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Niantic Labs and the Professional Entrepreneur in the Silicon Valley

Niantic Labs and the Professional Entrepreneur in the Silicon Valley
Author: Jerome S. Engel
Publisher:
Total Pages:
Release: 2019
Genre: Mobile games industry
ISBN: 9781529740240

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The final case in a three part series describes Niantic' launch of its Harry Potter game in May 2019. John Hanke, the CEO of Niantic and his executive team debate which path Niantic should follow to scale up its business wisely - perhaps even going beyond AR games as a strategic consideration - with the emergence of key players in the AR gaming sector, ranging from the major platforms (Google, Facebook, Microsoft, and Snapchat) to the mobile and social gaming upstarts (Zynga, Tencent, etc.), and the advent of 5G technology and the emergence of 'smart wearables' (e.g. smart watches, Google Glass, etc.) in the coming years. Looking back, Hanke wonders which battle-tested lessons, if any, he can apply from his past experiences - especially those that he had used to scale up Google's geo-products division. Looking forward, he wonders what new practices Niantic will need to adopt in the future - especially those that it might be able to learn or leverage from Nintendo, the Pokémon Company, and other strategic partners.


Niantic Labs and the Professional Entrepreneur in the Silicon Valley

Niantic Labs and the Professional Entrepreneur in the Silicon Valley
Author: Jerome S. Engel
Publisher:
Total Pages:
Release: 2020
Genre: Entrepreneurship
ISBN: 9781529797725

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The case study focuses on the entrepreneurial career of John Hanke, a 1996 MBA graduate of the Haas School of Business at the University of California, Berkeley. While the case's central storyline centers on Hanke's most recent venture--an entity called Niantic Labs that develops augmented reality (AR) games, such as Ingress, Pokémon Go, and Harry Potter: Wizards Unite! for use on smart phones--and how he might then best scale this business afterwards during 2019 and beyond with its Real World Platform and the advent of 5G technology, it also examines Hanke's career as a "professional entrepreneur" that eventually led him to Google in 2004 and the subsequent development of the Google Geo-products division, which created products such as Google Earth, Google Maps, and Google StreetView, under his leadership. Hanke's story teaches an important lesson in entrepreneurship and innovation: that technical innovations and market opportunities that arise from their application, may evolve through multiple entities, and create multiple opportunities. It is the mark of a true "professional entrepreneur" that Hanke was able to channel his passion for the opportunities created by the convergence of geo-location, gaming, networking and mobility to create a sequence of successful ventures, both free-standing and as corporate divisions, (Keyhole, Google Geo, and Niantic Labs) to create and capture value for customers, employees, investors, and himself.


Google and Niantic Labs

Google and Niantic Labs
Author: Jerome S. Engel
Publisher:
Total Pages:
Release: 2016
Genre: Augmented reality
ISBN: 9781526407665

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The case study focuses on the entrepreneurial career of John Hanke, a 1996 MBA graduate of the Haas School of Business at the University of California, Berkeley and a professional entrepreneur. While the cases central storyline centers on whether Hanke should spin-out his most recent venture an entity called Niantic Labs that develops augmented reality (AR) games for use on smart phones from Google in early 2015, there are multiple subplots that make this a potentially discussion-rich case for classroom use: (1) How the different components of the Culture of Innovation ecosystem in the San Francisco Bay Area impacted Hankes career, starting from the time when he first enrolled at Berkeley-Haas in Fall 1994 up to his current situation now; (2) How he successfully created several start-ups before Google acquired his third one, Keyhole, an 3-D online mapping company, in 2004 and then rebranded it as Google Earth; (3) How he was able to scale-up Googles Geo-products division over an eight-year period and within a large corporate setting by applying the concepts of lean start-up, open sourcing, and open innovation that led to the eventual creation of Google Maps and Google Street View; and (4) The importance of time and place, which demonstrates how Hanke, as a successful and experienced entrepreneur, foresaw the intersection of multiple converging technology trends, including the increased power of handheld computing, digital graphics, space-based imagery and geo-location with the ubiquitous use of mobile devices and the possibilities of new and related online products, services, and other forms of social interaction.


Google and Niantic Labs

Google and Niantic Labs
Author: Jerome S. Engel
Publisher:
Total Pages:
Release: 2016
Genre: Augmented reality
ISBN: 9781526407658

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The case study focuses on the entrepreneurial career of John Hanke, a 1996 MBA graduate of the Haas School of Business at the University of California, Berkeley and a professional entrepreneur. While the cases central storyline centers on whether Hanke should spin-out his most recent venture an entity called Niantic Labs that develops augmented reality (AR) games for use on smart phones from Google in early 2015, there are multiple subplots that make this a potentially discussion-rich case for classroom use: (1) How the different components of the Culture of Innovation ecosystem in the San Francisco Bay Area impacted Hankes career, starting from the time when he first enrolled at Berkeley-Haas in Fall 1994 up to his current situation now; (2) How he successfully created several start-ups before Google acquired his third one, Keyhole, an 3-D online mapping company, in 2004 and then rebranded it as Google Earth; (3) How he was able to scale-up Googles Geo-products division over an eight-year period and within a large corporate setting by applying the concepts of lean start-up, open sourcing, and open innovation that led to the eventual creation of Google Maps and Google Street View; and (4) The importance of time and place, which demonstrates how Hanke, as a successful and experienced entrepreneur, foresaw the intersection of multiple converging technology trends, including the increased power of handheld computing, digital graphics, space-based imagery and geo-location with the ubiquitous use of mobile devices and the possibilities of new and related online products, services, and other forms of social interaction.


Clusters of Innovation in the Age of Disruption

Clusters of Innovation in the Age of Disruption
Author: Engel, Jerome S.
Publisher: Edward Elgar Publishing
Total Pages: 480
Release: 2022-07-21
Genre: Business & Economics
ISBN: 1800885164

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This book is about innovation ecosystems, Clusters of Innovation (COI) and the Global Networks of Clusters of Innovation (GNCOI) they naturally form. What is innovation and why is it important to us? Innovation is nothing less than the ability for constructive response and adaptation to change. The cause and catalyst for that change is frequently identified as technology and its unceasing pressure to improve on existing solutions and address unmet needs. The last decade has painfully demonstrated that exogenous environmental shocks are also sources of change that call for innovative responses, ranging from the obvious challenges such as global warming and Covid-19 to the more subtle social and political perturbations of our time.


The Niantic Project: Ingress

The Niantic Project: Ingress
Author:
Publisher: Niantic Labs
Total Pages: 194
Release:
Genre:
ISBN:

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When she first agreed to lead the research team of the Niantic Project, Dr. Devra Bogdanovich knew she was headed into the unknown. What she never could have imagined is where her dangerous, and potentially world-changing, exploration of Exotic Matter would lead her. After the chaos of the evening known as Epiphany Night explodes into murder and betrayal, the NIA seeks other ways to continue the ongoing research while Devra finds herself on the run and ensnared in a game of cat and mouse with the most powerful thinking machine ever created, a detection algorithm known as ADA. As ADA follows her digital trail, Devra is also pursued by both a relentless assassin and a rogue NIA agent. Now determined to restart her quest for understanding this transdimensional building block known as Exotic Matter, Devra recruits a team of her own to stop Niantic and uncover the ultimate truth of XM. Is it the key to unlocking an enlightened future? Or is it a tool for the ultimate enslavement of mankind?


Pokemon Go: Basic Guide

Pokemon Go: Basic Guide
Author: Khaino Resa
Publisher: Genesis Learning
Total Pages: 47
Release: 2016-01-01
Genre: Juvenile Nonfiction
ISBN: 6026805907

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Buku ini cocok bagi kamu yang gila berpetualang mencari dan menangkap pokemon. Buku ini juga menuntunmu untuk dapat banyak menangkap pokemon sehingga dapat melengkapi koleksi pokemonmu. Di dalam buku ini, kamu akan mendapatkan kemudahan dalam bermain pokemon Go. Cara instalasi game, informasi tentang jenis-jenis pokemon, serta cara bermain pokemon Go. Tidak terlewatkan, buku ini disertai petunjuk bermain pokemon dari level terendah hingga level tinggi. Sampai bagaimana bermain battle, semuanya lengkap dalam buku ini. Buku ini Terbitan Genesis Learning #HutaMediaGroup


Ingress: The Niantic Project Files, Volume 2

Ingress: The Niantic Project Files, Volume 2
Author: Verity Seke
Publisher: Niantic, Inc.
Total Pages: 382
Release:
Genre: Fiction
ISBN: 0990815420

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A year into the investigation, P.A. Chapeau must come to terms with his role in two tragedies: The death of Carrie Campbell, a brave, visionary woman who sacrificed herself to save human civilization from self-destruction, and the takeover of a human mind by an AI that he helped create. Chapeau walks away, leaving the duty of uncovering the truth about Exotic Matter to the mysterious Verity Seke, and there’s much to investigate: An ancient society that has been protecting the secrets of XM-induced immortality, the resurrection of an Enlightened leader, and a desperate movement to save humanity from embarking on a path to its own destruction. From the efforts to resurrect Roland Jarvis in 13MAGNUS to Hank Johnson’s Recursion, each document from Verity Seke’s daily investigation is presented here, in Volume 2 of The Niantic Project Files.


Ingress: The Niantic Project Files, Volume 1

Ingress: The Niantic Project Files, Volume 1
Author: P.A. Chapeau
Publisher: Niantic Labs
Total Pages: 419
Release:
Genre: Fiction
ISBN: 0990815404

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What is the Niantic Project? In November 2012, a series of leaks began to emerge, revealing a conspiracy that would reshape the destiny of mankind. Exotic Matter Portals, Ordered Data, a mind-altering signal that some say can change the way we think, and Ingress, a government tool camouflaged as a mobile phone game. P.A. Chapeau’s Investigation began with revelations about ‘The Niantic Project,’ a secret government think tank run by a defunct intelligence agency, and continued on, ultimately revealing a hidden movement to co-opt the highest positions of leadership in governments and cultural power-centers worldwide. From the initial discovery of the Niantic Project in The Sphere of Weirdness to the unearthing of a global conspiracy in Operation Cassandra, each document from P.A. Chapeau’s daily investigation is presented here, in Volume 1 of The Niantic Project Files.


Video Games

Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
Total Pages: 209
Release: 2017-07-06
Genre: Computers
ISBN: 1474255426

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A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.