What The Game Industry Can Learn From TV
                          (and vice versa)
                               Jeroen ...
   Social Gaming Services & Technology
   HQ in Amsterdam (NL)
   Office in San Francisco (USA), Airplay acquisition
   Multiplayer: realtime social gaming
    ◦ Flexible and robust client & server technology
   Crossplatform: web, mobil...
~4 hours a day




                 ~few times a
                         year
Snack‟n‟zap




              Feature length
Some money
every day




                Maybe a little,
             maybe a lot. Once.
   Write                  Design
   Fund, license          Fund, license
   Produce                Develop
   Marke...
   Rely on an internet connection to run
   Other players matter
   More serverside than clientside code
   Tendency t...
   Write                           Design
   Produce Pilot                   Develop v0.9
   Market                  ...
   Go to theatre      Go to retail store
    ◦ Pay               ◦ Buy box
    ◦ See movie         ◦ Go home
   Go to s...
   Watch show                    Play online
    ◦ It‟s free                    ◦ It‟s free
    ◦ Watch ads             ...
Entertainment
as a Service




                Entertainment
                  as a Product
   4 Billion TV users worldwide
   US: 4 hours a day (2 months non-stop per year!)
   TV in 99% of all households, 2.24...
   100.000.000.000 Euro
   25.300.000.000 US$
   100.000.000.000+ Euro
    ◦ 2009 US market TV revenues, Idate
   25.300.000.000 US$
    ◦ 2009 US market game industr...
Show                                  Debut channel     Debut year   Distributor

                                        ...
1988

The „Henny
Huisman Effect‟
is a situation
where the
national phone
system grinds to
a halt due to a
sudden, massive
...
1996

Participation TV

Multi Billion$
industry for
Broadcasters, TV
production
companies,
aggregators &
Telco‟s

Set the ...
1999

Big Brother

Making headlines
worlwdie

Interactive voting
via SMS and IVR

2008: broadcast
in 32 countries,
320 mil...
“... The programme is sold in a series of 52 episodes to national TV
company Sichuan TV. Never before did a European produ...
Crossplatform IP & Formats
Internet-based participation
          Scheduled Gaming
           TV Gameification
   Until the 20th Century, games was the #1 pastime
   Radio, then TV turned us into passive consumers
   Late 20th Cen...
   TV Lessons
    ◦ Scheduling & scarcity
    ◦ Marketing & episodes
   Web:
    ◦ Personalisation & social graph
    ◦ ...
   Demo video
PlayToTV: 4 pillars
        Real-time sync with TV

     Massive scheduled interactive
            entertainment

    Acce...
   Check-in
   Poll
   Voting
   Rating
   Q&A
   Prediction
   ...
                    Client support: Iphone/Ipad...
thanks




jeroen@exmachinagames.com
        @jeroen020
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
What The Games Industry Can Learn From TV (Festival of Games 2010)
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What The Games Industry Can Learn From TV (Festival of Games 2010)

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A new generation of games is emerging:
games that start at a set time, that have
episodes, even seasons. Games that will
be played by tens if not hundreds of thousands
simultaneously. Games that are becoming like a service and less like a product.

This presentation by Jeroen Elfferich shows that games, especially online ones, should perhaps focus more on TV that the traditional obsession that videogame developers have had with cinema. And given the incredible amount of pioneering that has always taken place in Holland, this provides tremendous opportunties to companies based or partnering there.

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What The Games Industry Can Learn From TV (Festival of Games 2010)

  1. 1. What The Game Industry Can Learn From TV (and vice versa) Jeroen Elfferich Festival of Games June 4, 2010
  2. 2.  Social Gaming Services & Technology  HQ in Amsterdam (NL)  Office in San Francisco (USA), Airplay acquisition
  3. 3.  Multiplayer: realtime social gaming ◦ Flexible and robust client & server technology  Crossplatform: web, mobile, TV, console ◦ Play anytime, anywhere, on any device  Broadcast integration: PlayToTV ◦ Watch a show, play with friends, beat the nation  Social gaming: play with your friends ◦ Deep integration with Facebook, Netlog, Hyves, ...
  4. 4. ~4 hours a day ~few times a year
  5. 5. Snack‟n‟zap Feature length
  6. 6. Some money every day Maybe a little, maybe a lot. Once.
  7. 7.  Write  Design  Fund, license  Fund, license  Produce  Develop  Market (a lot!)  Market (quite a lot!)  Pray (for a hit!)  Pray (for a hit!) Cinema Console
  8. 8.  Rely on an internet connection to run  Other players matter  More serverside than clientside code  Tendency towards open standards; away from downloads and plug-ins  Mobile, Tablet, PC, Set-top-box – I don‟t care. They‟ll all be connected
  9. 9.  Write  Design  Produce Pilot  Develop v0.9  Market  Seed and/or market  Broadcast  Upload and launch  If success then ◦ Write, produce Season 1,  Regardless of success market a bit, broadcast ◦ Tweak, upload v0.91 ◦ Wash, rinse, repeat ◦ Analyse, rinse, iterate TV Online
  10. 10.  Go to theatre  Go to retail store ◦ Pay ◦ Buy box ◦ See movie ◦ Go home  Go to store ◦ Play ◦ Buy disc  Go to app store ◦ Go home ◦ Pay ◦ See movie ◦ Download ◦ Play Cinema Console
  11. 11.  Watch show  Play online ◦ It‟s free ◦ It‟s free ◦ Watch ads  See ad ◦ Be brainwashed (a bit) ◦ Fill out a form  Play more ◦ „Micropay‟  Play more still TV Online
  12. 12. Entertainment as a Service Entertainment as a Product
  13. 13.  4 Billion TV users worldwide  US: 4 hours a day (2 months non-stop per year!)  TV in 99% of all households, 2.24 sets on average  TV is turned on 6h47m a day  Total hours of TV consumed: 250 billion  % Americans who say they watch too much TV: 49  Youth – hours in school: 900 behind TV: 1,500  TV commercials seen per year: 20,000
  14. 14.  100.000.000.000 Euro  25.300.000.000 US$
  15. 15.  100.000.000.000+ Euro ◦ 2009 US market TV revenues, Idate  25.300.000.000 US$ ◦ 2009 US market game industry revenues, Newzoo
  16. 16. Show Debut channel Debut year Distributor Sony Pictures 1 Who Wants To Be A Millionaire? ITV (UK) 1998 Television Nederland 2 2 Deal or No Deal 2002 Endemol (Netherlands) 3 Wipeout ABC (US) 2008 Endemol CBS Studios 4 Wheel of Fortune NBC (US) 1975 International 5 Family Feud ABC (US) 1976 FremantleMedia 6 Don't Forget The Lyrics Fox (US) 2007 RDF Rights 7 Hole in the Wall Fox (US) 2008 FremantleMedia Shine 8 Are You Smarter Than A 5th Grader? Fox (US) 2007 International/Mark Burnett Productions CBS Studios 9 Jeopardy NBC (US) 1964 International 10 I Love My Country RTL4 (Netherlands) 2008 Talpa Media Most Popular TV Gameshows in the World TBI, 2009
  17. 17. 1988 The „Henny Huisman Effect‟ is a situation where the national phone system grinds to a halt due to a sudden, massive amount of phone calls.
  18. 18. 1996 Participation TV Multi Billion$ industry for Broadcasters, TV production companies, aggregators & Telco‟s Set the standard for premium IVR and text messaging
  19. 19. 1999 Big Brother Making headlines worlwdie Interactive voting via SMS and IVR 2008: broadcast in 32 countries, 320 million viewers
  20. 20. “... The programme is sold in a series of 52 episodes to national TV company Sichuan TV. Never before did a European producer sell a full season‟s worth of TV to a Chinese broadcaster. The show will be called „Wo Ai Wo De Zhu‟, or „I love China‟”
  21. 21. Crossplatform IP & Formats Internet-based participation Scheduled Gaming TV Gameification
  22. 22.  Until the 20th Century, games was the #1 pastime  Radio, then TV turned us into passive consumers  Late 20th Century, videogames showed that people care about interactive entertainment  And now, the broadcast industry is trying to figure out how to succeed in interactive formats www.exmachina.nl
  23. 23.  TV Lessons ◦ Scheduling & scarcity ◦ Marketing & episodes  Web: ◦ Personalisation & social graph ◦ Gameification of Everything ◦ Massive multiplayer  New devices (iPad, Google TV, TV out, Dual Screen)
  24. 24.  Demo video
  25. 25. PlayToTV: 4 pillars Real-time sync with TV Massive scheduled interactive entertainment Access with mobile apps, web apps, TV apps and web services Live interaction thru social networks, playing with friends
  26. 26.  Check-in  Poll  Voting  Rating  Q&A  Prediction  ... Client support: Iphone/Ipad, Android, Xbox, HTML5, J2ME, Flash
  27. 27. thanks jeroen@exmachinagames.com @jeroen020

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