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Matthieu Dallon Pressbook Sélection d’articles, portraits et interviews 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 EtatsUnis. 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 MarchĂŠs 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

DĂŠfis (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 FĂŠvrier 2006


Pressbook Matthieu Dallon

Le Monde 2 (hebdomadaire) Article & Interview Mai 2006


Pressbook Matthieu Dallon


Pressbook Matthieu Dallon


Pressbook Matthieu Dallon

Le Franรงais 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

DĂŠfis (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 deals By 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 CocaCola. "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 20somethings 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 flash By 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

Pressbook de Matthieu Dallon  

Sélection d'articles, portraits et interviews parus dans la presse entre 2000 et 2010.