationship of mutual support. Entrepreneurial Spark Glasgow has a business survival rate of 85%, suggesting that it would increase the changes of success of our business.
However, by working with a startup hub such as Entrepreneurial Spark, we are restricted to working to their timetables and schedules, which could potentially be time consuming and, as our business focuses predominantly on public-sector support and clients, they may not be able to cater for our specific needs, as all the case examples on their website focus very much around private sector business development.

Professional Development Plan

My PDP is Here

 

As I mention in my professional Development Plan the partitioner who I chose to use his “art life” as an example that I wanna emulate is Danny Boely.

He born on October 20, 1956, in Manchester, England.
He was studied at the University of Wales for a period, but he decided to left it in order to star his career in theater. His career at theater started in the mid-1980s as a director and he cooperated with various companies as the Joint Stock Theatre Company, the Royal Shakespeare Company, and the Royal Court Theatre. (bio.)

In 1987 Danny Boyle worked for the first time in television for BBC Norther Ireland. At the

“steps” of his television’s career, he worked as a producer  and after a while worked as a show director.(wiki)

He made his big-screen directorial debut with the Shallow grave in 1994 but he made widely know with his film Trainspotting (1996).

After this success Danny Boyle directing other films as slumdog millionaire (2008), trance (2014). This year Danny Boyle are working on T2 trainspotting.(IMDB)


-G.K

 

 

 References

Biography.com Editors, 2016. Danny Boyle Biography [online] Available: <http://www.biography.com/people/danny-boyle-412160> 

wikipaidia.com [online] Available <https://en.wikipedia.org/wiki/Danny_Boyle&gt;

IMDB.com [online] Available <http://www.imdb.com/name/nm0000965/bio?ref_=nm_ov_bio_sm&gt;

Covering Letter

 

Company Name: Yellow Cat Recruitment ,  Creative & Broadcast Media specialists

Role: Video Editor
Hours: Full Time
Contract: Permanent
Job Level: Junior
Location: Surrey, England RH2 7LA
Reference Number: VideoEditor

Dear Jonny Breeze,

I am writing this letter to you because I would like to be considered for the position of ‘VideoEditor’. I learn about this job as advertised on hiive.co.uk

I consider myself suitable for this role because of my studies at SAE institute in Glasgow. As far as now I have involved on a various differents projects as part of the post production and more specific as a video and film editor. When I will graduate from SAE institute I will be a confirmed video/film editor and I will have comprehensive knowledge of Adobe suite. university’s and personal’s project are creating a solid portfolio which you can find at my personal blog (https://n01experiment.wordpress.com)

My degree in Bussines administration with the minor degree on Marketing provides my the knowledge about how to communicate with clients. Also, my experience as Sales Manager at Dynamit B.Kalogeropoulos & Bros enables me to deal with multiple clients on a daily basis.

I am usually characterized by my project groups as a creative person and easy to work with, with passion on what I am working on. I am interested in a job that can provide me the opportunity to express myself but help me to improve and develop my skills too. Furthermore, my passion for film direction and my marketing knowledge makes me able to think conceptually and out of the box.

Moreover, as a marketing student, I attended on online marketing and advertising courses. This knowledge compining with my second degree in digital film production makes me able to analyze the potential markets and to chose marketing strategies in order to promote the videos in the different online providers. At the same time, I can be useful on ideas development and pre-production stage of a video production.

I am interested in this role in your company and I  believe that this is a greate chance to begin with as a “junior”.  I looking forward to your reply and it would be pleasant for me to arrange an interview with you.

Sincerely,
Georgios Koufos

The King Of Comedy

The film I would like to analyze is the “King of Comedy” directed by Martin Scorsese.
I really enjoyed watching that film and I could say that after some time now, I found myself longing to see how the end of a movie would be like.


To begin with the main body of this blog, I would like to start by commenting on the main issue that this film evolves around. I find really interesting how this movie talks about the struggle of the modern man to achieve his dreams against all odds and at the same time, how this struggle can became an obsession  forcing the man to do extraordinary, in their irrationality, things.

Furthermore, I was really interested in how the irrational “shifts” between reality and imagination. At first, feel like distorting the lineal concept of time and in the same time. They are building up expectations only to leave you against reality in the end. This way the psychological problem of Mr. Pupkin is revealed without asking from the audience to pity him. What I find really nice is the simplicity of how these shifts are made (a small scene or some words).

Another thing that I find really significant to mention, concerns the way the story is filmed. I am referring to the way that a fiction story is narrated like documenting a real story that is taking place in front of the camera, which, is namely a comedy not is easy to laugh with.

And finally what I admired the most about this film is the consistence and at the same time the freedom in the way the main concept is realized.

-G.K

-The Trailer-

 

Portfolio

 

Mango Music Promo Video

Professional Project

Producer/ Director/ Dop/ Editor: Georgios Koufos
Camera Operator: Alyn J Smith
1st AD: Heather Smith


We Are Athens EVENT. 01

Professional Project for We Are Athens Event.01

Story Creator/ Post-Production: Georgios Koufos
Camera Work: Xristos Kexagioglou


Fenmore Episode 01

University Project

Producer/ Director: Georgios Koufos
DoP: Miles Trotter
1st AD: David Ramsey


Stalker

University Project

Director: Georgios Koufos
1st AD: Andrew Reid
Producer: Summer Ann Irungu
Dop: Josh Lewis


The Home – short film-

Personal Project

Film Director / Director of Photography / Producer / Editor
Georgios Koufos


“Ohana means family, family means nobody gets left behind or forgotten”

Teaser for Nikoletta Sofia’s dance team

Video/editing: Georgios Koufos
Choreo: Nikoletta Sofia
Dancers: Xristina Antonopoulou, Vasiliki Marmarokopou, Theoni Mixalopoulou, Emily Nicola, Aggeliki Pantermali, Nikoletta Sofia


The Visitor trailer

Personal Project

Film Director / Director of Photography / Producer / Editor
Georgios Koufos


Rambling In Streets

Personal Project

Film Director / Director of Photography / Producer / Editor
Georgios Koufos

What makes a successful video and game on Vimeo and Steam respectively?

SAE Institute Glasgow CMN4200: Comparative Discussion Paper

What makes a successful video and game on Vimeo and Steam respectively?

A comparison of online streaming services and their royalty payment practices

Student Details

Student Name Georgios Koufos Student Number 94022 FDHE0916
CMN4200.1

BA/BSc (Hons) Digital Film Production 25 November 2016
Word Count:
Module Leader/Lecturer: Simon Parnham

 

Table of Contents

Introduction 2

Vimeo 2

Vimeo’s Successful Partitioner 3 The Answer 3

STEAM 5

Steam’s Successful Partitioner 5 The Answer 6

The Comparison 8 Conclusion 9 References 9

Declaration

 

I hereby declare that I wrote this written assignment on my own and without the use of any other than the cited sources and tools and all explanations that I copied directly or in their sense are marked as such, as well as that the dissertation has not yet been handed in neither in this nor in equal form at any other official commission.

 

 

Introduction

“The video game industry made twice as much money in 2013 than did the film industry” said David Mullich,(Quora, 2015) a video game designer, director, producer and educator.

This quote make us wondering if there is a relationship between the Film and the Video Games Industry from an economic perspective. Thus, this essay choses to analyze an online provider of each industry. These online providers are going to be the Vimeo and the Steam.

The structure of this essay will be as follows. Firstly, we are going to answer our main question about what makes a successful video and game on Vimeo and Steam respectively. To bear this out, we will chose one practitioner of each online provider and we are going to find out the reasons that makes him successful. Further, the essay is going to compare the results and it will analyze the reason(s) why these two providers are different and how they affects the products (video, game) to become successful.

Vimeo

According to Elise Moreau, a professional blog writer, copywriter and editor for businesses and entrepreneurs , as Elise Moreau writes (lifewire, 2016) “Vimeo is a video sharing platform that was created in 2004 by a group of filmmakers. Since then, the platform has grown to over 14 million members” . Furthermore, Vimeo announced the new online platform Vimeo On Demand in November 2013. Through Vimeo On Demand, which is a totally open platform, users can sell their work directly to their audience. The only request is to have a Vimeo Pro account and the user can distribute the videos through Vimeo On Demand.(Blake Whitman,2013) In other words as it is written from Olson Derek (2013) “its new service, Vimeo on Demand, takes the next step by giving entrepreneurial performers another way to be seen and even capitalize on their fan base with self-produced content.”

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Vimeo’s Successful Partitioner

The successful story of Comicbookgirl19 (CBG19) on Vimeo On Demand will provide us information related to our main question. She and her director Tyson Wheeler X have created a youtube channel where she comments on comics, films, books, & television shows (Wikipedia, 2016 ). Their channel on youtube has 523.473 subscribers and 41.068.845 views (Youtube,2016) but in 2013 they decided to start selling their videos through Vimeo on demand platform. The reason why CBG19 is a success story for Vimeo On Demand is because as she said in an interview to Sam Gutelle (Tubefilter, 2015) her best-selling video on Vimeo On Demand made for her the same amount of money as she made in a year from her whole youtube channel.

The Answer

At the same interview she also mentions three reasons which she believes that her videos have succeeded on Vimeo On Demand. The first reason was the loyalty of the audience. More specifically she said (Tubefilter, 2015) that she believes that the audience wants to see them continue growing because they like what they do. In other words she believes that her audience has started buying her videos because they want to support her and her job. In order to understand if this audience’s loyalty is one of the answers in the main question in Vimeo’s perspective we compare it with a marketing model created by David Aaker a marketing professor at university of California – Bargeley.(Wikipedia1, 2016 )

In his book Managing Brand Equity D. Aaker (1994) says that one of the fundamental elements for brand equity is the brand loyalty. More specific the benefits of a consumer who is loyal in a brand (in our study- case the brand is CBG19) is that the consumer make repeat purchases and he is not sensitive at the price changes.( Clientheartbeat, 2013)

These two benefits explain why CBG19’s audience is willing to pay for videos compare to the previous situation in which they did not pay for them. Another reason that ComicBookGirl gave as an answer was video’s better quality. With this statement she pointed two elements, one that her audience buying her video because they could watch them in high definition analysis and second, because of the fact that the she has earned an income to create more videos with high quality of content.(Tubefilter, 2015)

This opinion is, also, confirmed by Isabell Anne Abraham a journalist.(linked In) She said in her post on havepresence.com that “the biggest amount of the

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videos in Vimeo have exceptional quality” and she continues her article with the fact that the videos on Vimeo are played automatically on high definition resolution (H avepresence , 2015). Also, Jessie Lahaie says in her post, where she compares Vimeo with Youtube, that Vimeo’s community is smaller (170 million users) than Youtube’s community (over 1 billion users) but a smaller community provides higher production values.( T echsmith , 2016)

The last reason which CBG19 mentioned in her interview (Tubefilter, 2015) regarding the question about what Vimeo’s consumers willing to pay for a video is the long-form video. With this term ComicBookGirl19 talks about the ability of Vimeo’s users to upload longer length videos without losing the high definition quality. From the consumer’s perspective this means that they prefer longer length videos but is that true?

According to the bar chart; (figure 1) which is a completion percentages across the thousands of videos which are hosted by wistia.com,(Wistia, 2009) we can see that videos between 0 to 30sec was viewed up to 85 per sent and up to 5 minutes are collecting higher than 50 per sent of views.

Figure 1

Wistia.com, Does length matter? It does for video!, 2009

On the other hand Digital Content Next (DCN) (Digital Content Next, Consumers Pay More for More Online Video, 2015) an independent research firm latitude which surveyed more than one thousand people in US say that “as video length increase, viewers expect and they are willing to pay nearly double of what they had paid to buy a short-form video.

Furthermore, at this point we need to notice DCN’s survey (Digital Content Next, Consumers Pay More for More Online Video, 2015) inform us that the 3⁄4 of

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the respondents said that they would pay for a video only if it did not contain any advertisements. This is also answering to our question because Vimeo on demand does not include advertisements.(Vimeo On Demand, 2015)

The result from the previous analysis is that, the Loyalty of the audience, the high quality of the videos and the longer-form videos are the three reasons that make a video successful in an online provider, which in our case is Vimeo.

STEAM

On this section we are going to answer the main question from Steam’s perspective. So, what is Steam? According to the article Considering Steam: Distilling the Diversity for gamer behaviour, (Mark O’Neill, et al., 2016) Steam is one of the largest gaming platforms in the world. In more details, Steam is a service where the users can find, buy and download their favorite PC games. (Geek Squad, 2014) Also, Steam has create the Steam Greenlight system. According to the Steam’s online page, Steam Greenlight is a system that enlists the community’s help in picking some of the new games to be released on Steam. Developers post information, screenshots, and video for their game and seek a critical mass of community support in order to get selected for distribution. Steam Greenlight also helps developers to get feedback from potential customers and to start creating an active community around their game during the development process. (Steam) In other words, Steam has create a system where game developers can upload their work and through a specific process they could get a feedback. Additionally, their work can be chosen from steam and released on the main platform.

Steam’s Successful Partitioner

As this essay previously did for the Vimeo, it will try again to find answers about what makes a game successful on steam, through analysing a successful practitioner of it. Also, we are going to use the same criteria of success as we use for Vimeo. This criterion is the economic earnings for the developers of the game.

The successful game in our study case is the Cook, Serve, Delicious (CSD). This game is developed by Vertigo games. This game is “ is a hardcore restaurant sim” (Yoyogames) and user’s task is to develop a five stars restaurant.(Gamemakerblog, 2014)

The Cook, Serve, Delicious launched the steam platform in 2013. The reason that this game is a successful story for Steam is because when the game changed

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from Steam Greenlight to the main platform the earnings for the developers of the game increased. More specific as David Galindo, one of the developers of the game, says (David Galindo, 2014) “in one week, I had made over $50,000 in gross revenue, more than I did in the last three years as a game maker a barista”.

The Answer

In order to answer the main question of this essay regarding Steam we are going to exam three theories about what makes a game successful and we will compare them with article and game player’s comment about the CSD.

Matthew Bond and Russell Beale in their essay about “what makes a good game” (2009) mention the game-play and the good storytelling as two key elements, which are creating a good game. M. Bond and R. Beale also, wrote (2009) foreachofthekeyelements,somesamplecriteria.Accordingtothemthe game-play of a game need to be fun, easy to play but hard to master and also, it need to provide various solutions.

At this point, we need to see if these criteria are fulfilled by Cook, Serve, Delicious. Koster Raph says on his book about the “Theory of Fun for Game Design” that “ not other medium defines itself around an intended effect on the user such as “fun””. (Koster Raph,December 2004, p.152)

According to the CSD, Mack saying in his youtube channel where he comments on games (Worth a buy, 2013) that “it is worth to buy” and after continues “it is hilarious, it’s really good fun” , something that is connected with the criteria those mentioned before. Furthermore, Matt Porter says on his review about Cook, Serve, Delicious in the Hookedgames.com that games have as a purpose the fun and also, he expresses his fears about that his is going to miss this part of the game. But he also, says about CSD that “it’s just all serving up a healthy dose of fun”.(Hookedgames, 2013) According to Matt Porter words we can understand that CSD is a game that provides fun to the people who plays the game.

The next key element was the good storytelling. M.Bond and R.Beale (2009) wrote that a good story need to be progressive, need to create tense to the player and it needs to be integrated with the game-play. Also, on digitaltutors.com is written that “a game is a way to tell a story in an interactive setting” and that the story and the gameplay are necessary for a game to be successful.(Digitaltutors, 2013 ) but has CSD a good storytelling?

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The answer on that is given by Graham Smith in the review of rockpapershotgun in 2014. He wrote about the CSD that “it is Tapper. Customers come in and you need to rapidly serve them. It zooms in a little deeper, as each item on your menu require a different set of button presses to correctly apply the right toppings and meet your patrons desires.” According to this we can extract how good CSD’s story is connected with the game-play. Also in another point of his interview wrote that “as the management-lite mechanics surrounding each day give you a sense of progression, as you work towards a better menu, more equipment, higher tips and your first restaurant star.”(Rockpapershotgun, 2014)

Through this part of the interview we can see the progression of the story because as you moving on the player is dealing with new quest which he needs to overcome in order to achieve the goals.

Furthermore, in another review from Bcbowes a game interviewer about the Cook, Serve, Delicious we can see the way that the game creates tense to the player. Bcbowes said on giandbomb.com “Starting a new day, not surprisingly, gets you straight into to actual game part of CSD” and he concludes his interview with the words “it’s very fun and I always find myself going back to it.” ( Bcbowes,2012)

Through those information we can say that CSD meet the criteria of a good storytelling according to M. Bond and R. Beale (2009).

Another element that can show us the success of a game is the “addiction” that it creates to the players. According video-game-addiction site, the game developers are creating their games in a specific way in order to make players increase the time that they spend in the game. (video game addiction, n.d.)

As Jay Is Games in his interview for Cook Serve Delicious, says that “It’s not an easy game to excel at, but it’s an easy game to get hooked on”(Jay Is Games, n.d.). Also video-game-addiction inform us for some “hooks” which are inside the games and their purpose is to create addiction. One of this “hooks” is the Beating the Game. “This “hook” is fed as a player “levels up,” or finds the next hidden clue.”(video game addiction, n.d.) We also know from Jay Is Games interview that Cook, Serve, Delicious “is a rare release that encourages you to play until you master every nuance of gameplay.”(Jay Is Games,n.d.) This is something that show us that CSD can create addiction to the player.

Regarding to previous information about Cook, Serve, Delicious we leaded to the result that the game-play, the good storytelling and the “hooks” that made the

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CSD a successful game. Furthermore, as we already know, CSD is a game that started from Steam Greenlight platform and then moved in the main platform of Steam. Hence, since CSD is a successful game on steam and the mentioned three elements helped it succeed, we can conclude that those elements can make a game successful in Steam’s online platform.

The Comparison

Considering the results of the previous analysis we can see that this two practitioners have different reasons that made them successful. However, this creates the question about why the reasons of theirs successfulness are different?

To begin with the results that the essay gives to us, we can understand that ComicBookGirl19’s reasons of success was oriented to consumer’s perspective, while Cook, Serve, Delicious’s success was stemmed from its characteristics.

One reason that justifies those differences is the structure of the two online providers. More specific online game developers need to upload their game in Steam Greenlight and then they wait to be picked for releasing their game at the main platform (Steam2). On the other hand, video creators have only to paid a fee in order to have a PRO or Business membership and then they can upload their Video On Demand page.(Vimeo2,n.d.) Because of that CBG19’s reasons have orientated to audience and CSD’s reason focus on game’s characteristics.

Another reason that explains this difference between them is the marketing options that Vimeo and Steam are providing to their members. As Steam writes on frequently ask question section “We do not sell any of our marketing on Steam. We will work with you to determine the best marketing plan for your” (steam1) that show us that steam helps the developers to promote their games. From the other side Vimeo has the “Staff Picks”. As Jason Sondhi ( Jason Sondh , 2012 ) says “As a curator of Vimeo, part of my job is to feature videos every day in the Staff Picks Channel ” and as Matthew Yeoman says “The Vimeo Staff Picks list is where successful and entertaining videos go to become, well, even more successful” ( Matthew Yeoman , 2015) but in order a video to be “picked”, needs to have views, as Jonathan Paul says “The more views you have the better chance you have of being picked” (Jonathan Paul, 2015). Thus, we can say that video creators in Vimeo need to make their own marketing policy in order to collect more views.

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Conclusion

To conclude, the essay shows us that the consumer loyalty, the better video quality and the long-lasting video are the reasons that make a video successful on Vimeo. Additionally, the good storytelling, the game-play, the fun and the addiction are the elements that a game needs in order to succeed on steam. Moreover, we learned through the previous analysis some of the reasons why the answers to the main question have different focus subjects and how this two online providers are relevant to this. The results, also, show us that the marketing and the structure of Vimeo and Steam are different and those factors could explain this contrast on the results of the main question.

References

Koster Raph,December 2004. Theory of Fun for Game Design. Paraglyph Press

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David Mullich, 2015. Quora [online] (Updated September 24, 2015) Available at: https://www.quora.com/Who-makes-more-money-Hollywood-or-the-video-game-indus try [Accessed september 24, 2015]

Elise Moreau , 2016. What Is Vimeo? An Intro to the Video Sharing Platform.[online] (Updated October 21, 2016)Available at: < https://www.lifewire.com/what-is-vimeo-3486114>%5B Accessed October 21, 2016 ]

Blake Whitman, 2013. Vimeo On Demand: Sell your work, your way. [online] (March 12, 2013) Available at: <https://vimeo.com/blog/post/vimeo-on-demand-sell-your-work-your-way .>

Wikipedia, 2016. Comic Book Girl 19 [online] Available at: < https://en.wikipedia.org/wiki/Comic_Book_Girl_19 > [Accessed November 13, 2016]

Olson Derek, 2013. Arts and Entertainment Industry. On Demand and In Demand, [online] Available at: < http://search.proquest.com.sae.idm.oclc.org/docview/1346605779/abstract/878A17E B0F914DDFPQ/2?accountid=145504 > [Accessed Mar 21, 2013]

Youtube, 2016 Avalable at: https://www.youtube.com/user/comicbookgirl19/about

Sam Gutelle, 2015. Comicbookgirl19’s Best-Selling Vimeo On Demand Video Has Out-Earned A Year Of YouTube Ad Revenue [online] Available at <http://www.tubefilter.com/2015/07/01/comic-book-girl-19-vimeo-on-demand-reven ue/> [Acceessed July 1, 2015]

Wikipedia, 2016. Aaker Model [online] Available at: < https://en.wikipedia.org/wiki/Aaker_Model .> [Accessed 22 July, 2016]

Ross Beard , 2013. Traits Of A Loyal Customer You Can’t Afford To Miss. Clientheartbeat [blog] July 18 Available at: < http://blog.clientheartbeat.com/5-traits-of-a-loyal-customer/ >

Customer Loyalty – [Accessed July 18, 2013 ]
linked In, Available at https://uk.linkedin.com/in/iaabraham [Accessed November 9,

2016]
JESSIE LAHAIE , 2016. YouTube vs Vimeo. YouTube vs. Vimeo, What’s the Difference?.

Techsmith [blog] September 26 Available at: 10

< http://blogs.techsmith.com/tips-how-tos/youtube-vs-vimeo-whats-the-difference/ > [Accessed November 9, 2016]

Chris Savage , 2009. Does length matter? It does for video!. [online] Available at: < https://wistia.com/blog/does-length-matter-it-does-for-video > [Accessed at November 12, 2016]

(Digital Content Next, 2015. Consumers Pay More for More Online Video. [online] (September 4, 2015).Available at:< https://digitalcontentnext.org/blog/2015/09/04/consumers-pay-more-for-more-online-vi deo/ > [Accessed November 9, 2016]

Natalie J.,2015. A Closer Look at How Much Consumers Spend Monthly on Online Video (Exclusive) (Jenuary 1, 2015) [online] Available at: < http://www.hollywoodreporter.com/news/a-closer-look-at-how-819300>%5BAccessed November 12, 2016]

Vimeo.On.Demand, 2015. Make more money with Vimeo On Demand — the proof is in the math. The vimeo blog [blog] 18 March. Available at: < https://vimeo.com/blog/post/make-more-money-with-vimeo-on-demand-the-proof-is ?utm_medium=cpc&utm_source=GOOGLE&utm_content=INTL_UK_Search_Brand_Vim eo+On+Demand_Beta_EN*Vimeo+On+Demand+-+BMM&utm_term=%2Bvimeo+%2Bo n+%2Bdemand&utm_campaign=1923&gclid=CIjWjYzQuNACFbgW0wodO3cDTA&gclsr c=aw.ds&dclid=CMPx7ozQuNACFcjcGwodLQ8GKA> [Accessed November 13, 2016]

Vimeo2, n.d.. Selling Videos (n.d.) [online] Available at: < https://vimeo.com/help/faq/vimeo-on-demand/selling-videos#how-do-i-get-access-to -vimeo-on-demand > [Accessed November 22, 2016]

JasonSondh ,2012. VimeoCuratorTips:YourThumbnailsandDescriptions.TheVimeo Blog [blog] 21 September. Available at: <https://vimeo.com/blog/post/vimeo-curator-tips-your-thumbnails-and-descriptionand continious> [Accessed November 17, 2016]

Matthew Yeoman , 2015. How to get on the Vimeo Staff Picks List – With Examples! (June 19, 2015) [online] Available at:< https://devumi.com/2015/06/how-to-get-on-the-vimeo-staff-picks-list-with-examples-2 /> [Accessed November 16, 2016]

Jonathan Paul, 2015. 5 Tips to Increase Your Chances of Getting ‘Staff Picked’ by Vimeo (Febrouary 23, 2015) [online] Available at < http://www.premiumbeat.com/blog/5-tips-to-increase-your-chances-of-getting-staff-p icked-by-vimeo/ > [Accessed November 19, 2015]

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O’Neill M, Vaziripour E, Wu J, Zappala D, 2016. Condensing Steam: Distilling the Diversity of Gamer Behaviour. ACM new York, NY, USA ©2016 [publisher] Available at: < http://dl.acm.org.sae.idm.oclc.org/citation.cfm?id=2987489&CFID=696101553&CFTO KEN=80286253> [ Accessed November 15, 2015]

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-G.K.