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Sheridan M. Tatsuno

Biography Dr. Sheridan M. Tatsuno (USA).
Dr. Sheridan M. Tatsuno
Dr. Sheridan M. Tatsuno
Tech Business Strategist and Writer


Sheridan Tatsuno is a seasoned businessman with over 30 years of experience in the high-tech, urban planning, and film/TV industries.

Raised in Silicon Valley, Mr. Tatsuno has advised over 700 tech companies in the U.S., Japan, Asia and Europe as a senior analyst at Dataquest (1982-1989) and Dreamscape Global (1989-present). A visionary thinker and Silicon Valley business strategist, Mr. Tatsuno was involved in the “Intel Inside” marketing campaign, Nokia’s global strategy launch, AMD’s breakthrough sub-$1000 PC, and Canon’s networking strategy. Mr. Tatsuno develops breakthrough strategies for regions and companies, having advised Bangalore, Scotland, Ireland, Taiwan and Singapore. He worked at Stanford’s U.S.-Japan (now Asia) Technology Management Center (1993-1994) as industry liaison manager. A serial entrepreneur, Mr. Tatsuno helped raise $10 million in venture financing for 7 tech startups and is now co-launching a content monetization service with former Sony Pictures executives.

Trained in novel writing, Mr. Tatsuno has worked on TV documentaries, including the 1980 PBS Documentary of the Year Award winning “Survivors” about Hiroshima and Nagasaki survivors. During the 1980s, he wrote “The Technopolis Strategy” and
“Created in Japan,” which were produced, respectively, by Central Independent Television plc of London for Japan Dreaming (1991) and Alvin Perlmutter Inc. of New York for The Creative Spirit 4-hour PBS series (1992). Mr. Tatsuno has written 15
screenplays and is currently planning independent film production.

Mr. Tatsuno moderates two Facebook groups: Silicon Valley Global Networking to
promote collaboration http://www.facebook.com/#!/groups/109971182359978/
and Renaissance SF to promote the revitalization of the San Francisco Bay’s indie
film industry http://www.facebook.com/#!/groups/renaissancesf/.

Mr. Tatsuno has worked in Venezuela, Japan, and Sweden, traveled on business to
Japan, Asia and Europe. He is a graduate of Yale and Harvard’s Graduate School of
Design. He speaks and reads Japanese, Spanish and French. His current activities
can be found at http://www.ryze.com/go/tatsuno,www.dreamscapeglobal.com, Linkedin,
and http://www.facebook.com/#!/sheridan.tatsuno


Contact details:

Sheridan M. Tatsuni
e-mail: Sheridan@dreamscapeglobal.com  
website: www.dreamscapeglobal.com/  


MODULE - Online Gaming Ventures

Building Sustainable Online Gaming Businesses.

Objective

How does one build a sustainable online gaming business? What are the new business models in mental games, serious games, casual games, and massively multiplayer online games (MMOGs) that are reshaping the online world? In this course, students work on actual online gaming ventures as a way to acquire and apply real-world experience and theoretical knowledge in order to build financially viable online ventures.

Course description

The phenomenal success of Worlds of Warcraft, which has over 4 million players, or 90% share of PC games, has triggered the race for next-generation MMOGs. However, busy schedules, aging gamers and mobile phones have given rise to shorter, faster, more convenient games. Where are the new opportunities in online gaming? How does one build a sustainable online game business? What new technologies, strategies and best practices are being developed by leading online gaming companies? How can they be applied to one’s venture?

The stakes are high in the fast-growing game market. Total worldwide game software sales was $18 billion in 2004 and forecast to reach $26 billion in 2010. Online games are slated to reach $6.8 billion by 2011, up from $2 billion in 2005. Mobile games, including subscriptions and downloads, will approach $17.6 billion by 2011, up from $3.1 billion in 2006. Global competition for these emerging markets will be intense, requiring innovative new games and business models. Business strategy will be paramount.

This course will provide practical, hands-on methods for building online games ventures. Student teams will select an existing or new venture. Each project team will be responsible for researching, planning, implementing, marketing, monitoring and reporting on their venture or project, in conjunction with venture managers. Well-developed ventures will be introduced to corporate partners and potential investors.

This course is an opportunity for aspiring entrepreneurs who want to turn theoretical and real-world knowledge into business reality by building an online gaming venture.

Course structure

This course will consist of three parallel, iterative activities:
Part 1 – Targeting Online Gaming Opportunities

  • Market research (market sectors, competitors, advertising)
  • Concept development
  • Customer feedback
  • Business plan preparation (10 pages maximum + financials)
  • Fundraising

Part 2 – Building the Business

  • Teambuilding
  • Leveraging IT resources
  • Business development
  • Guerrilla marketing & sales
  • Branding
  • Global partnering
  • Online & offline distribution
  • Spinoff products & services

Part 3 – Measuring Usage

  • User traffic
  • Online & offline revenues

Projects will be managed through a Wiki, with online videos posted on a website for review by peers and customers worldwide. Students will work closely with venture co-founders and managers to build the business and develop a solid business plan that can attract investors.

The measure of success will be the popularity and profitability of the project or venture, so students are encouraged to choose innovative, compelling ventures with major growth potential.


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MODULE – Online Video Venturing

Building Compelling Digital Video Projects & Businesses Online

Objective

How does one build a compelling online video business? How can the Web and mobile phones be leveraged to produce, market and distribute digital video products? In this course, students work on online video projects and ventures as a way to rapidly acquire and apply real-world experience and theoretical knowledge in order to build financially viable online ventures.

Course Description

The explosion of digital music, video and animation on the Internet and cellphones is driving the next wave of digital media innovation. From ringtones and digital camera phones to YouTube and Apple’s iTV, the digital world is creating a plethora of innovative new media formats and content as well as multi-billion-dollar businesses. eMarketer projects advertisers will spend $1.5 billion on video ads online by 2010, up from $640 million by 2007, while JupiterMedia forecasts mobile videos will generate $501 million in revenues by 2010. Entrepreneurs and investors worldwide are eyeing these emerging global markets.

Where are the opportunities in Web and mobile video? How does one build a viable online video business, whether as a technology platform, service provider or content provider? What innovative strategies are being pursued by leading-edge digital video ventures? How can they be applied to one’s venture? What are best practices from Silicon Valley and other leading regions?

This course will provide practical, hands-on methods and tools for building new digital media ventures, including business planning, production, marketing, distribution and evaluation. Students will work on one of the following projects:

  • Video documentary or movie involving Swedish themes and locations
  • Existing online video ventures (selected by instructor and students)
  • New ventures (proposed by students)

Each project team will be responsible for researching, planning, implementing, monitoring and reporting on their venture or project, in conjunction with venture managers. Well-developed ventures will be introduced to corporate partners and potential investors.

This course is an opportunity for aspiring entrepreneurs to transform their theoretical and real-world knowledge into business reality by building an online video project or venture. As Alan Kay said: “The best way to predict the future is to invent it.”

Course structure

This course will consist of three parallel, iterative activities:

Part 1 – Targeting Video Opportunities

  • Market research (market sectors, competitors, advertising)
  • Concept development
  • Customer feedback
  • Business plan preparation (10 pages maximum + financials)
  • Fundraising

Part 2 – Building the Business

  • Teambuilding
  • Leveraging IT resources
  • Production
  • Business development
  • Guerrilla marketing & sales
  • Branding
  • Global partnering
  • Online & offline distribution
  • Spinoff products & services

Part 3 – Measuring Usage

  • User traffic & feedback
  • Online & offline revenues

Projects will be managed through a Wiki, with online videos posted on a website for review by peers and customers worldwide. Students will work closely with venture co-founders and managers to build the business and develop a solid business plan that can attract customers and investors.

The measure of success will be the popularity and profitability of the project or venture, so students are encouraged to choose innovative and compelling projects or ventures with potentially major market impact.

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