Breaking the Kubernetes Kill Chain: Host Path Mount
Shanghai Expo - Dutch Game Masters: PlayToTV by Jeroen Elfferich
1. Creating Multimedia & IP Concepts
Jeroen Elfferich
Dutch Game Masters
Shanghai World Expo
25 May 2010
2.
3. Social Gaming Services & Technology
Established in 2001
HQ in Amsterdam (NL)
Office in San Francisco (USA)
Acquisition of Airplay, San Francisco (USA)
4. 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, ...
5. Time, space Daily
Production values Ratings driven
Box office driven Recurring advertising
revenues
One off product
Regular production
Hit-or-miss
Iterate (pilot, season 1,
Release, then Franchise season 2 etc)
Cinema TV
6. Time, space Available 24/7
Production values DAU driven (ratings)
Retail driven Iterate: GaaS
Recurring revenues:
One off product
advertising, freemium,
Hit-or-miss
lead generation
Release, then franchise Social
Console Online (PC, mobile, ...)
7. 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
65+ billion $ industry
8. Internet will eclipse TV in advertising by 2012
TV is no longer main source for news
Want to watch video on PC: 82%
>24% of US households has DVR
Teens are online more than watching TV
Interactive digital TV has slow adoption rates
9. “The inherent weakness of television has
always been the indirect relationship between
the viewer and the broadcaster. Because there
has never been any way to make individual
viewers pay for the parts of the service they
actually watch, broadcast television is based
upon a business model which forces viewers to
pay indirectly.”
10. Global IP & Formats
Reality
Gameshows
Participation
11.
12. 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.
15. “... 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‟”
16. Viewer participation as new source of income &
entertainment
Events are still huge
Dual or even triple screen multitasking
Low distribution costs, rise of the mid-tail
Balancing live, recorded & on-demand TV
TV Game Shows doing better than ever
Mass Media 2.0 – following the broadcast model
17. Until the 20th Century, games was the #1 pastime
Radio, then TV turned us into passive consumers of
entertainment
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
Or can the games industry serve this trend?
www.exmachina.nl
18. Crossplatform IP & Formats
Internet-based participation
TV Gameification
19. Anytime, anywhere, any connected device
3 (soon 4) dominant screen types:
◦ TV: sit back, play along
◦ Web: versatile, pervasive
◦ Mobile: always on, personal
◦ (Tablet/iPad: the best of web & mobile)
Create interactive experience for all screens
Synchronous (live) and asynchronous (on-demand)
www.exmachina.nl
20. SMS & IVR very successful, but…
◦ Only simple interactivity, asynchronous, no social context
◦ Poor usability, complex controls
TV-only (teletext, digital TV), but…
◦ Multiple players, one remote control?
◦ Often no return channel, no interactivity
◦ No integrated payment option
People want to participate, but compared to online &
mobile games, today‟s solutions are too primitive
22. Play To TV situation
Editorial use of socio- Live interaction with TV content
and demographic data
Live interaction social groups
23. Smartphones with flat-fee internet access
Multitasking, Ipad and the inevitable wave of
„couch surfing devices‟
“Best of the web with the best of TV” (Google TV)
True, open internet-capable TV
Network & social graph API‟s
Righ Here, Right Now mentality
24. Play To TV: 4 pillars
Real-time sync with TV
Massive scheduled interactive
entertainment
Access with mobile apps, web apps
and web services
Live interaction thru social
networks, playing with friends
33. Allow consumers to play live with their favorite
television programs while competing with friends
and other viewers tuned in to the same program
Like-minded friends and fans can socialize,
network and form communities around their
favorite TV programs, stars & brands
Provides a unique crossplatform (mobile and
online) offering, allowing users to join regardless
of device
Iterative production, games-as-a-service
PlayToTV transforms television
into a gameified, social experience
36. 4th generation white label cross media gaming platform for web, mobile, broad- and narrowcast
Julius provides a framework to:
◦ Create
◦ Distribute
◦ Manage
37. Flexible and robust client & server technology
Play live and real-time against other players
Play simultaneously on any connected device
Deep integration with Facebook, Netlog, Hyves
38. Massive multiplayer events
Specific dates and times
Large groups play the same game concurrent in the same
game session
Fitted to be supported by audio or video host
39. Real-time multiplayer interaction with TV content
◦ Gaming
◦ Reality Shows
◦ Sports
Social
◦ Facebook, tweets
◦ Friends watching & playing now
Live or recorded
◦ In sync with TV
◦ Cable, PDR‟s, broadcast
iPhone, iPad, Brew, Web, Android
Scalable
40. Gameplay
Premium
Freemium
Monetizing user data
Advertisement
In game adds
Pre-roll
Bannering
2nd screens
41. Relationship with viewer
Lead generation
Rich consumer contacts
Data mining
Promotion of brands and campaigns
Mass Media 2.0