Tag: CHRIS DEERING

  • QUESTION AND ANSWER SESSION  CHRIS DEERING AND PAUL MEYERS

    QUESTION AND ANSWER SESSION CHRIS DEERING AND PAUL MEYERS

    Member of audience to Chris:
    My question is that with the advent of gaming portals and onset of broad band internet do you see any threat to your business in future?

    Chris Deering: 
    Well, I think if our business doesn’t evolve in the direction where consumers want it to of course there is a threat but I prefer to say this is an opportunity with online components of games perhaps with pre recorded element, perhaps one hundred percent online. Online portals right now are multi-player. Online gaming and real time persistent worlds is rather a niche business and I know because Sony has one of the most successful online games called “Ever Quest”. It’s successful and it has about hundred and fifty thousand subscribers. One before online gaming can become huge, huge and a mass market context atleast with games as we currently define them fast frame rate, full screen foremost video is gonna need to be of lot more broad band out there and till that time the connectivity part would be just to update information or to play fairly a slow latency games like may be gold or tax games or persistent world games. 

    I am not sure I am answering your question but clearly the technology moves on everyday and I think as soon as you move with it and there will be a growing part of the gaming world that has real time online connectivity. 

    Member of audience: 
    Shivjeet, I have a question for Paul of Asiacontent, a case is made for personalization on the net, customization being a stage before that what do you say about that, I mean what’s the trend, where is it gonna be, what are the problems, how soon are you going to get there?

    Paul Meyers: 
    Personalization is certainly an important part of the internet especially on a content site whether it’s an MTV or a Yahoo or a sports site or any kind of a content driven site I think, we are seeing that happening increasingly in the States not so much yet in Asia, a basic technological reason in North Asia, many of the software products that allow you to do it simply cannot handle non-roaming characters ok, I think we will start to see that happen fairly soon but I don’t think its appropriate for all sites, I think may be with a MTV site absolutely you are gonna find out about the music you are interested in or a sports site if you want Cricket but you don’t want the NBA. 

    I don’ think it should be forced upon people because its not good for everybody I know I helped my dad get on the internet a couple of weeks ago back in Chicago, he didn’t wanted it all, he just wanted plain vanilla version he wanted what came out of the box it was good enough for him, he didn’t want to get into the personalization, yes its important yes we’ll see more of it I don’t think it will commute backwards anytime soon.

    Nisha: 
    Mr. Paul my name is Nisha and I work for Quantum, All the figures that we have been told today or shown today pertain broadly to Asia we haven’t seen specific figures on India. It appears to me that access to the internet is very widely split between in home and out of home access. 

    How does that impact on behavior of the internet do you think, in what way do we need to take cognizance of people that are going out paying for one hour of internet time and therefore are very conscious about how they are spending vs somebody who is accessing the net at home?

    Shivjeet: 
    I guess what she is asking about in-home vs cyber cafes vs these two users how does that effect content or does it?

    Paul Meyers: 
    Well, on one hand now it doesn’t effect content and on the other hand yes it does. So let me explain one of the things we have to be very very careful of is that access speed and band width varies with in a country and from country to country ok, certainly everybody want to see a video on the internet today, they wanna have the ability to do that sometimes the infrastructure is simply not there to allow them to do it or sometimes there are kids who are willing to wait 22 minutes to get a 30 sec clip of a video ok, so band width is an issue there, that we pay attention to so we don’t force a lot of eye candy and a lot of full motion video and music downloads on everybody who make them available so if you have better access you are connecting from your office, or university, or some broader band access plate you can enjoy those features but we don’t make it necessary because we loose in many essences the broad base of the audience.

    Vishal: 
    Hi! This is Vishal from India games the question to Asiacontent is you have not talked about conversions at all in your complete internet strategy conversions of media where you finally would be having the Internet the television and all this medias is talking together your thing was completely focused on internet but I think a lot of people over here would also be interested in knowing as to how a particular brand would position itself when conversions really happen because Asia is poised for a huge growth as far as broad band is concerned and if somebody can watch MTVS streaming on his website, so what happens to MTV as a channel on television?

    Paul Meyers: 
    Good question, good question, first we have plans off course in certain countries and we are actually doing it in some countries like in Korea and Japan to make more streaming available, to make actual paper view downloads of music or videos available that way as well.

    don’t think they were ever gonna conflict with the channel, the channel is a 24 hour stream and it has its own character and its own personality, and the way that it interacts with its audience I think its always gonna be there and there are some technological advances to it but I don’t see us competing with that. Again one of the key things in the internet is that it allows you as an audience member to do it when you want ok, and any portions you want so may be you are interested in J Pauper or may be you are interested only in Way Sis or may be only interested in boyband you can programme your own boyband channel even if the 98 percent of the rest of the world isn’t interested in doing that that’s what internet allows you to do and that’s how I see us moving to a broad band offering both on MTV and on other offerings as well. 

  • ALEX KURUVILLA  Managing Director, Mtv India.  Welcome Address

    ALEX KURUVILLA Managing Director, Mtv India. Welcome Address

    Hi! And welcome to the third Mtv and Brand Equity Forum. Infact this is the first time we are holding the youth forum in Delhi and judging by the incredible response that we have got we have obviously made the right decision but what is even more heartening is the fact that people have winged their way to Delhi all the way from Hyderabad, from Chennai got a huge contingent from Bombay so I’d like to just thank all of them for taking this effort and I promise it’s going to be worth every bit of your time that you spend here. 

    It was only recently that Mini just spoke about it that we have had run away success with an event that we did again in Delhi showing the importance that Delhi plays in the youth market today and that was in the world’s longest dance party. It is only recently that we have got an official intimation of the fact that we are now and Delhi is included in the official world record in the Guiness Book of World Records. 

    I was asked yesterday by a journalist why we do these youth forums? And to be honest I was slightly puzzled because we hadn’t really intellectualized this decision, we hadn’t thought about it. It just came naturally to us cos we believe that having built over the last couple of years one of the three most powerful Mtv brands in the world and this was the global equity study done last year which showed that Brazil, the US and India were the three most powerful Mtv brands in the world. We took it upon us to actually fuel this category a category which is one of the biggest and fastest growing youth markets in the whole world.

    At MTV itself we have been endeavoring to move from a uni-dimensional brand to a slightly more complex 360 degree model. A year ago you could know listen to or watch Mtv. But today, friends, an event like this or the world’s longest dance party you can actually experience the brand we launched, Mtv style, last month which gets you to feel the brand, and hang in there, some of you are actually gonna win Mtv merchandise this afternoon and soon you gonna be hearing a bit from one of our partners who’s gonna talk about when you’ll get to serf Mtv.

    So I think that’s the evolution we are looking at but having said all that if I would have to single out one single mission statement for the brand in India: it is that we believe that we want to get young people to believe that it’s cool to be Indian from desi cool which used to be a buzz word you know a few years ago we have evolved into “it’s cool to be desi”. And it’s paradoxical that at this very moment when the world is beginning to discover India we seem to be the flavour of the month. You hear about the Deepak Chopra’s, and the geeks from Silicon Valley and the Sabeer Bhatia’s of hotmail fame, it’s our belief that this is the time that Indian markets need to actually get a world view.

    It’s time to stop looking inward and being insular touch you looking at what makes those big, huge, successful youth brands across the world tick? Because we look at the successes of the Indian’s outside this country it’s that they have actually managed to get the best of both worlds managed to get the best practice of international brands and picked their learning from the market that they have originally came from.

    So with that we are delighted to have with us a star studded line up of speakers and it’s not surprising that the latest copy of Fortune has two of the companies represented in it and gives me great pleasure to introduce you to Chris Deering, the president of the Sony play station and I for one I am waiting with baited breath to hear about the launch of play station to Chris which was such a humongous success in Japan.

     

    We have with us Ron Coughlin, the international marketing headed Pepsi, a brand most of us are familiar with their success in India is legendry and their pioneering efforts in the youth market across the globe again is something which everyone has heard about.

    To tell us more about how they manage to make plastics become very sexy is Julian Gould from Swatch, a cult brand that has really moved from strength to strength, and we have Malcolm Henson of Zenith, who’ll share with us the story of how Nokia has streaked it’s way to the number 1 position? Again they are in the fortune, the latest fortune in the successes is being talked about, and finally we have our partners Paul Myers, the head of Business Development Asia Content.com, who are our partners in the internet space in Asia. With that I’d like to hand you over to Bhaskar Dass, who are our partners in this event part of Economic Times that’s Brand Equity and meanwhile I urge you to enjoy the session.

  • CHRIS DEERING  INTERNET: THE MOST FASCINATING MEDIUM FOR THE YOUTH

    CHRIS DEERING INTERNET: THE MOST FASCINATING MEDIUM FOR THE YOUTH

    The video gaming business started with Pong, which was the coin operated game that you played tennis with 2 paddles, that evolved into Magna box odyssey, then ultimately the world was changed by Atari in the late 70s. This was primarily a US phenomenon & later in the early 80s, along came Nintendo & Sega, which increased the penetration & familiarity worldwide with games, across the world. I represent the European division of Playstation, which does include some far-flung area like New Zealand, Australia & South Africa & the Middle East, Western & Eastern Europe & Scandinavia but unfortunately I’m not responsible for this particular part of the world. There are plans for bringing the Playstation to India.  

    Without going into any specifics at the beginning, we’ll take a quick look at a clip that gives a background on what Playstation is & some of the multipoint statistics that have been achieved & hope that is helpful information to you. 

    That gives you a flavor of what Playstation is all about, its edges, its forbidden, & its course along in 5 years to be quite a worldwide phenomenon. I am very proud in particular of what’s happened in Europe, which traditionally lagged behind Japan & the US at about 50% index to the US and now is actually slightly ahead after about 5 years in the market. I am going to show you some sales statistics, quickly. 

    These lines are the historical annual sales figures, consumer purchases in the territories, for pervious systems before the new generator game machines.

    The Blue line is 8 bit, that was Master System & Nintendo family system & the red line was the combination of Mega drive over Europe & also the super Nintendo.

    The green line shows the more advanced machines, the Sega Saturn, Nintendo 64, & Play station & more recently in 1999 the Dream Cast. Playstation is clearly the biggest component of this amazingly high line, having sold through over 9.3 million units now in the year 1999, up from 8.7 the year before.

    The purpose of this chart is to give you an idea of how much further across the average spectrum of homes of gaming & game playing as a social activity has gone from the early 90s & since the Sony Playstation appeared.

    This is just a monthly bar chart showing the sales. Each Christmas time, the December peak, & the green line show a cumulative sales reaching over 27 million in the Pal territories. The movie said a 100 million homes worldwide its not correct, its about 75 million-there are a 150 million user’s of course because there’s more than 2 per house. This is an interesting chart, it shows the make up of other purchaser groups, in the beginning that red section that’s the group 18-23, they were our target audiences, our advertising was aimed almost exclusively at them, they still represent a large part of our business, but over the years there’s been an increasing growth in the 6-11 year age group and also the 4-34 age group. 

    So now, on a basis of December99, 50% of users are under 18. This is how Playstation has managed to expand gaming among females. Historically, gaming which came initially from the arcades was highly focused on males. 90-95% over the years with more games appealing to girls. Girls becoming more like boys in some ways, in their outdoor & leisure activities it’s been very fortunate that the % of females playing has gone up & lifetime is now up to 18%. There are differences between countries New Zealand in fact, is the highest of our territories with almost 25% & Sweden is the lowest about 12% the average around 18 as I said.

    Home Internet usage. We have had a lot of discussion about the internet, it’s one of the elements mentioned this morning, earlier in the day, about the key elements of youth marketing it’s very important for us and I’ll talk about our web site later but in the spectrum of current Play station ownership it is actually relatively low. That green line is not total Pal, that green line is actually Sweden, which is the highest with almost 50% of Playstation owners having some access from home.

    The blue line is the average & the that’s just about 18% & the red line is France, the lowest The internet has had a slow start in France, primarily because of the massive penetration of the minitel phone system which delivered many of the same benefits. France is coming on line very fast now however.

    The make up of self & gift purchase, & the % gift purchase increased as the format matured slightly & of course in the Christmas season, the % of gift purchase goes up. Right now it is about 50-50, the scale on the left cuts of at 30%; it’s still primarily self-purchase. The key elements in Playstation in our marketing & we do marketing in about 50 countries in the European division, there are 3-the 1st is to reach out & touch the audience, 2nd -provide endorsement credibility, 3rd-to ensure multiple points of contact. There’s also a lot to do with the brand & the brand equity & values which I’ll come into a little bit later, which is kind of an umbrella which uplifts these other components. As far as reaching out & touching the audience, we have seen a lot today & been in here with the youthful extreme sports activity. We have been involved in snow loading & surfing way back in 1995, a lot of other companies now doing that & doing it very well. Couple of things we have done differently, a TGV train that was painted up in Playstation Graphics up in 96/97, very highly visible, traveling around France, made a lot of news, got a lot of coverage, PR in general, having events which get coverage & attract opinion leaders, are always the ways to get the heart & minds of the consumer, more impact fully & strongly & with better connectivity than just putting an ad on the a television by itself. 

    Racing games represent about 35% of the market for video games including PC games, & so you see a lot of visibility around Europe on race cars, drivers helmets, this is the Prost team we sponsor in France, its about the only Formula 1 team in France; but we sponsor a no. of other teams around as well as some motorcycle races & rally races.

    This is the Playstation catamaran its 135 inch long, it set the world 24 hour distance record, about a year ago of New Zealand & its now about to attempt the Trans Atlantic time speed Record, will compete beginning January 1st 2001, a high race called ‘The Race’-in the channel between England & France, everyone leaves at the same time, 1st one back having soon around the world by whatever route they choose, is the winner. There’s no shopping, no resting these are no design qualifications, if you have a bath tub with a broom stick and if it will get around the world fastest, then that’s the rules. This is going to be highly covered, we are optimistic that we have a good chance on this & its certainly will give Playstation a lot of visibility. 

    Our biggest area of reaching out& touching the consumer is football, which is the highest viewed sport in Europe. We sponsor the Champions League since 1996. We are involved with Euro 2000 right now, & Champions League continues on into the next 3/4 years. Champions League gives us a chance to be visible on the field and to have break bumpers which are intro ads in between game period, that are seemingly approximately billion people, in an environment that is friendly, topical and relevant and we have been very successful with football games and sports in general, represent another part of the market for Playstation software. In a little while I’ll show you the giant break bumpers this giant football that’s chasing the man, is one of the image break bumpers that we run. Reaching out, getting to the consumer is also achieved in other ways. Magazines are clearly a very important part of Playstation success. 

    The games industry is a high interest category & there are a lot of magazines about computers & computer games and with Playstation there is no exception. In fact there have been over 60 different magazines in Europe with Playstation in the name that are virtually exclusively about Playstation. Circulation is over 15 million per month with over 40 million readers per month.

    The magazines talk about all kinds of things. Designs of new peripherals, the controllers, new games coming up, about games on development, sponsorship activity. They are not always complimentary. In fact we do not involve ourselves at all with the editorial. We let them say the good, the bad & the ugly about us. Of course we do send them samples of games & occasionally have receptions for them but we treat them just like general press. It has been an extremely important part in the Playstations success in Europe & is unique to some extent to Europe relative to the US & Japan.

    By having this many magazines out there and having special arrangements with official magazines in each territory, we’re also able to put out 5 million sample disks on the cover of these magazines each month. On the disk are either a video clip on what a game in development is looking like or it can be an actual playable segment of the game that if you like you can then go out and buy.

    There’s a lot of tactile aspect of Playstation. It’s not all image from the TV screen. People come in contact with it when in leisure contact with friends, the pub, after school and also through sponsorships, board hoardings and of course the magazines.

    Another area of real contact is in the point of sale. Around European territories we have around 15,000 of these interactive display units. They have been used before in the game industry. We pay particular attention to keeping them clean & refreshed and we have ideas about linking them to a wireless source so that the content can be changed from a distance. Our website Playstation – Europe.com has been up for the past four years. It’s another great source of information. It has great following. About 7 million visit per month & 22 million page views. On this site we have FMV and other forms of delivery, which add personality to the games, and there’s separate sites for each new game that’s coming out. We support not only the games we make but also good and exciting games coming from independent publishers, developers around the world. 

    We’ve even done an experiment where we’ve wired up Playstations through a modem to a private Internet with 600 people across five countries – a project lasting six months. It was to try and find out what people our Play station users are but not accessible to the net, would do if they had net -like features. So we offered them email and had chat and a lot became friendly in spite of half broken English / German. Between the countries we had a web host and am proud to say we have had our first Internet marriage between two people who met via this experiment. It was very revealing and we got lots of exciting research out of the rest.

    Well now we’ve embodied some of these basic elements into a strategy for a brand. We’ve worked very hard on the brand side from day one and the ambition has been to be fundamental but also bigger than the category itself. To be relevant to the market, to identify own and consistently gaining experience as a whole but also to be relevant to society and to lifestyle owning, identifying, constantly evolving the role gaining can play in people’s lives. Bringing these two things together into a unique brand story and its importance for a youth product, service or brand to have a story and not just a bunch of features and graphics or quick cuts in a demo tape. 

    There has to be something intangible, something mysterious, something challenging and elusive at the same time as elevating the image. We do this partly through brand marketing and partly through software marketing. The role of the brand is to connect with and gain experience of the value and status beyond the market and the role of software is collection with ownership of individual gaining experiences, quality choice in market, new software experiences. 

    Both expand the market and thankfully have allowed Playstation to become the first lay term console. You saw that green light at the beginning. Play Station’s life cycle has defied gravity although we are always vigilant and always paranoid about how to keep things fresh. But I think, concentrating on the experience of Play Station and the sample products and ownership itself made a huge difference.

    Where did Playstation find its story? The product offers a powerful technology, which delivers better than real life experiences especially if you are not accessible to a snowfield, you can at least play a snow boarding game. 

    In lifestyle, what young Europeans want is the empowerment to live life to the full without limitations or convention? These two observations have brought us to the conclusion that we should be focusing on powerful experience and since day one our tag line in Europe has been – Do Not Underestimate The Power Of Play Station.

    The measuring behind the stories of powerful spirits is that they liberate you from the everyday. They give us access to emotions that were previously out of reach. There raise the bar; offer new horizons, challenges and experiences that improve the user.

    Quote from 19-year-old Sameer in UK, “If you think about it, we’ve explored the world as we know it, unless we became astronauts or deep sea divers, the real unexplored frontier is the mind and Play Station enables this to happen.”

    So I’m going to show you some of our evolved commercials. Before that you will see two of what was represented of pre- Play Station gaining commercial, are for Sega the hedgehog and the other for Mario. The first group is testimonials. They were trying to give a mysterious edge to a particular game they presented. They were using the game launches themselves to give some craft some personality for the Play Station. 

    We’ve had a number of commercials that made use of the shapes – triangle, circle and we elevated these shapes like the Nike Swoosh into something self standing without a corporate looking logo and send clues to users that we had their nos. and they had ours without getting into traditional market medium.

    The second stage is a commercial called double life that won awards in ’98. It is trying to dramatize across a wide range of rather unusual people that you can lead a double life, you can escape the ordinary, you can elevate yourself, throw yourself, no matter what you do during the day by having this double life. This affair with Play Station during the evening and the character we use are really quite at the time anyway, edgy, compared to the type of people in the commercials back in ’98.

    Then in order to try and keep people guessing, we moved on to something called ‘Mental Wealth’.

    This is a brand campaign that refers to the benefit of gaining for the individual and focusing a little bit on the fact that although youth can be categorized as typical, in certain ways, ultimately they are just as individual as people of any other age and we started to appeal the individuality.

    I remember that earlier you have a right to live and Pepsi a lot to give. I guess you could put that in a general direction. Logically but with a very interesting, and most eerie and in some cases disturbing graphic evolution of computer graphics human in this case a girl called, “The Cyber Pixie – FIFI” and this ad is very different and we kind of uncertain also what the reaction would be to it but it was run in many countries and it was extremely successful in prolonging and refreshing the Play Station image.

    And the tape will finish with probably the most obscure TV commercial you have ever seen. It has no copy no music track, no visual footage – it is simply looks to be a metal slide in which a microscope is viewing blood on the slide and will start to see the little shapes from the Play Station subculture in each appear in the blood. The concept there is it is an underground campaign. The dialogue with the opinion formers and how a powerful experience can actually live in our bodies. With that will ask him to run the commercials. Place to hang out to their own part or creating really important for marketing to this demograph, also key is that the internet allows them to communicate both with each other to find out what’s cool, what’s not cool, what’s hep, what they don’t like, what they do like and with the brand so use brand managers or brand guardians. 

    We get to find out what they like what they don’t like, we can react accordingly traditional media that is very very difficulty the internet actually speeds up their process and allows us to react to it very quickly and ultimately what we are talking about here is allowing your audience especially this key, this key fifteen to twenty four years old audience extend their relationship with the brand they get involved personally, they can watch it in the case of mtv, on air, they can interact with them online, they can go to live events whether they are music events or whether they are buying a CD, whether they are talking with their friends about it . We try to wrap that up into one package that your relationship with your audience exists online, offline and in your life, ok, so that’s really it.

    OK, I hope that it allowed everybody to get a sense of what we were doing online with the MTV brand I guess, we have time for some questions so thanks very much.