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Laurent MICHAUD

MONTPELLIER

En résumé

Laurent has joined IDATE in 2000, and acts as project manager for market reports on digital home, consumer electronics, music, and video games. He provides innovation business development and support organization with expert technical-economic analysis of strategic issues relating to digital content.
Laurent as created the Game Summit (www.game.summit.pro), an international conference devoted to deal with business model issues in game indutry.
Prior to coming to IDATE, he worked as project manager for the Centre d’Études et de Projets, Montpellier University’s Economic Sciences research laboratory.
Laurent holds a post-graduate degree in Economic and Financial Project Engineering from the University of Montpellier.

Mes compétences :
Conseil
Développement économique
Electronique
Innovation
Jeux vidéo
Plan d'action
Projets R&D
Partenariats

Entreprises

  • IDATE

    maintenant
  • Icônes Écoles Créatives - Directeur du développement

    2020 - maintenant J’assure le développement des écoles du réseau [ESMA, ETPA, IIFDEC, IPESAA, PIVAUT], le développement de formations et la croissance externe.
  • IDATE - Head of Consumer Electronics and Digital Entertainment Practice

    2000 - 2019 As project manager, i take in charge research and strategic reports and counsel activities for IDATE customers on Consumer Electronics and Digital Entertainment issues. I'm involved in collaborative R&D projects mainly on Serious Game and Gamification issues.

    A/ INDUSTRIAL AD HOC REPORTS AND COUNSEL
    • How to integrate Philosphy Games to Video Game Market? (2013)
    • The Market of New Web Interfaces (2013)
    • The fundamentals of Game and Music industries (2013)
    • Erotic Game Market challenges (2012)
    • European Motion Capture Market for Animation and Video Game (2012)
    • Social Game Usages / King.com (2012)
    • Spread video game outsourcing strategy (2011)
    • Artificial Intelligence & Robot on Video Game Market (2011)
    • Social games and browser games opportunities (2011)
    • Alternate Reality Games Market(2011)
    • Nextgen Massively Multiplayer Online Games Market (2010)
    • Serious Game opportunities on Health, Information and Communication (2010)
    • Dissemination and market reports on the Mojos project (2009-2012)...

    B/ RESEARCH REPORTS
    1/ Consumer Electronics report
    • Digital home & Connected Devices / semestrial updated data base (yearly basis)
    • Digital Home & Connected TV(2010)
    • New usages of Connected Consumer Electronics (2009)...
    2/ Video Game reports
    • Smart Toys - A New Video Game Segment (2014)
    • World Video Game Market - Trends & Data (yearly basis)
    • Social Gaming: Market & Trends (2013)
    • Nomad Gaming: A New Era for Video Games? (2013)
    • Cloud Gaming: What will Change for the Video Game Industry? (2012)
    • Serious Gaming: Education, Training, Healthcare, Information, Communication, Defence (2011)
    • State of The Art of Serious Game (2010)
    • The Era of Video Game Appstores (2010)
    • Ingame Advertising Market (2009)

    C/ R&D SERIOUS GAME PROJECTS
    • Azagame Project (Alzheimer and Associated Pathologies Game for Autonomy Maintenance Evaluation (2012-2014)
    • Mojos Project (Game Engine Healtcare Oriented) winner of the French Serious Game tender (2009-2012)

    Spécialisations :The Consumer Electronics and Digital Entertainment Division skillset is based on:
    • its in-depth knowledge and continuous monitoring of economical, technological developments and players strategies
    • a content its creation sensitivity & its watch service
    • its market database dedicated to consumer electronics devices and video game segments
    • its network built thanks to its game conf. and an indepedent point of view

Formations

Réseau

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