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How play can level up your workplace | David Clear | TEDxGCEM
TEDx Talks· 2025-07-10 16:10
Core Argument - Play is not separate from work; it reflects individual behaviors in building relationships, handling pressure, and accepting responsibility [26][27] - Integrating play into team building can lead to stronger teams and better leadership [27] Benefits of Play in the Workplace - Play builds relationships and breaks barriers by fostering collaboration and dissolving hierarchical silos [11][16] - Play reveals how individuals handle pressure and progress, promoting adaptability and a growth mindset [17][19] - Play helps individuals step out of their comfort zones, building confidence and leadership skills [20][21] Examples and Applications - The "Shuffle Showdown" event demonstrated how play can build relationships among employees who had never interacted before [13][16] - The "Calibrate Together" game illustrated how play encourages knowledge sharing and collaborative problem-solving under pressure [17][19] - A session with college students entering the workforce used play to help them connect and see each other as collaborators rather than rivals [23][25] Historical Context - Ancient games like patici (evolving into ludo) and chaturanga (ancestor of chess) demonstrate the historical importance of play in teaching planning, patience, critical thinking, and strategic sacrifice [7][9]
雅乐科技20250521
2025-05-21 15:14
Summary of Yalla Technology Conference Call Company Overview - **Company**: Yalla Technology (雅乐科技) - **Industry**: Social and Gaming Services Key Points Financial Performance - Significant growth during the Spring Festival with a **17% quarter-over-quarter increase** and nearly **20% year-over-year growth** in revenue [2] - Net profit increased by **17% year-over-year** [2] - Despite a slight decline in paid users due to Ramadan, the overall user base remains strong [2][3] Stock Buyback Plan - The company plans to double its stock buyback to **$28 million** in 2025, having already spent over **$27 million** from March 31 to May 16 [4] - CEO announced an additional **$22 million** buyback, committing to cancel all repurchased shares to enhance shareholder returns [4][5] Product Development and Launches - Two match-3 games are expected to launch in Q3 2025, with a Roguelike game in Q4 [6] - A casual board game has been launched, currently undergoing monetization adjustments [6] Revenue Breakdown - Revenue sources: **70% from social services** and **30% from gaming services** [7] - Major revenue contributors are Yalla and Ludo, with Ludo accounting for **two-thirds** of revenue [7][8] - The Turkish market's Mahjong product, **101 OK**, has shown exceptional performance, generating over **$10 million** annually [7] User Metrics - Monthly Active Users (MAU): Ludo contributes **two-thirds** of the group's **45 million MAU** [7] - Revenue Per User (RPU) for Yalla is in the range of **$10-$20**, while Ludo has a lower RPU of around **$5** [7][8] - Yalla's paid user rate is relatively low at **10-20%**, while Ludo's is higher at **40-50%** [7] Market Position and Competition - Yalla is the largest voice social platform in the Middle East with a **40% profit margin** [4][9] - Ludo competes strongly in the gaming market, surpassing Indian competitors in revenue and MAU [9] - The user demographic for Yalla is primarily aged **18-35**, while Ludo attracts a broader age range of **12-40** [9] Cost Structure and Profitability - Gross margin is approximately **65%**, with a net profit margin around **40%** [11] - Sales and marketing expenses account for about **10%** of total revenue, with R&D expenses also around **10%** [11] Future Growth and Expansion Plans - The company aims to explore new game releases outside the Middle East, particularly in regions with strong gaming revenue potential [14] - Plans to penetrate European and Southeast Asian Muslim markets [14] Strategic Direction - The company has shifted focus from one-on-one video social features to integrating voice social elements into existing products [15] - Open to potential acquisitions, particularly in gaming or social sectors, but will only pursue high-quality opportunities [18] Financial Outlook - 2025 revenue is projected to be around **$340 million**, with low single-digit growth expected [17] - Profit margins are anticipated to remain stable at around **40%** [17] Cash Flow and Financial Health - The company maintains a strong cash flow position, supporting future development and buyback plans [19]