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“Trend of Digital Media
and Games Pimpinan Telkom Group
       Rapat in Indonesia”

     Gamechanics : Aula Barat ITB, 19 Maret 2013




                              Joddy Hernady
                             Senior General Manager
                        Innovation & DesignCenter
                      PT Telekomunikasi Indonesia
Key Trends in Games
Key Trends in Media
Huge number of event happens within 60 secs...




    Source: Shanghai Web Designer, http://www.syncreload.com/2011/09/what-happens-in-1-minute-on-internet.html, 2011
                                                                                                                       3
Mobile Traffic Drivers

                            Mobile devices:
                         Global: 10B, SmartPhone:
                                   27%
                         APAC: 5B, SmartPhone:
                                   26%
                            *Indonesia: ~180M,
                         BySmartphone:~30%be
                              2017, there will
                         1.4 mobile connections
                         (devices and M2M) for
                          every member of the
                           world’s population
                         Mobile Data Traffic
                               (2017)
                             4G: 45%
                             3G: 51%
                              2G: 4%
                          Mobile File Sharing (5.5%)
                            Mobile M2M (8.3%)
                          Mobile Web/Data (22.9%)
                           Mobile Video (63.3)


                         Note: * posisi tahun 2012
                                                       4
Average Traffic Per Mobile Device Type will grow
significantly in the future …




                                                   5
Perubahan Signifikan terjadi juga di Industri Game dunia


      Stand Alone                Network             Social              Cloud

                                                               Smart X

                                                          Tablet

                                                  Smartphone

                                              Mobile Phone

                                         Mobile Console
                                         Console

                                         PC

                                    Arcades


                    Trend of Last 1 year : social games and Free Items Games
Mobile Gamers: Players & Payers




www.newzoo.com
Potensi Bisnis Mobile Game
Game Industry Value Chains




Source : The Video Game Industry (Duke University)
Bisnis Baru yg Muncul Dari Industri Game
Potensi Indonesia

          High quality talents (artist & developers)
          Lower development cost
          Large and fast growing market
          Multicultural - rich contents & storylines


  − Strong educational support
  − Adequate training facilities
  − Exposure to global standard & partner
  − Need stronger government support
Challengge: Develop “International-Class but
Local-Taste” Indonesian Games
TELKOM Support for Indonesian Game Industry
 • Indigo Fellowship Program
 • Indigo Venture Program
 • Bandung Digital Valley Program, etc.
 • Indigo Incubator
Telkom Game Platform & Ecosystem Architecture
                                                                                                B2C

                                                      Social                      Online
                                       Virtual
                      Game Store                     Network         Content      Mobile
   Supplier                             Coin
                        /Portal                       Game         Management
                                                                                  Store
                                       System
                                                     Platform

    Game                                                                          Online
   Developer                           In-App/                                   Web Store             Gamers
       s               In-Game                       Subscriber    Settlement                           ( Kids,
                                      In-Game
                       Chatting                     Management       System                           Students
                                      Purchase
                                                                                  Social               , young
     Game                                                                        Networks                  &
   Publishers         Game Center                     Game
                        User API       Game
                                                      Center        Report &                          product-
                        (Topup,        Center                                                             ive
                       Consume,                      Payment        Statistics   In-Game
                                      User SDK                                                         people)
PC Client Game, Web    Transfer)                       API                       Purchase
Game, Mobile Game

                         Direct       Voucher       E-Money                        Offline
     B2B                 Billing      Providers     Providers       Device       Distribution
                      (Tsel, Flexi,     (Tsel,     (Delima, T-    Manufactures   Channels
                        Speedy)        Telkom)      Cash, etc)

                                            Service Enabler
                                                                                             B2B2C
Key Trends in Games
Key Trends in Media
Digitisation is creating major shifts within the
media value chain ...
Media Value Chain – Convergence Trends around Digitisation       Non-Exhaustive

     Content      Content     Content        User
     Creation    Packaging    Delivery      Device
                                                            Content creators and
                                                       aggregators moving into content
                                                                  delivery

                                                         Content delivery companies
                                                         launching their own devices

                                                        Equipment manufacturers
                                                       moving into content packaging
                                                                and delivery

                                                        Content aggregators moving
                                                        across the entire value chain


                                                         Telcos moving into content
                     3 60                                        packaging

                                                       Individual creative artists taking
                                                         on their own packaging and
                                                                    delivery


                                                                                            16
Digital Video Ecosystem




Source : http://www.nytvf.com, 2012   17
And so the TIME ecosystem continues to undergo
substantial change – the boundaries are becoming
increasingly blurred
  Evolving ecosystem



                          Automotive                                      Utilities
                                              Telecommunications



                   Consumer                                                       Banking &
                   Electronics                                                    Insurance

                                         Media &            Information
                                       Entertainment        Technology

                          Media &                                         Health
                         Advertising                                       Care




  Source: A.T. Kearney                                                    A.T. Kearney Telkom MultiMedia 01-Feb-2012
                                                                                                                       18
Overall, digitisation is facilitating access to new
audiences and personalised services, hence growing
the pie‘ overall
                                                                               After digitization

                                                                                  Blockbusters

 Content Grades ‘in Scope’ –                                                     First broadcast
 Before and After Digitization
                                                                                   Archives Hits
                                            Before digitization                      End of
                                                                                    catalogue
                                                                                                    1
                                                 Blockbusters                       Numerized
                                                                                     Archives
                                                First Broadcast                  Niche Content
                                                                                                    2
                                                 Archives Hits                   User-Generated
                             Value                                                  Content
                             Creation
                                                    End of
                             Threshold             catalogue

                                                   Archives




                                 1 Existing content that is now economically viable to distribute
                                 2 New content finding an audience thanks to the internet
                                                                                                        19
How About The Indonesia Market?
Indonesia Media Summary Profile




                                  20
Signs indicate there is a tremendous market opportunity
available, driven by buoyant consumer demand for media

   Media Opportunity in Indonesia
           20.3 hrs of TV/                                       Increasing
                                                                       xx
           week (#1 in SEA,                                    Attractiveness                                   29% growth in
                                       Intense                    of Media                     Increasing
           2x Malaysia)                                                                                       online advertising
                                        Media                      Sector                      Advertising
           8.3 hrs of radio/            Usage                                                   Spend(1)
           week
                                                                                                                19% growth in
           (#1 in SEA)                                                                                         multi-channel TV
                                                                     Rising                                          advertising
                                                                   Consumer
           6th highest number of
           Twitter users globally                                   Spend(1)                                    10% growth in
           (Jakarta is ranked the                                                                                     newspaper
           13th tweet-city)                                                                                           advertising
           41m Facebook users =                      22% growth in         10% growth
                                                     pay TV                    in online                          6% growth in
           90% of Indonesian                         subscriptions        gaming spend
           online users (#1 in SE                                                                                      magazine
           Asia)                                                                                                      advertising
                                                12% growth in                  #3 country in
           78%                                  digital music sales         Global Consumer
           Internet-                                                        Confidence Index                                12%
           enabled phone                                                                                               growth in
           penetration                     6% growth in                           8% growth in DVD                  out-of-home
           (#2 after                       newspaper sales                         sales – despite the               advertising
           Singapore                       (with most other                       ongoing prevalence
           in SEA )                        markets in decline)                               of piracy

   (1) All Consumer and advertising spend data relates to 2010-2014 annual CAGR
   Source: Nielsen, PWC Media & Entertainment outlook, A.T. Kearney analysis
                                                                                                         Telkom_M&E_strategy_kickoff_111122   6
TV and newspapers dominate the Indonesian Media
landscape
 Indonesia Media Market Size (IDR Trillion)
                2011 Market Size       Rp.                  2016 Market Size       Rp.
                                       53 tr                                       93 tr
                   Online                                       Online
             Music 1%                                     Music 3%
               2%              Other                        1%             Other
          OOH                  6%                      OOH                 4%
            3%                                           2%
  Magazines                                    Magazines
        5%                             TV            4%                            TV
                                       32%      Gaming                             38%
                                                   5%
   Gaming
      7%




  Newspapers
        45%
                                                   Newspapers
                                                         42%


 Although newspapers still have a large share of revenues the industry
has weak med-long term prospects, the growth will be on TV and Online

                                                                                           22
Advertising accounts for ~66% of the total revenues
size in 2011




                                                      23
Indonesia’s media market continues to grow at a strong
overall rate of 12%, led by TV, Music, and online segments




                                                             24
FTA, Pay TV and online segments have the highest
growth together with moderate-high profitability
 Media Category Attractiveness Summary
                                                                                                                   Indonesia Market Size:
                                                                                                                    Size of bubble denotes
       High                                Online Music                               Social Networking            relative 2010 revenues in
       15x                                                                                      Search                       Rp. tr
                                                               Online
                                                               Games             FTA
                                                                                 (13tr)
                                      Radio                                                                                 >10

                                       Physical
                                       Games                             OOH
            TDA
            ion




                       Books
     EV/EBIT
      Valuati




                                                                                                                             3-4
                                                                                                 Pay TV
                                       B2B

                        Cinema                                   Maga-                    Online Portals                     2-3
                                                                 zines

                                                                                                                              1-2
                                                                     News-
                                                                     papers                                                   <1

        Low                                                             (23tr)
                                                                                                                     Avg. EBITDA %
           2x
                  Low                                                                              High                 0-      10- 20-
                  2%                                            Growth                              20%                10% 20% 30%
                                                                                                                            30-
                                                            2011-2016 CAGR                                                 40% >40%
 Size & Growth: Indonesia; Profitability & Valuation: International Players
 Sources: A.T. Kearney Analysis                                                                  Telkom_M&E_strategy_external analysis 36


                                                                                                                                               25
TV will remain the most attractive segment

Summary Insights on Size, Growth, Profitability, Valuation

       TV will continue to
                                 TV will continue to be the medium of choice for advertisers as
  1    dominate media in
                                 CAGR continues to grow at ~15%
       Indonesia

       Online and digital        Online and digital segments have highest growths of between
  2    segments demonstrate      20%-60%; however, impact by 2016 will still be limited given
       strong growth             current small size of online / digital market

                                 Despite the emergence of the online market cutting into the
       Print is declining, yet
  3    remains sizable
                                 print share, print still contributes to over 30% of market size
                                 in 2016

       Valuations are highest
                                 Valuations for gaming and online advertising segment is the
  4    in Online and Gaming
                                 strongest amongst media segments at 11x-14x
       category



                                                                                                   26
The new Kings of Media ?

           Old Kings                            New Kings

             Name:   R. Murdoch                     Name:       M. Zuckerberg
              Age:   80                              Age:       27
        Net Worth:   $7.6 billion              Net Worth:       $17.5 billion
            Focus:   TV, Movies, Publishing        Focus:       Social media
       Background:   Philosophy, Politics,    Background:       Engineering
                     Economics

             Name:   T. Turner                      Name:       L. Page/S. Brin

              Age:   73                              Age:       28
        Net Worth:   $2.1 billion              Net Worth:       $33.4 billion

            Focus:   TV, Radio                     Focus:       Search, Music, TV
       Background:   Classics, Economics      Background:       Computer Science


             Name:   A. Lagardère                   Name:       J. Bezos

              Age:   50                              Age:       47

        Net Worth:   $2.4 billion              Net Worth:       $19.1 billion

            Focus:   Publishing                    Focus:       Music, Video, Devices

       Background:   Economics                Background:       Computer Science
                                                     A.T. Kearney Telkom MultiMedia 01-Feb-2012   5
                                                                                                      27
The Next hit can come from anywhere !
                                    - Japanese hologram pop star, Hatsune Miku




                        Who is she?                             Key Lessons
            Initially 2-D animated spokesmodel for   Think outside the box – creatively
            Vocaloid, an audio synthesizer           and innovatively
            program – now a 3D superstar!
                                                     Creativity is not just in terms of
            Has become an international star         content creation, but also in
             ‒ Video game (Sega)                     delivery and partnerships
             ‒ Manga series
             ‒ Social networking site
             ‒ Likeness was launched into space
             ‒ 2012 Olympics performance poll
             ‒ Official Japanese sponsor for
               Toyota Corolla

                                                                                          12
                                                                                               28
HATSUNE MIKU LIVE CONCERT




                            29
Thank
…. Plihara Persatuan
Menangkan Persaingan
Jayalah Telkom Indonesia …….
The Future Trend of TV
                    TV will be an digital device-connected like any other!



                    Users will choose their programming on TV streams and
                    watch where they go!


                    Simple standards that allow content to be published to
                    TV will evolve


                    Any connected device shall be able to provide TV
                    experience


                    Dynamics of Television Industry will change
                    tremendously!




                                                                             31
Toward The King of Digital Society
                                                                                          IDN 2015
                                                                                              id-Con:
                                                                                            Covergence
                                                                                               Digital
                                                                                            Innovation
                                                             SDP
                         APPLICATION
                             Application Server     Single Subscriber



                                                                                             id-Ring:
                                                                                            Nationwide
                                                                                           BB Backbone

                                                                                            id-Access:
2015:
15 M Household                                                                                 True
1 M AP Wifi                                                                                 Broadband
                                                                                              Access

    Broadband for Business      Broadband for     Broadband for         Broadband for     Digital Society:
        & Government                Home           Community               mobility     InDiSo & InDiCo
                                                                                                         32
TELKOM Architecture on Digital Media




                                       33
Strategy Implementation of Digital Media 2013

                                       Launch
                  Launch                Single      Launch
  Launch           IPTV            eEntertainment    MLTV
    OTT                                 Portal




               1. SD-IPTV           1. Music
 1. Mobile        (Low-BitRate)     2. eBooks
 2. Desktop/   2. HD-IPTV           3. Games
    Laptop        (High-BitRate)    4. eStore
 3. SMART TV                        5. eRadio       Aug 2013
  Nov 2012        Feb 2013
                                     Jun 2013


                                                               34

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Gamechanics Talk - Joddy Hernady

  • 1. “Trend of Digital Media and Games Pimpinan Telkom Group Rapat in Indonesia” Gamechanics : Aula Barat ITB, 19 Maret 2013 Joddy Hernady Senior General Manager Innovation & DesignCenter PT Telekomunikasi Indonesia
  • 2. Key Trends in Games Key Trends in Media
  • 3. Huge number of event happens within 60 secs... Source: Shanghai Web Designer, http://www.syncreload.com/2011/09/what-happens-in-1-minute-on-internet.html, 2011 3
  • 4. Mobile Traffic Drivers Mobile devices: Global: 10B, SmartPhone: 27% APAC: 5B, SmartPhone: 26% *Indonesia: ~180M, BySmartphone:~30%be 2017, there will 1.4 mobile connections (devices and M2M) for every member of the world’s population Mobile Data Traffic (2017) 4G: 45% 3G: 51% 2G: 4% Mobile File Sharing (5.5%) Mobile M2M (8.3%) Mobile Web/Data (22.9%) Mobile Video (63.3) Note: * posisi tahun 2012 4
  • 5. Average Traffic Per Mobile Device Type will grow significantly in the future … 5
  • 6. Perubahan Signifikan terjadi juga di Industri Game dunia Stand Alone Network Social Cloud Smart X Tablet Smartphone Mobile Phone Mobile Console Console PC Arcades Trend of Last 1 year : social games and Free Items Games
  • 7. Mobile Gamers: Players & Payers www.newzoo.com
  • 9. Game Industry Value Chains Source : The Video Game Industry (Duke University)
  • 10. Bisnis Baru yg Muncul Dari Industri Game
  • 11. Potensi Indonesia High quality talents (artist & developers) Lower development cost Large and fast growing market Multicultural - rich contents & storylines − Strong educational support − Adequate training facilities − Exposure to global standard & partner − Need stronger government support
  • 12. Challengge: Develop “International-Class but Local-Taste” Indonesian Games
  • 13. TELKOM Support for Indonesian Game Industry • Indigo Fellowship Program • Indigo Venture Program • Bandung Digital Valley Program, etc. • Indigo Incubator
  • 14. Telkom Game Platform & Ecosystem Architecture B2C Social Online Virtual Game Store Network Content Mobile Supplier Coin /Portal Game Management Store System Platform Game Online Developer In-App/ Web Store Gamers s In-Game Subscriber Settlement ( Kids, In-Game Chatting Management System Students Purchase Social , young Game Networks & Publishers Game Center Game User API Game Center Report & product- (Topup, Center ive Consume, Payment Statistics In-Game User SDK people) PC Client Game, Web Transfer) API Purchase Game, Mobile Game Direct Voucher E-Money Offline B2B Billing Providers Providers Device Distribution (Tsel, Flexi, (Tsel, (Delima, T- Manufactures Channels Speedy) Telkom) Cash, etc) Service Enabler B2B2C
  • 15. Key Trends in Games Key Trends in Media
  • 16. Digitisation is creating major shifts within the media value chain ... Media Value Chain – Convergence Trends around Digitisation Non-Exhaustive Content Content Content User Creation Packaging Delivery Device Content creators and aggregators moving into content delivery Content delivery companies launching their own devices Equipment manufacturers moving into content packaging and delivery Content aggregators moving across the entire value chain Telcos moving into content 3 60 packaging Individual creative artists taking on their own packaging and delivery 16
  • 17. Digital Video Ecosystem Source : http://www.nytvf.com, 2012 17
  • 18. And so the TIME ecosystem continues to undergo substantial change – the boundaries are becoming increasingly blurred Evolving ecosystem Automotive Utilities Telecommunications Consumer Banking & Electronics Insurance Media & Information Entertainment Technology Media & Health Advertising Care Source: A.T. Kearney A.T. Kearney Telkom MultiMedia 01-Feb-2012 18
  • 19. Overall, digitisation is facilitating access to new audiences and personalised services, hence growing the pie‘ overall After digitization Blockbusters Content Grades ‘in Scope’ – First broadcast Before and After Digitization Archives Hits Before digitization End of catalogue 1 Blockbusters Numerized Archives First Broadcast Niche Content 2 Archives Hits User-Generated Value Content Creation End of Threshold catalogue Archives 1 Existing content that is now economically viable to distribute 2 New content finding an audience thanks to the internet 19
  • 20. How About The Indonesia Market? Indonesia Media Summary Profile 20
  • 21. Signs indicate there is a tremendous market opportunity available, driven by buoyant consumer demand for media Media Opportunity in Indonesia 20.3 hrs of TV/ Increasing xx week (#1 in SEA, Attractiveness 29% growth in Intense of Media Increasing 2x Malaysia) online advertising Media Sector Advertising 8.3 hrs of radio/ Usage Spend(1) week 19% growth in (#1 in SEA) multi-channel TV Rising advertising Consumer 6th highest number of Twitter users globally Spend(1) 10% growth in (Jakarta is ranked the newspaper 13th tweet-city) advertising 41m Facebook users = 22% growth in 10% growth pay TV in online 6% growth in 90% of Indonesian subscriptions gaming spend online users (#1 in SE magazine Asia) advertising 12% growth in #3 country in 78% digital music sales Global Consumer Internet- Confidence Index 12% enabled phone growth in penetration 6% growth in 8% growth in DVD out-of-home (#2 after newspaper sales sales – despite the advertising Singapore (with most other ongoing prevalence in SEA ) markets in decline) of piracy (1) All Consumer and advertising spend data relates to 2010-2014 annual CAGR Source: Nielsen, PWC Media & Entertainment outlook, A.T. Kearney analysis Telkom_M&E_strategy_kickoff_111122 6
  • 22. TV and newspapers dominate the Indonesian Media landscape Indonesia Media Market Size (IDR Trillion) 2011 Market Size Rp. 2016 Market Size Rp. 53 tr 93 tr Online Online Music 1% Music 3% 2% Other 1% Other OOH 6% OOH 4% 3% 2% Magazines Magazines 5% TV 4% TV 32% Gaming 38% 5% Gaming 7% Newspapers 45% Newspapers 42% Although newspapers still have a large share of revenues the industry has weak med-long term prospects, the growth will be on TV and Online 22
  • 23. Advertising accounts for ~66% of the total revenues size in 2011 23
  • 24. Indonesia’s media market continues to grow at a strong overall rate of 12%, led by TV, Music, and online segments 24
  • 25. FTA, Pay TV and online segments have the highest growth together with moderate-high profitability Media Category Attractiveness Summary Indonesia Market Size: Size of bubble denotes High Online Music Social Networking relative 2010 revenues in 15x Search Rp. tr Online Games FTA (13tr) Radio >10 Physical Games OOH TDA ion Books EV/EBIT Valuati 3-4 Pay TV B2B Cinema Maga- Online Portals 2-3 zines 1-2 News- papers <1 Low (23tr) Avg. EBITDA % 2x Low High 0- 10- 20- 2% Growth 20% 10% 20% 30% 30- 2011-2016 CAGR 40% >40% Size & Growth: Indonesia; Profitability & Valuation: International Players Sources: A.T. Kearney Analysis Telkom_M&E_strategy_external analysis 36 25
  • 26. TV will remain the most attractive segment Summary Insights on Size, Growth, Profitability, Valuation TV will continue to TV will continue to be the medium of choice for advertisers as 1 dominate media in CAGR continues to grow at ~15% Indonesia Online and digital Online and digital segments have highest growths of between 2 segments demonstrate 20%-60%; however, impact by 2016 will still be limited given strong growth current small size of online / digital market Despite the emergence of the online market cutting into the Print is declining, yet 3 remains sizable print share, print still contributes to over 30% of market size in 2016 Valuations are highest Valuations for gaming and online advertising segment is the 4 in Online and Gaming strongest amongst media segments at 11x-14x category 26
  • 27. The new Kings of Media ? Old Kings New Kings Name: R. Murdoch Name: M. Zuckerberg Age: 80 Age: 27 Net Worth: $7.6 billion Net Worth: $17.5 billion Focus: TV, Movies, Publishing Focus: Social media Background: Philosophy, Politics, Background: Engineering Economics Name: T. Turner Name: L. Page/S. Brin Age: 73 Age: 28 Net Worth: $2.1 billion Net Worth: $33.4 billion Focus: TV, Radio Focus: Search, Music, TV Background: Classics, Economics Background: Computer Science Name: A. Lagardère Name: J. Bezos Age: 50 Age: 47 Net Worth: $2.4 billion Net Worth: $19.1 billion Focus: Publishing Focus: Music, Video, Devices Background: Economics Background: Computer Science A.T. Kearney Telkom MultiMedia 01-Feb-2012 5 27
  • 28. The Next hit can come from anywhere ! - Japanese hologram pop star, Hatsune Miku Who is she? Key Lessons Initially 2-D animated spokesmodel for Think outside the box – creatively Vocaloid, an audio synthesizer and innovatively program – now a 3D superstar! Creativity is not just in terms of Has become an international star content creation, but also in ‒ Video game (Sega) delivery and partnerships ‒ Manga series ‒ Social networking site ‒ Likeness was launched into space ‒ 2012 Olympics performance poll ‒ Official Japanese sponsor for Toyota Corolla 12 28
  • 29. HATSUNE MIKU LIVE CONCERT 29
  • 30. Thank …. Plihara Persatuan Menangkan Persaingan Jayalah Telkom Indonesia …….
  • 31. The Future Trend of TV TV will be an digital device-connected like any other! Users will choose their programming on TV streams and watch where they go! Simple standards that allow content to be published to TV will evolve Any connected device shall be able to provide TV experience Dynamics of Television Industry will change tremendously! 31
  • 32. Toward The King of Digital Society IDN 2015 id-Con: Covergence Digital Innovation SDP APPLICATION Application Server Single Subscriber id-Ring: Nationwide BB Backbone id-Access: 2015: 15 M Household True 1 M AP Wifi Broadband Access Broadband for Business Broadband for Broadband for Broadband for Digital Society: & Government Home Community mobility InDiSo & InDiCo 32
  • 33. TELKOM Architecture on Digital Media 33
  • 34. Strategy Implementation of Digital Media 2013 Launch Launch Single Launch Launch IPTV eEntertainment MLTV OTT Portal 1. SD-IPTV 1. Music 1. Mobile (Low-BitRate) 2. eBooks 2. Desktop/ 2. HD-IPTV 3. Games Laptop (High-BitRate) 4. eStore 3. SMART TV 5. eRadio Aug 2013 Nov 2012 Feb 2013 Jun 2013 34