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What The Game Industry Can Learn From TV
                          (and vice versa)
                               Jeroen Elfferich
                             Festival of Games
                                  June 4, 2010
   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, 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 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
   Market (a lot!)        Market (quite a lot!)
   Pray (for a hit!)      Pray (for a hit!)



Cinema                  Console
   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
   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
   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
   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
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 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
   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 industry revenues, Newzoo
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
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.
1996

Participation TV

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

Set the standard
for premium IVR
and text
messaging
1999

Big Brother

Making headlines
worlwdie

Interactive voting
via SMS and IVR

2008: broadcast
in 32 countries,
320 million
viewers
“... 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‟”
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 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
   TV Lessons
    ◦ Scheduling & scarcity
    ◦ Marketing & episodes
   Web:
    ◦ Personalisation & social graph
    ◦ Gameification of Everything
    ◦ Massive multiplayer
        New devices (iPad, Google TV, TV out, Dual
                                            Screen)
   Demo video
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
   Check-in
   Poll
   Voting
   Rating
   Q&A
   Prediction
   ...
                    Client support: Iphone/Ipad,
                 Android, Xbox, HTML5, J2ME, Flash
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)

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

  • 1. What The Game Industry Can Learn From TV (and vice versa) Jeroen Elfferich Festival of Games June 4, 2010
  • 2. Social Gaming Services & Technology  HQ in Amsterdam (NL)  Office in San Francisco (USA), Airplay acquisition
  • 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.
  • 5. ~4 hours a day ~few times a year
  • 6. Snack‟n‟zap Feature length
  • 7. Some money every day Maybe a little, maybe a lot. Once.
  • 8. 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
  • 9. 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
  • 10. 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
  • 11. 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
  • 12. 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
  • 13. Entertainment as a Service Entertainment as a Product
  • 14. 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
  • 15. 100.000.000.000 Euro  25.300.000.000 US$
  • 16. 100.000.000.000+ Euro ◦ 2009 US market TV revenues, Idate  25.300.000.000 US$ ◦ 2009 US market game industry revenues, Newzoo
  • 17.
  • 18. 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
  • 19. 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.
  • 20. 1996 Participation TV Multi Billion$ industry for Broadcasters, TV production companies, aggregators & Telco‟s Set the standard for premium IVR and text messaging
  • 21. 1999 Big Brother Making headlines worlwdie Interactive voting via SMS and IVR 2008: broadcast in 32 countries, 320 million viewers
  • 22. “... 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‟”
  • 23. Crossplatform IP & Formats Internet-based participation Scheduled Gaming TV Gameification
  • 24. 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
  • 25. TV Lessons ◦ Scheduling & scarcity ◦ Marketing & episodes  Web: ◦ Personalisation & social graph ◦ Gameification of Everything ◦ Massive multiplayer  New devices (iPad, Google TV, TV out, Dual Screen)
  • 26. Demo video
  • 27. 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
  • 28. Check-in  Poll  Voting  Rating  Q&A  Prediction  ... Client support: Iphone/Ipad, Android, Xbox, HTML5, J2ME, Flash
  • 29.