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Cloud Gaming: new revenue stream for publishers and developers 10/27/2016
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Streaming ott smart_tv_thefutureofdigitalcontent_ltanguy

Jan 12, 2017

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Page 1: Streaming ott smart_tv_thefutureofdigitalcontent_ltanguy

Cloud Gaming:new revenue stream

for publishers and developers

10/27/2016

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Jean-Denis VIGATO Head of Cloud Gaming

Anne-Laure CAFFIN Head of Cloud Gaming

Olivier AVAROCEO

Loïck TANGUYVP Business

Development Asia

Ivan LEBEAU CEO

Armand CLAUDELProduct Manager SmartTV

Nathalie LAMRIProduct Strategy & Marketing Director

Mustapha TOUMISmartTV Content Manager

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Summary

1. Ecosystem2. Publishers/Developers: Challenges & Opportunities3. Market Overview 4. Cloud Gamer Profile5. Conclusion

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1- Cloud Gaming Ecosystem

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PUBLISHERS & DEVELOPERS

DISTRIBUTORS

IPTV PROVIDERS

MEDIA PLAYER/OTT MANUFACTURERS

SMART TV MANUFACTURERS

CONTENT PROVIDERS

CLOUD GAMING SERVICE PROVIDERS

TECHNO PLATFORMS

GAM

ERS

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“Abandon all hope, ye who enter here !”The Nines Circles of Hell of Cloud Gaming

1. Is it technically feasible ? (Latency, bit rate, …)2. Is it financially viable ? (CPU/GPU/BW costs)3. Is there an audience for it ? 4. Can we build a catalogue for this audience ?5. How can they access the games (Controller)6. What business model for the ecosystems ? 7. How do you make it global ? 8. What distribution / acquisition cost ? 9. How do you retain customers ?

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2- Publishers/Developers: Challenges & Opportunities

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Opportunities • Publishing

– Revival for Back Catalogues : less obsolescence on the consumers targets– Titles are long standing sellers : 2 to 3 years– Accept to go for demo or trial versions – Kids/casual gamers are less and less assigned by major PC/Consoles digital platforms

• Kids titles = opportunities • Casual gaming – Now only MOBILE but can be assigned via family/female/kids cloud gaming TV packages

• New business models and extra money for Publishers– “Subscription based” or packages Business model work good – Quid for advertisement royalties in the future ??? Not started yet ? – Access to Specific Telco’s billing helps a lot : SFR/Orange direct invoicing– Provide easier access to “emerging” markets where consoles sales are week Russia/China/Africa/LATAM

• Marketing opportunities for IP’s – Having a strong franchise is a + on TV cloud gaming – Integrate in your plans those new formats (ISP’s, OTT, Smart TV) help the overall of IP brand awareness but negotiate

marketing activities with your partners– No piracy !!!

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Challenges • Publishing :

– IP and source codes ownerships issues • Most of the time cloud gaming adaptations are not included in contracts with IP owners . Its’ New formats for IP owners, so they ask for more money • Don’t forget to include those formats in your contracts as you do with STEAM or PSN

– Developers and publishers are reluctant to provide source codes to non trusted or new business platforms

• Technical issues– Two major main formats can be adapted : Androids and PC - depends on technical specificities for each platforms

• But choose consoles lead formats titles to avoid difficulties for PAD adaptations

– Backward engineering is sometime difficult for Back catalogues • Teams are working on other projects … • Old sources codes with external engine not upgraded : Ie… UNITY 2 to Unity 5

– SDK integrations is not so simple - to cloud gaming industry => Stop to say “it’s a 5 mn job”• For multi formats publishers (consoles/Mobile/PC) we have now zillions of SDK to integrate (platforms + billings) !!!!

• Marketing challenges– For new releases and AAA titles : Publisher are reluctant to say OK

• Price positioning for consoles is around 50 to 70 euros …

– Difficulties to understand where goes our titles worldwide • Beta/Master Candidate tests in end users conditions are difficult • We don‘t have clear understandings on worldwide coverage and release plans .

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3- Market Overview

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ISP: Orange & SFR

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SFR + Orange: pioneer & veterans in cloud gaming• SFR + Orange: A success story

– A Cloud Gaming platform and business running for 6 years (SFR: Oct 2010 / Orange: Oct 2012)– 9M French households with IPTV providing WIZTIVI’s cloud gaming platform– Each & every month >70K gamers paying 10 or 15€ - still growing!– A new partnership with WIZTIVI Gaming and new countries to open…

• Games: – We already distribute 270 games /40 publishers : Anuman, SEGA, Ubisoft, Warner Bros., Disney, Konami,

Gameloft, EA, Activision, Focus, Playrix, Mumbo Jumbo… and many others !– Thanks to a multiple porting solution and a full dedicated and skilled team– We’re looking for:

• Premium publishers, small publishers & independant studios…• All games, from gamer games to casual games, from new games to back catalog games…

• Telcos assets:– Back catalog games monetization and windowing release – A fully integrated and secured customers billing system– Customers close relationship & powerful marketing tools– Providing the hardware (Cloud gaming dedicated servers & STB) + a High Bandwidth managed network with

prioritized network flow– No piracy

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OTT: EMTEC

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Connected TV:The war for the living-room is just beginning…

Cloud Gaming – OTT

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Over 100 Million Streaming Media Players sold in the world*.

*Parks Associates

Cloud Gaming – OTT

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SMART TV:Samsung & LG

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• 1Mo+ Smart TV sold from Jan to Aug in 2016

• Netflix has been the #1 trigger for use

• Cloud gaming now?

28''↓ 32'' 40'' 46/50'' 55'' 60/65'' 70''↑

8,289

106,396

289,205

331,858

246,633

59,912

5,599

Smart TV Screen sizes Jan 2016 (YTD August)

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Samsung SmartTV experience :•Needs of SmartTV Users :

–Sample and Quick access–Multiscreen and portability–Incredible Image quality: UHD–Game without console (after VOD Streaming, TV Apps)

•Gaming concept in SmartTV Samsung :–Play console game titles without console through video streaming technology : Game fly

(The Batman Arkham City , Sleeping Dogs, Lego Marvel Super Heroes, Grid2, Hitman)PlayStation Now OR SteamLink (New)

–Download and play casual games optimised for Samsung Smart TV ex : Asphalt 8, Cars: Fast as Lightning, Just Dance…

–Quick and easy access : Clear UI, games categorised by supported controller•The largest installed base of Smart TVs in France, Europe and World•Tizen SmartTV : 40% of All Samsung SmartTV•Impact on Service during GameFlay Marketing promotion :

–X3 lgame usage•MAU (Free Game and cloud Gaming): 57% in Europe

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Cloud Gaming “Premium”Gamestream

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Cloud Gaming as a Premium service- Cloud Gaming Premium XP ?• Great streaming solution: Full HD 1080p + 45-60 Fps + imperceptible latency• Great content: Adapted to users + a mix of cult and recent titles

> A Premium service is a mix of very good technical conditions (techno and Network) and an cherry-picked content

- On ISP services:• A few ISP can provide this level of QOS: some foreign ISPs + 1.4M FTTH users in FR• When users are confident with the UXP (even in 720p), they spend money on

Premium packs and A la Carte titles

- On other platforms:• Gamestream’s experience in Hospitality• Opportunities on OTT for STB and SmartTV providers

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4- The Cloud Gamer Profile

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SFR Cloud Gaming - Platform positioning

PC

FAMILY gamer

Non portable DEVICE

Portable DEVICE

HARDCORE gamer

PS4

XBOX

NINTENDO

SFR Cloud Gaming

Smartphone & Tablet

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SFR Cloud Gaming - Players profiles

MEN54%WOMEN

46%

Family with kids

60%

Childless couple

23%

Single17%

3-5 yo7% 6-

12 yo22%

>50 yo17%

26-49 yo32%

13-18 yo14%

19-25 yo8%

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SFR Cloud Gaming - Most played games TOP101 2 3

4 5 6

5 8 9 10

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Orange France Cloud Gaming : some statistics• 10 Millions minutes of fun per month• Average session duration = 26 minutes• Peak hours :

– 17h-21h on week days, – 10h-21h on week-ends

• Peak days : Saturday, Wednesday, Sunday and school holidays • A growing customer satisfaction : 7,8 in 2015 (vs. 7,4 in 2013)

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Conclusion

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The Cloud gaming market has now turned into a reality, driven by the convergence of several factors:

– High-Speed Internet (ISP)– Connected TV massive hardware installed bases (Telco STB, Smart TV and “3rd

Party” OTT)– Reliable cloud-based technology (platforms & servers)– Attractive content (game catalogue)– Viable business model:

• Low cost entry for end-consumers and adoption of subscription-based model by end-consumers

• Increasing revenue stream for publishers/developers – Streaming has changed the way people consume media (e.g. Netflix, Spotify)

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The future of video games is in the cloud!

The video game industry has not yet experienced its total digital revolution vs. music and video. Game streaming is definitely a massive trend in the industry that game content providers need to embrace and see as a new opportunity to make games as easy to access as music and movies, and grow their audience.

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THANK YOU!