How Streaming , OTT's and SMART TV's will change the rules to provide digital content in the near future : One example the CLOUD GAMING new rules .
28/1/2016 -PGW PPT deck : Conference with Anuman (Loick TANGUY), LG, Samsung, Orange, SFR, Blacknut, EMTEC, Gamestream
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2. Jean-Denis VIGATO
Head of Cloud Gaming
Anne-Laure CAFFIN
Head of Cloud Gaming
Olivier AVARO
CEO
Lo誰ck TANGUY
VP Business
Development Asia
Ivan LEBEAU
CEO
Armand CLAUDEL
Product Manager SmartTV
Nathalie LAMRI
Product Strategy &
Marketing Director
Mustapha TOUMI
SmartTV Content Manager
5. PUBLISHERS & DEVELOPERS
DISTRIBUTORS
IPTV PROVIDERS
MEDIA PLAYER/OTT
MANUFACTURERS
SMART TV
MANUFACTURERS
CONTENT PROVIDERS
CLOUD GAMING SERVICE
PROVIDERS
TECHNO PLATFORMS
GAMERS
6. 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 ?
8. 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 Telcos 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 IPs
Having a strong franchise is a + on TV cloud gaming
Integrate in your plans those new formats (ISPs, OTT, Smart TV) help the overall of IP brand
awareness but negotiate marketing activities with your partners
No piracy !!!
9. 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
Dont 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 its 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 dont have clear understandings on worldwide coverage and release plans .
12. 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 WIZTIVIs 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
Were 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
17. 1Mo+ Smart TV
sold from Jan to
Aug in 2016
Netflix has been
the #1 trigger for
use
Cloud gaming
now?
8,289
106,396
289,205
331,858
246,633
59,912
5,599
28'' 32'' 40'' 46/50'' 55'' 60/65'' 70''
Smart TV Screen sizes
Jan 2016 (YTD August)
19. 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
21. 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:
Gamestreams experience in Hospitality
Opportunities on OTT for STB and SmartTV providers
24. SFR Cloud Gaming - Platform positioning
PC
FAMILY gamer
Non portable DEVICE
Portable DEVICE
HARDCORE
gamer
PS4
XBOX
NINTENDO
SFR Cloud Gaming
Smartphone &
Tablet
25. SFR Cloud Gaming - Players profiles
MEN
54%
WOMEN
46%
Family
with kids
60%
Childless
couple
23%
Single
17%
3-5 yo
7%
6-12 yo
22%
>50 yo
17%
26-49 yo
32%
13-18 yo
14%
19-25 yo
8%
27. 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)
29. 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)
30. 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.