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One could go as far as to say that in today's times, making customers wait for years with little to no information is being dishonest to them. We're no longer in an age where customers are left in the dark until a product is completed. We need to shift to a business model where we frequently interact with our customers for our products that are in-development and/or prior to being sold, have our customers understand games under development, and finally make sure we develop games that meet their expectations. There is a crowdfunding website called 'Kickstarter,' which does not only serve as a method of financing for developers, but I believe should also be seen as a way to unite marketing and development together by allowing us to interact with customers while a game is in development. Valve's Steam Greenlight and Early Access, are also very interesting, in that they raise the frequency by which we interact with customers, increasing their engagement and reflecting customer needs. We are also looking at what initiatives are possible from this perspective. What should we present to our customers before a game is finished, how can our customers enjoy this, and how do we connect this to profitability, is something we are thinking about implementing, and which can improve our asset turnover in the process. This is what I would like to realize with respect to long-term, large-scale developments. It is not an easy task, but I believe that it has become quite possible under the current environment. The second initiative relates to “smart devices as game machines.” Put this way, you may think that devices such as smart phones and tablets are at odds with game consoles, but this is not the case. As the Company is developing and selling video games, the selection of game device to develop for is of utmost importance. While it may not need to be said, smart phones and tablets have evolved at a striking pace, and as devices upon which to play games, their specs are more than sufficient. On the other hand, game consoles have become smart devices themselves, and whether they ultimately converge or diverge is yet to be seen, but as publishers of content, smart phones and tablets are not devices that we can ignore.