The brand story is an essential technique when marketing brands. The founding story is often used to shape the brand's image but it's hard to the average person to identify with the story. A brand must therefore find micro-stories closer to the consumer's experience and use a more approachable, localized
Salesmen tell stories to sell their product. Teachers use stories to help with the teaching. Analysts use stories to explain the numbers. No matter what line of work you are in, being a skilled storyteller will give you a decisive advantage! Face-to-face interactions will never replace experience with storytelling. So
Storytelling is not as simple as "A long time ago…". There are all kinds of storytelling techniques in life and work. It all depends on how you use them! When it comes to storytelling, Gamanians in different fields all have their own unique insights. This exclusive in-depth interview by G!VOICE
Brand image is woven from stories written by the company, pop culture, influencers and customers. In the past, the brand stories of the digital entertainment industry were replete with the story of the founder, R&D team or spokesperson. In recent years, leading brands have all started changing their brand content
Stories were once spread by word-of-mouth. Stories such as the bedtime stories mothers told, heroic sagas recited by storytellers and urban legends passed as gossip all seemed strange and unusual. In the digital age, the flood of information means more unusual stories have now been excavated. It can be said
Doraemon was introduced in 1970 by Fujiko Fujio, and immediately became a household favorite to children and adults alike. The artist, Fujiko Fujio, designed Doraemon with a magic pocket that could pull out any gadget to solve any problems that occur in daily life. Because of its relativeness with the common people, Doraemon’s “inventions” are things we really hope to have in real life. According to Wikipedia, Doraemon has presented 1,963 items (2,000 including gadgets in animated versions) to date. 2012 is exactly 100 years before Doraemon’s birth date. The “100 years before the birth of DORAEMON” exhibition
Do you remember? On Oct 6th, 2012, over 9,000 fans packed into Taipei World Trade Center Hall 2 (Taipei Show Hall 2) just to get a glimpse of their favorite “singer”, Hatsune Miku. Miku is a singing synthesizer developed by Crypton Future Media. When the software was first presented in 2007, there was no humanoid person to go with it. It was literally just an synthesizer application. Not even Crypton expected Miku to become the legacy it is now. The Japanese website Nico Nico Douga, played a fundamental role in the popularity Hatsune Miku, as users starting
Does innovation and creativity bring us science fiction, or technological breakthroughs? On Jan. 9th, 2007, Steve Jobs used his iPhone to make the first call outside the company. It was made to a local Starbucks in San Francisco, in which the worker answered: “Good morning, how may I help you?” “I would like to take out 4,000 lattes, thank you.” Jobs laughs at his own joke, and adds, “No no, I was just kidding. Wrong number. Bye!” This was when iPhone was introduced to the world for the first time. The other defining moment was when Jobs initiated Google
Albert: “Eighteen. Wow. In human years, that means a company that has reached its ‘adulthood’, and has its own fully developed characteristics. Looking back on these 18 years, we really have come a long way. I wouldn’t say it was easy, but that’s what makes us unique. Gamania grew up as a ‘tough kid in hard times’ (laughs). It’s not uncommon to see international companies find a business model that works, and stick to it for the next 10 or 15 years to come. However, in Taiwan, things change faster than expected. The nature of our industry allows us
G! VOICE started out as the Gamanian magazine! ? ▲ In 2005, 4 volumes of the Gamanian were exclusively issued. ▲ Gamania’s CEO, Albert Liu. Albert’s words on the 1st issue of the Gamanian (2005): “The culture of a company is crucial to its growth and development. When I say ‘culture’, I’m referring to the way people interact and work with each other within a company. It determines things that we value along the way, and defines what we stand for. In 2002, when Gamania started testing the waters of the international market, we came in contact with a
Sanrio is a name that anyone discussing in terms of intellectual property will always refer to. While Disney started from building characters, Sanrio started from product production: Everything had a Hello Kitty logo on it, and anything with a Hello Kitty logo on it sold. About Sanrio Origin: The name Sanrio comes from Spanish, meaning “holy river” Founded: 1960 by Shintaro Tsuji as the Yamanashi Silk Company. IP Assets include: Hello Kitty, Melody, Keroppi, Pompompurin, Badtz-Maru and more This white, bob-tail cat with a red bow has been one of the most loved characters in history. She is
When you think of animation, you think of Disney. Disney started with the character of a single mouse, and now owns the world’s largest and most successful brand in the entertainment business. Recently the debate on Disney’s agressiveness for ALL intellectual properties is one of the hottest topics anywhere. First with Pixar, Marvel, and now Lucasfilm - What will become of all these well-known names, and how will they all fit into the universe of Disney? About the Walt Disney Company Founded: 1922 as Disney Brothers Cartoon Studio. IPs Assets include: Mickey Mouse, Donald Duck, Snow White and
DC Comics is the oldest and largest comic book companies in the United States, owning over 1,000 well-known characters -- mostly superheroes. This includes the popular cultural icon, Superman! DC Comics went through a lot to solidify the image of Superman in the DC universe. Needless to say, with all the movies about him, the battle over Superman’s intellectual property has been a fascinating one. About DC Comics Origin: Started with the publishing of Detective Comics, Inc. Founded: 1934 as National Allied Publications IP Assets include: Superman, Batman, Wonder Woman, the Flash, Green Lantern Parent Company: Warner Bros Entertainment
Promoting a character intellectual property is not an easy task. It calls for solid public recognition and constant daily-life references. Since 2009, Angry Birds has become the most popular mobile App of its time. This year, an amusement park inspired by the game opens in Zhejiang, China. So what’s the story behind its creator, Rovio Entertainment Ltd.? What’s the secret to a character IP success? About Rovio Entertainment Founded: 2003 as Relude, 2005 changed to Rovio Entertainment Ltd. IP Assets include: Angry Birds, Bad Piggies Headquarters: Espoo, Finland Revenue: €152.2 million (2012) “Twang! ----
Superman, Hello Kitty, Disney, and Angry Birds. By now you already now what intellectual property is all about. Actually, here in Gamania, we also have experts that secure rights to our intellectual property. Last year when Mig Said was in collaboration with one of Taiwan’s popular teen dramas, the Square-Head Lion instantly became a household image. This was made possible by Global Pursuit (GPNA), our studio-turned licensing company led by our very own Sanvy Hsieh, the Director of Gamania’s Creativity Center. About Global Pursuit Established by Sanvy Hsieh of the Creativity Center in 2012 IP assets include: Harajuku Lovers,
You can describe to your friend how your day went just by showing the records of your phone Apps: Yes, that is how these mobile devices - or the Web, for that matter, - has integrated into daily life. There is nothing it can’t participate in, from waiting for a bus, or picking a restaurant. This is the era of Web 3. 0, and many don’t realize how it has truly changed the way we live. Take a look at the following video for starters! Does this video ring any bells for you? Déjà vu much? Seeing
Have you surfed the net today? Looking up info, checking Facebook, online shopping, streaming music, downloading files... We already forgot how living was like before the era of the Internet. That doesn’t mean we are always aware of its changes, though. During the San Francisco New Media Expo in 2004, the concept of Web 2. 0 had just been introduced to the world. Only 2 years later, Web 3. 0 became the only thing people were talking about. But now Web 3. 0 is not just “talk” anymore. It is actually taking place among us! This month, G!Voice invites
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