Category: Gaming

  • Private investment firm acquires Sony Online Entertainment

    Private investment firm acquires Sony Online Entertainment

    MUMBAI: Columbus Nova, an investment management firm based in New York, has acquired Sony Online Entertainment LLC (SOE).

     

    Best known for its community-first approach, and blockbuster hits and franchises including EverQuest, PlanetSide2, DC Universe OnlineH1Z1, Landmark and EverQuest Next, SOE has developed compelling online entertainment for a variety of platforms since 1999.

     

    With the completion of the transaction, SOE will now operate as an independent game development studio and will continue to focus on creating quality online games, providing excellent service to its extensive player base, while centering on its untapped potential as a multi-platform online gaming company. Along with the transaction, SOE will be rebranded and operate under the new name of Daybreak Game Company LLC. 

     

    “Sony Online Entertainment, newly rebranded as Daybreak, is a great addition to our existing portfolio of technology, media and entertainment focused companies. We see tremendous opportunities for growth with the expansion of the company’s game portfolio through multi-platform offerings as well as an exciting portfolio of new quality games coming up, including the recently launched H1Z1 and the highly anticipated EverQuest Next to be released in the near future. The recent Early Access launch success of H1Z1 is just one testament to the talent and dedication of the studio’s developers to create great online gaming experiences,” said Columbus Nova senior partner Jason Epstein. 

     

    “We are excited to join Columbus Nova’s impressive roster of companies. They have a proven track record in similar and related industries and we are eager to move forward to see how we can push the boundaries of online gaming. We will continue to focus on delivering exceptional games to players around the world, as well as bringing our portfolio to new platforms, fully embracing the multi-platform world in which we all live,” added Daybreak Game Company president John Smedley.

  • India Games, Aamir Khan launch official mobile game: PK

    India Games, Aamir Khan launch official mobile game: PK

    MUMBAI: Indiagames, a part of Disney India’s Interactive business, today announced the launch of the official mobile game ‘PK’ based on the most awaited movie of the year. PK, produced by Vinod Chopra Films and Rajkumar Hirani Films in association with UTV Motion Pictures is slated for a worldwide release on Dec 19th, 2014. This mobile game brings alive the world of ‘PK’ in an adventurous form allowing you to play as the several avatars of Aamir Khan showcased in the movie. Aamir Khan, Anushka Sharma, Raj Kumar Hirani, Vidhu Vinod Chopra, Siddharth Roy Kapur, Managing Director, Disney India and Sameer Ganapathy, VP and Head, Interactive, Disney India launched the game today at the Reliance Digital Store in Juhu amidst much fanfare. Aamir and Anushka showcased their gaming skills by competing with each other.

     

    Developed for both feature phones and smartphones, the game was launched today on Google Play, iOS App store and Windows platform. In the game, the player gets to don many avatars of Aamir Khan as seen in the movie along with a special avatar of Anushka Sharma as he embarks upon an exciting endless running adventure. Set against an Indian background, the gamer will run amidst the by-lanes of Delhi, railway tracks in a desert as seen in the movie and collect maximum number of paans, as PK is seen enjoying eating paan in the movie. The gamer has to avoid a number of obstacles on the way, which includes cows, buses, Delhi trains, rickshaws, traffic jams and more. The various backdrops used in the game will give the player the feel of the actual movie.

     

    “I am thrilled with the way this game has shaped-up. The game is engaging and has integrated the movie elements, such as my avatars, the transistor, trumpet and lots more, really well. I am hopeful that my fans will love and enjoy the game and become a part of this exciting, endless journey of ‘PK’, said, actor Aamir Khan, at the launch event of PK mobile game.

     

    “I have never had a game avatar made for any of my film characters before, so this is really exciting for me. I love playing games in the middle of my shots and while travelling. Now with the launch of this game, I am sure I’ll be spending a lot of time on playing with my avatar,”  said Anushka Sharma

     

    Director Rajkumar Hirani said, “Gaming is a great way to engage with your audience today and it is very exciting to see the movie PK being construed in a game. There are a lot of similarities in the process of film making and game development like putting together the plot, the characters, the backdrop, the entertainment etc. I have thoroughly enjoyed myself in this process with the Disney India team.”

    Producer Vidhu Vinod Chopra said, “It’s amazing how movies are now being extended on multiple platforms to increase engagement with the audiences. With the PK game now launched, all the pieces around the movie are coming together really well and we are really excited for the movie release.”

    “Gaming is a great extension to a movie, it engages the audience with the characters, some key elements of the movie and also adds immense buzz around the movie. The PK game is a good example of how a movie can be made into a fun game with an immersive gameplay. Aamir and Raju Hirani have worked closely with our team to bring out a fantastic game that their fans will be happy playing for sure. Hope everyone enjoys playing it as much as we enjoyed making it.” said Siddharth Roy Kapur, Managing Director, Disney India.

     

    “With the PK game, our endeavor has been to capture the essence of the movie and thereby enhance the interactivity for the consumers with the lead pair, giving them the opportunity to play as both – Aamir Khan and Anushka Sharma’s characters.” said Sameer Ganapathy, Vice President and Head, Interactive – Disney India.

     

  • The Ultimate Combat of Good Vs Evil

    The Ultimate Combat of Good Vs Evil

    MUMBAI: With Zee TV’s latest superhero series grabbing eye balls and all set to be a game-changer in the weekend primetime band, the channel has decided to go one step further to enhance your ‘Maharakshak Aryan’ experience – While you enjoy the show on air, you can now play it as a game on your mobile phones too! Creating an additional window for consumer engagement, the all-new interactive gaming app of Maharakshak Aryan offers you a chance to step into the young superhero’s shoes virtually. The app is available for download on Android device , is also hosted on http://www.zeetv.com/maharakshak-aryan/game/  and is coming soon on all iOs platforms.. The game is designed and developed by Bigtrunk Communications, a specialised full-service mobile advertising agency.

     

    With a blend of vibrant graphics that recreate the ethereal world of the show on your mobile phones, multiple levels of difficulty and variation, the game is aimed at providing young teenagers an engrossing gaming experience. It will be a multi-level game, where every level will have a new enemy from the show, like Kumbha, Vishkanya and Challa amongst others. Remember that each demon is unique in his evil powers and more formidable than the last. Each level is only unlocked once the villain is defeated by the user.

     

    Having only recently launched on Zee TV, the superhero series Maharakshak Aryan, has already found a distinct following with its slick production design, cutting-edge graphics, spectacular visual effects and above all, the relatable story of a reluctant, adolescent superhero stumbling upon his super powers at and rising to the responsibility of saving the world that he has now been entrusted with. The manner in which he combats a new villain each week and the triumph of good over evil has won over audiences of all ages, however, the show is especially popular amongst kids.

     

    Sorbojeet Chatterjee, Marketing Head – ZEE TV said, “ZEE TV has constantly been at the helm of digital innovation. Given its action-thriller genre, Maharakshak Aryan, our superhero series, that captures the battle of Good versus Evil, was launched aggressively in the digital space. The show lends itself beautifully to being extended into an exciting game. The idea is to offer an interesting avenue for followers of the show to step into the shoes of our superhero and experience his world.   So, we hope that they not only watch the show on air but enjoy it as a game too.”  

     

    Bharat Subramaniam, Founder – BigTrunk Communications said, “Our endeavour has been to create a user-friendly interface that seamlessly creates an additional layer of consumer engagement by connecting with consumers through elements of the show in an offline platform. While playing the game the consumer gets a chance to walk through the journey of a superhero and celebrate the triumph of Good vs. Evil.

     

     

    Zee TV has always been at the forefront of innovation in the digital space, be it the virtual temple app created for Ramayan that let netizens pray on the go, the e-book and mobile game created for Jodha Akbar that made history fascinating for even the younger demographics or the Dance India Dance apps that offered dance tutorials from the skippers and LIVE chats with the judges of India’s most sought after dance reality show. So, it’s now time for you to protect the MANI from the evil forces. To download the app SMS ‘Aryan’ to 57575 or simply search for ‘Maharakshak Aryan’ in the google playstore and use your catapult to save the world.

  • Games, network services raise Sony Q2-2015 revenue, impairment of goodwill widens loss

    Games, network services raise Sony Q2-2015 revenue, impairment of goodwill widens loss

    BENGALURU: Sony Corporation (Sony) reported sales of ? 1,901.5 billion (US$ 17,445 million) in Q2-2015, (quarter ended 30 September 2014, current quarter) an increase of 7.2 percent compared to ? 1774.2 billion in Q2-2014. An operating loss of Y 85.6 billion yen (US$ 785 million) was recorded in the current quarter, compared to operating income of 13.9 billion yen in Q2-2014. This significant deterioration was primarily due the ? 176.0 billion yen (US$ 1615 million) impairment of goodwill recorded in the company’s Mobile Communications (MC) segment says the company.

    Sony says that increase in sales was primarily due to a significant increase in its games and network services segment (G&NS) sales, reflecting the contribution of the PlayStation 4 (PS4), a significant increase in devices segment sales primarily due to the strong performance of image sensors, as well as the favourable impact of foreign exchange rates. This increase was partially offset by a significant decrease in sales in All Other, primarily related to Sony’s exit from the PC business, explains the company.

    Mobile Communications Segment (MC)

    Sony’s MC segment’s sales increased 1.2 percent in Q2-2015 to ? 308.4 billion (US$ 2829 million) from ? 304.6 billion, primarily due to the favourable impact of foreign exchange rates, partially offset by a decrease in sales mainly in Japan.

    Operating loss of ? 172.0 billion (US$ 1578 million) in Q2-2015 was recorded, compared to operating income of ? 8.8 billion in Q2-2014. As mentioned above, this deterioration was primarily due to the impairment charge of goodwill recorded in this segment. Further, in the current quarter, marketing expenses and research and development expenses increased year-on-year in order to expand sales channels adding to the loss says Sony.

    Games & Network Services Segment

    G&NS sales increased 83.2 percent in Q2-2015 to ? 309.5 billion (US$ 2839 million) from ? 169 million in Q2-2014. This significant increase was primarily due to the contribution from PS4 hardware sales, a significant increase in network services revenue related to the introduction of the PS4 and the contribution from PS4 software sales, partially offset by a decrease in PlayStation3 (PS3) hardware and PS3 software sales. Sales to external customers increased 97.0 per cent year-on-year.

    Operating income of ? 21.8 billion (US$ 200 million) was recorded, compared to an operating loss of ? 4.2 billion in Q2-2014. This improvement was primarily due to the impact of the above-mentioned increase in sales related to the introduction of the PS4, partially offset by the impact of the above-mentioned decrease in PS3 software sales says the company.

    Imaging and Print Services (I&PS)

    I&PS sales increased 1.8 percent year-on-year to ? 178.6 billion (US$ 1639 million) in Q2-2015 from ? 175.5 billion in Q2-2014. Sales were essentially flat year-on-year primarily due to the favourable impact of foreign exchange rates and an improvement in the product mix of digital cameras reflecting a shift to high value-added models, partially offset by a significant decrease in unit sales of digital cameras.

    Operating income of ? 20.1 billion (US$ 184 million) was recorded, compared to an operating loss of ? 2.3 billion in the same quarter of the previous fiscal year. Sony says that this improvement was mainly due to a reduction in selling, general and administrative expenses, the above-mentioned improvement in product mix reflecting a shift to high value-added models and the favourable impact of exchange rates.

    Home Entertainment & Sound (HE&S)

    HE&S sales increased 7 percent year-on-year to ? 282.4 billion (US$ 2590 million) from ? 263.8 billion in Q2-2014. This increase was primarily due to a significant increase in sales of televisions and the favourable impact of foreign exchange rates. The company says that unit sales of LCD televisions increased significantly in Europe, North America, and Asia-Pacific, partially offset by a significant decrease in unit sales in Latin America. Audio and video  category sales decreased mainly due to a decrease in sales in Latin America reflecting adverse market conditions.

    Operating income of ? 8.0 billion (US$ 73 million) was recorded, compared to an operating loss of ? 12.1 billion in the same quarter of the previous fiscal year. This improvement was primarily due to cost reductions and an improvement in the product mix reflecting the shift to high value-added models, partially offset by a decrease in the average selling price of LCD televisions.

    Sony reveals that television sales increased 14.7 per cent year-on-year to ? 199.7 billion (US$ 1832 million) in Q2-2015. This significant increase was primarily due to the above-mentioned significant increase in unit sales of LCD televisions, and the favourable impact of foreign exchange rates.

    Operating income of ? 4.9 billion (US$ 45 million) was recorded, compared to an operating loss of ? 9.3 billion in Q2-2014. This improvement was primarily due to cost reductions and an improvement in the product mix of LCD televisions reflecting a shift to high value-added models, partially offset by a decrease in the average selling price.

    Devices

    Devices segment sales increased 23.1 percent in Q2-2015 to ? 247.7 billion (US$ 2273 million) from ? 203.1 billion in Q2-2014. This increase was primarily due to a significant increase in sales of image sensors reflecting higher demand for mobile products, an increase in sales of camera modules, as well as the favourable impact of foreign exchange rates. Sales to external customers increased 25.1 percent in Q2-2015 reveals the company.

    Operating income increased ? 17.7 billion to ? 29.6 billion yen (US$ 271 million). This increase was primarily due to the above-mentioned increase in sales of image sensors, the favourable impact of foreign exchange rates and an improvement in the results of the battery business.

    Pictures

    Pictures segment sales increased 2.4 percent to ? 182.2 billion yen (US$ 1671 million) in Q2-2015 from ? 177.8 billion in Q2-2104 primarily due to the favourable impact of the depreciation of the yen against the US dollar. The decrease on a US dollar basis was primarily due to a decrease in sales for Motion Pictures, reflecting lower theatrical revenues, partially offset by higher home entertainment and television licensing revenues.

    Theatrical revenues decreased as the same quarter of the previous fiscal year benefited from a higher number of theatrical releases. Home entertainment and television licensing revenues were higher as the current year benefited from the home entertainment releases of ‘The Amazing Spider-Man 2’ and ‘Heaven is for Real’ and from the television licensing sales of ‘Men In Black 3’ and ‘The Amazing Spider-Man’.

    Operating loss decreased ? 16.7 billion y-o-y to ? 1.0 billion (US$ 10 million), as Q2-2014 included higher marketing expenses as a result of a higher number of theatrical releases as well as the underperformance of ‘White House Down’.

    Music

    Music segment sales increased 1.5 percent in Q2-2015 to ? 116.8 billion (US$ 1071 million) from ? 115 billion. The decrease in sales on a constant currency basis is primarily due to lower music publishing and recorded music sales, partially offset by higher visual media and platform sales. On a constant currency basis, sales of music publishing decreased primarily due to a decrease in revenue outside of the US recorded music sales decreased slightly as the worldwide decline in physical and digital download sales were partially offset by higher digital streaming revenues. Visual media and platform sales increased mainly due to higher sales of animation products. Best-selling titles included Barbra Streisand’s ‘Partners’, Chris Brown’s ‘X’ and Sia’s ‘1000 Forms of Fear’.

    Operating income increased ?2.1 billion in Q2-2015 to ? 11.8 billion (US$ 108 million). This increase was primarily due to an improvement in equity in net income (loss) from EMI Music Publishing and a reduction in selling, general and administrative expenses.

    Financial services

    Financial services revenue increased 10.6 percent in Q2-2015 to ? 269.6 billion (US$ 2473 million) from ? 243.7 billion primarily due to an increase in revenue at Sony Life. Revenue at Sony Life increased 12.1 percent in the current quarter to ? 242.5 billion (US$ 2225 million), mainly due to an improvement in investment performance in the separate account resulting from a larger rise in the Japanese stock market compared to the same quarter of the previous fiscal year, as well as an increase in insurance premium revenue reflecting an increase in policy amount in force.

    Operating income increased ? 9.3 billion to ? 47.7 billion (US$ 437 million). This increase was mainly due to an increase in operating income at Sony Life. Operating income at Sony Life increased ? 9.3 billion y-o-y to ? 45.7 billion (US$ 419 million) primarily due to an improvement in investment performance in the general account.

    All Other

    All Other segment sales decreased 48.8 percent in Q2-2015 to ? 108.6 billion yen (US$ 997 million) from ? 212 billion in Q2-2014. This decrease was primarily due to a significant decrease year-on-year in unit sales of PCs reflecting Sony’s exit from the PC business.

    Operating loss increased ? 15.7 billion year-on-year to ? 18.2 billion (US$ 165 million). This deterioration was primarily due to a gain of ? 12.8 billion from the sale of certain shares of M3 recorded in the same quarter of the previous fiscal year and the recording of PC exit costs in the current quarter.

  • ‘Happy New Year’ game is our biggest marketing tool: Shah Rukh Khan

    ‘Happy New Year’ game is our biggest marketing tool: Shah Rukh Khan

    MUMBAI: With Farah Khan’s Happy New Year already breaking records at the box office, the cast and crew has another reason to celebrate.

     

    Known for his marketing skills, the King of Bollywood, Shah Rukh Khan along with Vroovy (a joint venture between Hungama and game service company Gameshastra) launched the official Happy New Year game on iOS, Android and Facebook two days before the release of the film to enthrall the fans on the mobile devices.

     

    A week after its launch, the cast and crew on the movie along with Hungama Digital Media MD and CEO Neeraj Roy announced that the game witnessed more than 1.6 million game sessions in just a week and will soon cross the 50 million mark.

     

    Currently with eight levels in the game, it has six playable characters. The characters are meticulously modelled after the real life actors from the movie – SRK (Charlie), Deepika Padukone (Mohini), Sonu Sood (Jag), Boman Irani (Tammy), Abhishek Bachchan (Nandu) and Vivaan Shah (Rohan).

     

    The goal of the game is to complete a heist successfully by navigating through a barrage of obstacles in eight different environments such as the bank, the dockyard, the streets of Dubai etc. The obstacles come in the form of guards, mercenaries, flamethrowers, flaming barrels etc. The final level takes place in the Atlantis hotel where the heist will take place.

     

    The mobile game encapsulates the essence of the film, which allows gamers to play as Champion Charlie, Marvelous Mohini, Notorious Nandu, Juggernaut Jag, Terrific Tammy or Rowdy Rohan and gear up for an action-packed adventure where they have to unlock doors, break walls, hack alarm systems, and outmaneuver guards.

     

    According to Roy, the game employs a one of a kind tag team format in which the player can switch between characters within a level.

     

    “Besides the single player story mode, there is also a real time multiplayer mode in which you can invite your friend through Facebook and race against them or duel with a random opponent if you wish”, he added.

     

    Talking about the extent in which the game was helpful in marketing the movie, superstar Shah Rukh Khan said, “The game is making a huge effect. It is the biggest marketing tool for us currently in the country. People in India are a little more bent towards online video games. The attempt is to entice the younger generation which loves games.”

     

    “Social media’s reach is not as much as you would like it to be in India, but internationally social media helps a lot in the promotion and marketing of the films,” he added expressing his views on social media’s effect on movies’ reach.

     

    Adding to that, Roy opined, “In India, the gaming sector is growing significantly. There are over a 100 million smart phones in the country, even where people don’t have computers they use phones and hence, moves like giving a miss call for the trailer or launching the game will reach more audiences even in the most interior parts of the country increasing the reach of the film.”

     

    Commenting on expanding the game in future, Roy revealed that they will release a new version of the game in a couple of months. They are also planning to increase the number of levels.

     

    “The game is available for free download currently but add-ons and more levels will cost the user a bit extra,” he added.

     

    Happy and content with the game gaining popularity, the director of the movie said, “The game appeals to audiences of all age group like the movie. It is easy to play, user friendly and most of all, it is not bloody which makes it suitable for children to play.”

     

    From launching the trailer on Whatsapp to initiating the SLAM tour and a dance reality show, the team has also promoted the film on popular television shows like ‘Comedy Nights with Kapil’, ‘Kaun Banega Crorepati’ and ‘Taarak Mehta Ka Ooltah Chashmah’. King Khan certainly did not leave any stone unturned when it came to promotions and marketing of Happy New Year.

     

    Happy New Year, which released in the theatres on 24 October has already collected Rs 108.86 crore in the opening weekend. The movie stars Shah Rukh Khan, Deepika Padukone, Abhishek Bachchan, Sonu Sood, Boman Irani, Vivaan Shah and Jackie Shroff. Directed by Farah Khan, the movie has been produced by Red Chillies. 

  • Unique video game developed to encourage voters to cast their ballot

    Unique video game developed to encourage voters to cast their ballot

    NEW DELHI: In a unique venture, the Election Commission of India has developed a video game titled “Get! Set! Vote!” amongst a series of edutainment materials on voter awareness and education.

     

    The game has been created to broadly engage citizens of all age groups to learn on democracy and electoral process. 

    In a fun-filled and interactive manner, the video game gives out pieces of information and interesting details in10 levels of mazes. With every successive level, the information becomes more specific to subjects such as Indian democracy, registering to vote, ethical voting, help from ECI and so on. The mazes also get more challenging with the player clearing each level. 

    Under the Commission’s SVEEP (Systematic Voter Education and Electoral Participation) programme, the video game has been developed in collaboration with the United Nations Development Programme India.

     

    It is available for playing on the ECI website (www.eci.gov.in) and can also be downloaded from the link- www.eci.nic.in/eci_main1/sveep.aspxfor playing on computers and kiosks. 

     

    A series of edutainment materials including picture book “Proud to be a Voter” and “Garv se bane Matdata”; Cartoon Strips “Wah Election Wah”; board game “Ready! Steady! Vote!” and “Vote kiBaazi”; and radio programme “Loktantra Express” has been developed for imparting voter education through entertainment. All materials can be accessed at the aforesaid link. Such materials will be disseminated through the election machinery, educational institutions and related agencies for addressing targeted population.  

  • Nazara Technologies launches ‘Bang Bang’ mobile game

    Nazara Technologies launches ‘Bang Bang’ mobile game

    MUMBAI: Nazara Technologies, one of the leading mobile game developer and publisher, has launched a game based on the much anticipated action romance of the year ‘Bang Bang’ releasing on 2 October. The game was officially launched by actor Hrithik Roshan in the presence of Nazara Technologies CEO Nitish Mittersain.

     

    The third-person action adventure game features both the lead actors and follows the storyline of the film, where the protagonists Rajveer (Hrithik Roshan) and Harleen (Katrina Kaif) fight the enemy to retain the Kohinoor, the world’s most expensive diamond, stolen by Rajveer. The game is available to download for free on the Google Play store and soon it will be available on all other major stores too.

     

    Mittersain said, “India has witnessed an unprecedented surge in subscribers using internet on mobiles with the number crossing 100 million last year. This clearly makes it one of the largest and most effective medium for brands to reach out to consumers, or fans in the case of movies.” He further added, “Hrithik Roshan and Katrina Kaif are undoubtedly among the top actors in the country today, in fact they have gone beyond being just actors and are brands in themselves. This initiative will allow fans to step into Hrithik and Katrina’s shoes, giving them an opportunity to get closer to their favourite stars.”

     

    Fox Star Studios chief marketing officer Shikha Kapur added, “Bang Bang is an action entertainer like no other. It’s replete with thrilling chases and audacious stunts that will be a first for Indian audiences. It gives us great pleasure to translate some of this action of the film to the mobile screen in the form of the Bang Bang mobile game. This is our endeavour to give users a taste of the thrill and adventure of the film through engaging gameplay and vibrant graphics. As a studio, we have always believed in the expansion of platforms so that our content reaches out to maximum users in varied ways, and bringing the Bang Bang game to the mobile screen, fits right into our strategy.”

     

    The mobile gaming industry is at an inflection point and according to a report by KPMG and FICCI, it is expected to touch Rs 19.6 billion by 2018 largely due to the growing smartphone market in India and the improved connectivity offered by telecom operators. The Indian film industry too has been growing at a phenomenal pace with multiple films breaking the Rs 100 crore barrier over the last couple of years. Given these two factors, movie-based mobile gaming should be an exciting space to watch out for.

     

  • Now Challenge your friends and Play “Kaun Banega Crorepati” LIVE!

    Now Challenge your friends and Play “Kaun Banega Crorepati” LIVE!

    MUMBAI: Multi Screen Media (MSM) Pvt. Ltd. today launched the digital destinations for this season’s KBC – the new look for the KBC website – www.KBCSony.com, the Official KBC App and the KBC Play Along Application. Both, the official App and the Play Along app are available on iTunes (iOS), Android and Windows.

     

     

    The KBC Official App

     

    The KBC Official App has 3 key features – the KBC Official Game, the Globe Quiz and Registrations for Ghar Baithe Jeeto Jackpot (GBJJ).

     

    The KBC Official Game gives users an opportunity to play his favourite game any time, from any location across devices. The easy to navigate user interface is similar to the experience of playing KBC on the ‘Hot Seat’. Users have access to the same lifelines as on TV. Cross-devices common social leaderboard will keep users engaged and keep it competitive. The KBC Official game will also be available on Facebook for users to play.

     

    Users can also win by participating in Ghar Baithe Jeeto Jackpot via the KBC App. Previously, the only way to play was to either send SMS or call in. Now, one can play multiple times via the official App.

     

    To download the app, SMS KBCAPP to 52525, or download the app from the iTunes, Google Play and Windows App Stores.

     

    The ‘KBC Play Along’ mobile application

     

    For the 1st time in India, every single TV viewer can play along with the KBC show on-air during its prime-time telecast. This unique and interactive application allows users to participate either via the App or the via the website, and respond to Mr. Bachchan’s questions on-air. Users can also challenge and compete with their friends on social media.

     

    To download the KBC Play Along app, SMS PLAY to 52525. Or download the app from the iTunes, Google Play and Windows App Stores Speaking on the launch, Nitesh Kripalani, Executive Vice-President – New Media, Business Development and Digital/Syndication at Sony Entertainment Network commented “This year, we have embraced the mobile Internet user and enabled them to participate, engage and be rewarded… users can play-along with the hot-seat participant on-air and be rewarded. We have enabled a true second-screen engagement for the viewer. The idea is to bring the KBC experience up close and personal, across multiple mediums, be it mobile, tablet or online”.

     

    The “Upload Your Family Photograph” feature allows users to become a part of the KBC family. They can upload their family photographs accompanied by a brief anecdote; some of the best photographs and stories will be shared by Mr. Amitabh Bachchan during the show.

  • Disney India and Salman Khan announce the official mobile game on ‘Kick’

    Disney India and Salman Khan announce the official mobile game on ‘Kick’

    MUMBAI: You have enjoyed his dialogues, his dance moves and even his unique style… here is your chance to play Salman Khan in the newly launched Kick mobile game. Disney India’s Interactive business, today announced the launch of the official mobile game based on the most awaited movie of the year – ‘Kick’.

     

    The game has all the elements of the movie – heroism, stealth, entertainment and above all, the game avatar of Salman Khan’s character himself! Superstar Salman Khan and actress Jacqueline Fernandez were present to launch the game amidst much fanfare. Salman Khan being his usual witty self, enjoyed showing off his gaming skills and entertained the crowd with his comments and sense of humour. The game is developed for both feature phones and smartphones (Android, Windows) to reach out to a wide audience of mobile users in the country. The iOS and feature phone version of the game will be launched along with the release of the movie.

     

    In the game titled after the movie, the player takes on the role of Devil (Salman Khan’s movie character) and embarks upon a benevolent yet exciting journey where he robs from the rich and corrupt and deposits that money in the bank for philanthropic causes. The game sways in two phases letting the player experience robbing and escaping gameplays consecutively. The objective of a level is achieved only when the player manages to complete both the phases. The gamer will need to play in stealth style and escape the cops in grit. The gameplay includes numerous obstacles which include security alarms, lasers, manholes, street cones and more.

     

    Commenting on the launch of the game, actor Salman Khan, said, “We (Sajid, me and the KICK team) wanted to create an interactive experience of our movie for the fans. The mobile game developed by Disney India is both exciting and easy to play which makes it fun and engaging. I hope my fans will enjoy playing the KICK game as much as I do.”  

     

    Producer and Director, Sajid Nadiadwala said, “Kick is a very special movie for us and we wanted to take the movie’s experience to all the audiences and give them a taste of the unique style of Salman’s film character and the essence of the movie through this game. The team has worked really hard to create a fun game and we are happy with the outcome.”

     

    “The kind of movie that Kick is, its concept of action comedy, perfectly lends itself to making a game. The game based on the movie will give gamers and Salman Khan’s fans an opportunity to not only play as Salman Khan himself but also enjoy an immersive gameplay offering the essence of their favourite star’s movie. Salman and the team have been very excited about the game and worked closely with our team to make it happen. We are confident that the game will be a blockbuster hit just like the movie,” said Disney Idnia MD Siddharth Roy Kapur.

     

    “Gaming today has emerged as one of the top entertainment sources on mobile phones in the country and Indians love Bollywood. By marrying the two, it extends the experience of the movie to consumers in an interactive environment through a highly engaging game,”said Disney India VP and head (interactive)  Sameer Ganapathy.

     

    Kick will hit the theatres worldwide on 25th July 2014. So get your gaming hats on and get gaming as Salman Khan this Eid!

     

    Game now available on:

     

    Android – Google Play Store link: https://play.google.com/store/apps/details?id=com.indiagames.kick

     

    SYNOPSIS OF THE FILM:

     

    On a train journey in Warsaw, apretty psychiatrist, Shaina, meets Himanshu, a police officer from India, for an arranged match. Both not wanting to marry, become friends and share their pasts.

     

    Shaina shares the story of her ex-boyfriend Devi, a guy who lived only for his ‘Kick.’ She talks about his madness and their whirlwind romance, until one day he breaks up with her for a new kick and walks away, never to return.

     

    Himanshu tells her about his glorious escapades and that he has finally met his match; an intelligent thief.

     

    What they don’t know is that both their stories have one thing in common; Devi. He returns back into their lives under a new guise of having lost his memory. Behind it all, is a deeper mystery and an uncompromising mission, for which Devi is ready to lose his life.

     

    What is the mystery of Devi and his real mission?

     

    Do Shaina and Himanshu find their closure?

     

    Releasing this Eid, Kick promises to be a complete wholesome action entertainer with Superstar Salman Khan at his natural best – An action hero and a passionate, naughty lover.

     

  • Vodafone and Disney India collaborate for a gaming portal

    Vodafone and Disney India collaborate for a gaming portal

    MUMBAI: One of the leading telecom operators in India – Vodafone – is certainly looking to up its ante in terms of giving its subscribers the best in value added services.

     

    Vodafone India recently teamed up with Disney India’s Interactive business, to launch Vodafone Games & Apps. The announcement comes soon after the launch of Vodafone Music and Vodafone Sports by the company.

     

    “Vodafone believes that for data services to grow and get massive adoption, there needs to be a concerted effort to provide users a curated content experience for the popular categories like sports, gaming and  music among others,” explains Vodafone India chief commercial officer Vivek Mathur. “Vodafone is able to bring together the best content in the mobile entertainment space and provide an offering unlike anyone else. We believe this unique offering will drive data consumption and hence the focus on the mobile content space.”

    Vodafone Games & Apps powered by Disney India’s Interactive business is aimed at offering the customers premium games and apps on both feature and smartphones. Through this association, Disney India will furnish the complete content catalogue along with the portal for this offering.

     

    “Our endeavour has always been to provide engaging games to existing and new users in India through multiple digital access points and in turn cultivate an active gaming culture in the country. Our association with Vodafone is a step forward in our strategic relationship with them and creates an additional destination for exciting games and apps for their users,” says Disney India VP & head – Interactive Sameer Ganapathy.

    Via the Vodafone Games & Apps portal, subscribers will gain access to well-known Disney games such as Where’s My Water?, Where’s My Mickey?, Where’s My Perry?, Toy Story : Smash It!, Brave and Chennai Express among others. There will also be Disney Utility Apps including Mickey Planner, Donald Photo booth, Goofy Weather and more.

     

    This is not the first such effort by a telco to distribute games as a service with subscription fee in India. Just earlier last month, Gameloft had entered into a similar deal with Idea to offer Java and Android games through its mobile website as part of Gameloft Club subscription. 

     

    Disney India (then DisneyUTV) and Electronic Arts had tied-up with Aircel to launch a new retail recharge card called ‘Aircel Pocket Internet Games’ in 2012. It was offering unlimited 2G data to those who subscribed to the plan that included over 1,500 games.

     

    These non-HD games are smaller in size so that even people with 2G connections can download them fast and offer similar gameplay as the original app sold via Google and Apple stores.

     

    Customers can avail Vodafone Games & Apps by visiting live.vodafone.in/games or sending a simple text message to 111. The HTML5 portal will apparently showcase the best content as per handset compatibility.

    The companies say Vodafone Games & Apps has support for all major platforms, namely Android, Java, Symbian and Blackberry.

     

    Having already forayed into music and sports (Star Sports), what encouraged Vodafone India to partner with Disney Interactive for gaming apps, Mathur expounds: “The response on music and sports services has been encouraging and we have seen healthy consumption of these services amongst our subscriber base. The gaming business is one of the largest drivers of revenue in the direct to consumer space and we believe that it has tremendous potential on our store as well. The TG is quite fluid and varied. We see all ages and genders play and download games and apps.”

    Vodafone Games & Apps also offers user ratings and reviews, along with smart recommendation. The portal is also offering loyalty points, where customers receive points for every rupee spent, which can be redeemed on further apps and games.

    If subscribers choose not to use credit cards to purchase the paid apps, carrier billing is available through the subscriber’s Vodafone account. Vodafone Games & Apps also features a ‘Try and Buy’ system, that lets customers sample content for free in two tries.

    Subscribers can also avail of special price plans on the Vodafone Games & Apps portal. These include the ‘All you can eat value plan’, and ‘Premium content plan’. The former will grant access to six different game bundles, priced at Rs. 20, Rs. 25, Rs. 30, Rs. 49, Rs. 99 and Rs. 150. The ‘Premium content plan’ gives access to the ‘latest games’ at Rs. 50.

     

    “We want to offer our customers the best gaming experience at various price points. Hence, we have various offers – Try and Buy, Free Games, Subscriptions, Full downloads and Value Packs,” reveals Mathur. “The user can sample the games on the free & try and buy model, then graduate into a value pack and then get initiated into subscriptions and full downloads as his gaming consumption and interest grows.”

     

    A premium game will generally be made available on a discounted pack only after two weeks of its launch. The portal will have content from the leading games publishers and not be limited to the Disney library, the telco reveals.