pressbook de matthieu dallon
DESCRIPTION
Sélection d'articles, portraits et interviews parus dans la presse entre 2000 et 2010.TRANSCRIPT
Matthieu Dallon
Pressbook
Sélection d’articles,
portraits et interviews
v. 1009
Merci de ne pas diffuser ces articles, ou de vous référer aux cadres
établis par les éditeurs ou par le CFC (www.cfcopies.com)
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Matthieu DALLON
Entrepreneur Internet. 10 ans d'expériences dans les stratégies de
développement, la communication et le marketing. Actuellement directeur
associé d’Oxent, société éditrice de Digipresse.fr et Gamersband.com.
Créateur de la Coupe du Monde des Jeux Vidéo (ESWC / Electronic
Sports World Cup), du Mondial du Gaming, du Trophée Fnac du Jeu
Vidéo, de Cyberleagues, de nombreux festivals numériques. Directeur de
productions événementielles à Paris Bercy, au Carrousel du Louvre, à la
Porte de Versailles, à la Grande Halle de la Villette, à San José aux Etats-
Unis. Organisateur des Lan-Arena. Pionnier et figure internationale des
sports électroniques. Spécialiste du gaming et du jeu en réseau.
Depuis 2009 / OXENT (www.oxent.net)
Directeur associé
Co-fondateur de la société
Studio de création et de développement de plateformes interactives et géo-sociales pour le web, le
mobile et les télévisions connectées; à destination des entreprises du secteur des loisirs numériques et
des communautés de joueurs de jeux vidéo.
2005 – 2009 / GAMES-SERVICES SA
Président du Directoire
Co-fondateur de la société
Agence de communication, de productions événementielles (compétitions, salons, spectacles), et
d’édition Internet, spécialisée dans les loisirs numériques (jeux vidéo, jeux en réseau, communautés
online).
2000 – 2005 / LIGARENA SA
Président Directeur Général, de 2002 à 2005
Directeur de la Communication, de 2000 à 2002
Co-fondateur de la société
Start-up Internet spécialisée dans les jeux en réseau, l’organisation d’événements communautaires
de compétitions de jeux vidéo et le développement de technologies ayant pour objectif de classer les
joueurs sur Internet.
www.viadeo.com/fr/profile/matthieu.dallon
Pressbook Matthieu Dallon
Les Echos (quotidien)
Entreprises et Marchés
8 septembre 2010
Pressbook Matthieu Dallon
JDLI (bi-hebdo)
Interview
Avril 2010
Pressbook Matthieu Dallon
Management (mensuel)
Portrait
Septembre 2005
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Défis (hebdomadaire)
Portrait
Juillet 2005
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Courrier des Cadres (Hebdo)
Portrait
Juillet 2004
Pressbook Matthieu Dallon
L’Equipe Mag (Hebdo)
Interview
Juillet 2007
Pressbook Matthieu Dallon
Technikart (Mensuel)
Portrait
Mai 2004
Pressbook Matthieu Dallon
L’Obstyles.com(Internet)
Portrait
Juillet 2008
Pressbook Matthieu Dallon
Le Monde (PQN)
Article & Interview
Juillet 2006
Pressbook Matthieu Dallon
Le Figaro (PQN)
Article & Interview
Juin 2008
Pressbook Matthieu Dallon
Le Parisien (PQN)
Article & Interview
Juillet 2008
Pressbook Matthieu Dallon
Le Nouvel Obs (Hebdo)
Article & Interview
Juin 2005
Pressbook Matthieu Dallon
Le Figaro (PQN)
Article & Interview
Juillet 2007
Pressbook Matthieu Dallon
Les Echos
Article & Interview
Février 2006
Pressbook Matthieu Dallon
Le Monde 2 (hebdomadaire)
Article & Interview
Mai 2006
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Le Français dans le Monde
Article & Interview
Avril 2005
Pressbook Matthieu Dallon
JDLI (bi-hebdo)
Interview
Mars 2006
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
Epok Mag (Hebdo)
Article & Interview
Juillet 2006
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
VSD(Hebdo)
Interview
Juin 2002
Pressbook Matthieu Dallon
Défis (hebdomadaire)
Portrait
Avril 2002
Pressbook Matthieu Dallon
Multimédia à la Une (mensuel)
Interview
Décembre 2002
Pressbook Matthieu Dallon
Pressbook Matthieu Dallon
JDLI (hebdomadaire)
Interview
Juin 2003
Pressbook Matthieu Dallon
JDLI (hebdomadaire)
Interview
Juin 2003
Pressbook Matthieu Dallon
Wall Street Journal (PQI)
Article & Interview
Juin 2003
Pressbook Matthieu Dallon
Financial Times (PQI)
Article & Interview
Octobre 2004
Why tournaments win sponsorship dealsBy Kamau High, Financial Times
(...) Moreover, the gaming world has its own subculture, that advertisers must understand in order to
sell to them. "The gaming community is a small, tightly-knit community. They are looking for
companies that will be members of the community, not just a big company trying to sell hard drives
to them," says James Pascoe, communications manager at Hitachi Global Storage Technologies, a
hard disk drive manufacturer. (...)
Sponsorship differs according to a team's prominence in the gaming world. "At the lowest level we
are providing hardware to them," says Brent Barry, AMD spokesman. "At the highest level, we are
providing a base salary to them, plus expenses. "This market is growing up. The more we invest in
turning these tournaments into a real pro environment, the more we can have a place to market our
products.“ Making these events more popular with the mainstream is of paramount importance for
their survival, say analysts. PJ McNeely, a video game analyst with American Technology Research
says: "As professional gaming raises its profile, these sponsorships become more important for it to
reach a broader audience.“ Microsoft's Xbox, which sponsors several of its own tournaments, where
the prizes are small, says that while mainstream popularity will come, it is watching the situation.
"Right now there are 10 television producers trying to create exciting television programmes
[centred around video game tournaments]," says Bill Nielsen, director of brand marketing for Xbox.
"There will eventually be one, but for now it will be wait and see."
Nvidia, the US company behind the image processing chips in many PCs and games consoles, has
increased its sponsorship around video game tournaments by almost 20 per cent since last year.
"Because there are more tournaments and they are getting more attention, they are a significant
investment for us," says Kevin Schuh, director of corporate marketing. Nvidia is the main sponsor
for The Electronic Sports World Cup, a global competition that hopes to gather 800 gamers from 50
countries in July, in Paris or Beijing, to battle it out for a part of the $500,000 in total cash prizes.
The event will be the third iteration of the contest, says Matthieu Dallon, president and CEO of the
competition. "Being a sponsor entails backing the event with its own technology, with financial
support, and with its communication powers."
Most companies that sponsor video game tournaments are increasing their budgets instead of
shifting dollars around. "Our bucket is getting larger. We are using additional dollars," says Mr
Weedfald. The commitment comes from the belief that gamers represent a small but influential
group. "We've found a new bedrock culture of people who are helping us design our next product
line," he says.
http://search.ft.com/ftArticle?queryText=Schuh&id=041021000915
Pressbook Matthieu Dallon
International Herald Tribune (PQI)
Article & Interview
Janvier 2006
Zapping aliens is a full-time job By Kevin Cho
SEOUL Lim Yo Hwan, 25, has a 587,000- strong fan club and is sponsored by SK Telecom, South
Korea's largest cellphone company. (...) Lim is one of 240 registered professional gamers in the
country who compete in tournaments of the best-selling computer game StarCraft. Competitions
draw almost a third of the nation to watch games on television or play them on the Internet,
attracting sponsors including Samsung Electronics and Shinhan Bank. South Korea is the world
leader in professional gaming, with 600,000 to 700,000 people attending StarCraft tournaments
each year. The industry is valued at 40 billion won, or about $40.6 million, including revenue from
broadcasting and sponsorship fees, and it is set to triple by 2010, according to Samsung Economic
Research Institute.
Shinhan Bank is the latest sponsor of the "Star League," a three-month competition aired weekly
on the cable channel Ongamenet. Previous backers have included KT Freetel, Olympus and Coca-
Cola. "We are betting that young potential customers will be more aware of the name Shinhan
when they open their first bank account or apply for their first loan," said Kim Byung Kyu at
Shinhan's e-business department. About 17 million Koreans take part in e-sports, according to
Samsung Economic Research Institute in Seoul. Each week, hundreds of teenagers and 20-
somethings pack a special television studio for Ongamenet in Seoul to cheer as their favorite
players battle it out with StarCraft, created by the California-based Blizzard Entertainment. (...)
Blizzard Entertainment said it had sold more than 3.5 million copies of StarCraft in South Korea,
about a third of global sales. The Electronic Sports World Cup, founded in 1999 in France, has
attracted about 20,000 to 30,000 live spectators a year in its annual tournament featuring six
different computer games, according to its Web Site. The marketing power of so-called e-sports
has prompted companies like Samsung Electronics and SK Telecom to establish and manage
teams of gamers to compete in the tournaments. At present, 11 teams are run either independently
or by corporations, according to the Korea e-Sports Association.
http://www.iht.com/articles/2006/01/16/bloomberg/sxalien.php
Pressbook Matthieu Dallon
International Herald Tribune (PQI)
Article & Interview
Juillet 2005
For gamers, teamwork beats out flashBy Thomas Crampton
PARIS. Computer games have come a long way since Pong - and they have a lot further to go.
Gamers and industry executives at the Electronic Sports World Cup in Paris this week pointed to a
future where games are played in an environment that mixes graphics with reality, and athletic
moves in full body suits replace frantic keyboard clicks. "We are now entering an exciting new
phase of actually implementing the digital revolution," said Serge Lemonde, head of hand-held
and wireless marketing for nVidia, the maker of graphics cards. "The changes can literally be seen
evolving before your eyes." For nVidia's products, the detailed rendering of 3-D images has
rapidly improved in recent years with the constant increase of processor speeds. (...)
The growing popularity of multiplayer games has not been lost on the microprocessor giant Intel,
said Arnaud Lambert, who heads the company's gaming activities in France. "We see games
involving more people across more platforms over time," Lambert said. "People will play the
same game from their mobile phones as they do from computer while they go about their daily
life." Lambert also predicts that games will no longer be limited to screens. "Games will become
an immersive reality that mixes the game with the real world," Lambert said. "As the technology
develops, we will see games combining the intellectual aspects of chess and the physical aspects
of sports. (...)
But it will take more than increased control and better graphics to create an immersive reality, said
Julien Merceron, worldwide technical director of the French games publisher Ubisoft. "The
sensation of reality comes with a total coherence inside a game," he said. "We want our players to
interact with objects as they would in the real world." For Merceron, this means making every
object look, sound, feel and behave as it would in the real world. "You should be able to break any
window in the game, pick up one of the shards and use it to carve your name in a piece of wood
out of the fireplace," he said. "This is a few years away, but it is our target." Other upcoming
developments in Ubisoft games include increased collaborative play, Merceron said. "We find that
people prefer to join together in a battle against the computer," he said. "This requires both
smarter computer games and more games going online." Fewer than half of the most popular
games in the market have an online aspect, he said, but most will have to incorporate it in coming
years. (...)
http://www.iht.com/articles/2005/07/08/business/ptgames09.php
Pressbook Matthieu Dallon
Arab News (PQI)
Article & Interview
Mai 2005
Pressbook Matthieu Dallon
Evénements Lan-Arena
Evénements ESWC
Pressbook Matthieu Dallon