ico_gvoice

20 Years of Gamania: The Grand Challenge before Maturity

Childhood, youth and adulthood – Like the different stages in life, the founding of Gamania went through different stages as well. The Gamanian spirit of adventure means that there has been many ups and downs since the company’s creation. Not every battle was won but the good fight was fought in every single one. These experiences have all become precious nutrients for today’s Gamania and helped us continue to forge forward. So what challenges did Gamania undertake from between being green and ripeness? Come with G!VOICE to look back on those heady days! 

Seedling (2002 ~ 2013): Listing and Capitalization

The self-developed Convenience Store PC game took Asia by storm. The introduction of Lineage during the online game age changed gameplay for gamers; in its youth, Gamania always managed to turn the gaming market on its head! Gamania was not content to stop there and rest on its laurels. It had grander ambitions. Using its past successes as a base, Gamania was publicly listed in 2002 and entered the capital market! The influx of investment capital raised the curtains on the Gama Kingdom! 

▲Convenience Store became Gamania’s opening salvo! 

Growth (2004 – 2006): Group Strategy

The market was at fever pitch in 2003 when a lack of familiarity with regional markets and international over-expansion sent Gamania into a major slump. In 2004, the lessons learnt were used to propose the group strategy in order to strengthen the company’s fundamentals and start anew. Gamania became less headstrong after this setback. Rather than trying to keep expanding outwards, the focus now turned to challenging itself. The Brand Center and Gama Island were set up and then Brand Camps organized. A consensus was built up at HQ and a complete brand identify constructed to make Gamania’s influence radiate from within.

▲A consistent brand image inside and out. 

Blossoming (2007 – 2013): Accelerated Globalization

After putting down its roots for three years, Gamania’s global position gradually became more tenable after 2007. Operations, RD and original digital content all began making headway. In terms of operations, Japan began making a profit, Hong Kong became the top game company and offices were opened around the world. Unlike other local companies who went west into China, Gamania focused mostly on Asia and the West. Original animations like Hero: 108 and Mig Said all built up a good reputation in the North American market. The group publication G!VOICE responsible for brand communication played an important role in fostering cultural exchange during this period as well and was published in up to 7 languages at its peak. 

▲Mig Said received widespread international acclaim and the partnership with a domestic idol drama built up a strong following as well! 

Maturity (2014 -) : New Age of the Holding Company

The impact of mobilization has led to the most rapid market changes in history. Gamania knows very well that old mindsets are now obsolete, so it continued to push for organization transformation. A group organization has its advantages but a changing environment calls for even more flexibility and greater responsiveness. Gamania therefore proposed the “Flying V” strategy to set up new teams within the group through internal spin-offs, new start-ups and share-holdings. New partners were added to the group and each given more freedom in how they will tackle the market. All however remained in close contact and supported each other. Last year, CEO Albert confirmed that becoming a national flagship Internet company will be the new direction and proclaimed Gamania’s entry into the digital lifestyle arena. In the future, we will draw upon our extensive, professional digital experience and creative minds in order to strive to realize people’s visions for a better life and create fun experiences that will blow their minds!  

▲Gamania aims to become the coolest all-spectrum Internet company by entering digital living fields such as crowd-funding, e-commerce, multimedia and direct broadcasts. 

Challenges do carry risks but challenges are the only way to let people know how much they can grow and to open the door to a completely different future. There may be unknowns, setbacks and unease during the process but when you look back, these trials may become a helping hand and a unique life experience. At 20 years of age, even more exciting challenges await at Gamania for you and I to turn over a whole new page! 





Image source: http://goo.gl/qGnvhA

Read more
2020.04.01

Since KFC represents hook-ups nowadays, Kentucky Fried Chicken will just book the hotel room for you!

If you ask a person randomly on the streets in Taiwan his or her impression

Columns On Market Trends
2020.04.01

“Tonight, I’ll be eating…” Internet slams Uber Eats spokesperson campaign ads. Is a plus or minus for the brand profile?

"Tonight, I'll be eating...Kebuke bubble milk tea without ice." "Tonight, I'll be eating...Jin Feng braised

Columns On Branding
2020.04.01

Gamania First Mild Builder Mobile Game “Komori Life” World Debut on Mar 25!

Pre-registration for dual platform and exclusive release of limited edition browser game "Komori Life Cat"

Events TW
2020.04.01

A Manual for Workplace Relationships and Communication, Maybe “You Should be More Calculating in Your Communication”

▲ Ashley Chen - You Should be More Calculating in Your Communication The word "calculating"

Columns Recommendation
2020.04.01

Q Brick X Nic Hsu “A little surreal, a bit out of the daily life” of Retired Nutcracker Soldier

▲ Nic Hsu on the London's streets  Article | Mei-Ling Liu Photo | Nic Hsu

2020 Design
2020.04.01

The Impact of smartphone Holding Methods on UI Design, Let’s Talk about Thumb Rules

Thumb Zone Interaction Design - Mobile UX ▲Photo by Andrea Natali on Unsplash When Saha

Columns On UX