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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

Download Google and Niantic Labs Book in PDF, ePub and Kindle

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.


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.


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.


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.


Global Clusters of Innovation

Global Clusters of Innovation
Author: Jerome S. Engel
Publisher: Edward Elgar Publishing
Total Pages: 431
Release: 2014-09-26
Genre: Social Science
ISBN: 1783470836

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øIn the geography of the global economy, there are known Šhot spots� where new technologies germinate at an astounding rate and pools of capital, expertise and talent foster the development of new industries and new ways of doing business. These cluste


The Age of Surveillance Capitalism

The Age of Surveillance Capitalism
Author: Shoshana Zuboff
Publisher: PublicAffairs
Total Pages: 658
Release: 2019-01-15
Genre: Business & Economics
ISBN: 1610395700

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The challenges to humanity posed by the digital future, the first detailed examination of the unprecedented form of power called "surveillance capitalism," and the quest by powerful corporations to predict and control our behavior. In this masterwork of original thinking and research, Shoshana Zuboff provides startling insights into the phenomenon that she has named surveillance capitalism. The stakes could not be higher: a global architecture of behavior modification threatens human nature in the twenty-first century just as industrial capitalism disfigured the natural world in the twentieth. Zuboff vividly brings to life the consequences as surveillance capitalism advances from Silicon Valley into every economic sector. Vast wealth and power are accumulated in ominous new "behavioral futures markets," where predictions about our behavior are bought and sold, and the production of goods and services is subordinated to a new "means of behavioral modification." The threat has shifted from a totalitarian Big Brother state to a ubiquitous digital architecture: a "Big Other" operating in the interests of surveillance capital. Here is the crucible of an unprecedented form of power marked by extreme concentrations of knowledge and free from democratic oversight. Zuboff's comprehensive and moving analysis lays bare the threats to twenty-first century society: a controlled "hive" of total connection that seduces with promises of total certainty for maximum profit -- at the expense of democracy, freedom, and our human future. With little resistance from law or society, surveillance capitalism is on the verge of dominating the social order and shaping the digital future -- if we let it.


Social, Casual and Mobile Games

Social, Casual and Mobile Games
Author: Michele Willson
Publisher: Bloomsbury Publishing USA
Total Pages: 319
Release: 2017-08-24
Genre: Games & Activities
ISBN: 150132019X

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The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.


Ambient Play

Ambient Play
Author: Larissa Hjorth
Publisher: MIT Press
Total Pages: 200
Release: 2020-09-15
Genre: Games & Activities
ISBN: 026236042X

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An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.


A History of Silicon Valley

A History of Silicon Valley
Author: Piero Scaruffi
Publisher: Createspace Independent Publishing Platform
Total Pages: 504
Release: 2015-12-11
Genre:
ISBN: 9781508758730

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This book is the first history of Silicon Valley from 1900 to the 2010s. It is a comprehensive study of the greatest creation of wealth in the history of the world, from the establishment of Stanford University to the age of social media. The underlying objective is to find the reason why it was Silicon Valley, and not some place on the East Coast or in Europe, that became the creative technological hub of the 21st century. Silicon Valley did not happen in a vacuum: the book also explores the surrounding social and cultural environment of the Bay Area. This "green" book follows the "red book" od 2012, which was the (sold out) first edition coauthored with Arun Rao, and the "blue book", which was Arun's proof-edited and expanded second edition of all chapters. The 600-page blue book is still available and contains both my old chapters and Arun's chapters. This 500-page green edition contains only my chapters (basically, the chronology) updated to 2015 and with many additions to early chapters and a new chapter on Asia.