Tag: Dhaval ponda

  • Artist One’s, Tata Comms’ & AMC’s mega plan to disrupt live entertainment globally

    Artist One’s, Tata Comms’ & AMC’s mega plan to disrupt live entertainment globally

    MUMBAI: It’s an initiative that’s being talked about as  being a game changer for live entertainment. No longer will artistes have to jet  across time zones, wake up groggy and yet have to perform in front of tens of thousands of fans who have paid top dollar for tickets. The innovation that’s being discussed gives them another way to connect with audiences – live across the globe from one venue. 

    Well, Pennsylvania registered next gen company Artist One Entertainment group which is looking to build v2.0 of the entertainment industry, has brought together a clutch of partners including Tata Communications, ticketing firm Atom Tickets, and a deep bench of live production companies to “revolutionise live entertainment – unveiling the first globally connected arena.” 

    Exclusively launching throughout AMC Theatres’ robust footprint, Arena One is a collective of interconnected immersive venues, where fans, artistes, and creators around the world will be able to see, hear, and interact with each other in real-time. Made possible by next gen tech, global audiences will share in bespoke live shows – all together, all at once. 

    “Imagine the world’s most incredible live concerts, locally accessible, more sustainably produced, and affordable for hundreds of thousands of fans who are together in-real-life in one shared experience,” says Artist One Entertainment group founder & chief creative officer, Rohit Kapoor. “Every single person, no matter where they are on the planet, is up close and intimately connected to the artist and performance. With boundless visual potential, high-fidelity surround sound, and no such thing as a ‘nosebleed seat,’ Arena One heralds an entirely new future-forward category in live entertainment.”

    Arena One’s unprecedented real-time interaction is powered by Tata Communications’ next generation media platform, which leverages proprietary low latency technologies and the cloud capabilities of its live production and delivery service, The Switch. Tata Communications carries roughly 30 per cent of internet routes globally, and its media entertainment services (MES) division supports live event coverage for the biggest sports and entertainment organisations in the world. 

    “This launch marks a transformative shift in how music fans and artistes engage with each other, utilising cutting-edge technologies to create an unparalleled, interactive real-time experience,” says Tata Communications  vice-president & global head of media and entertainment c. “We are excited to bring a new immersive experience through this partnership, drawing on our live event expertise and global reach to introduce an entertainment concept that gives audiences unmatched access to their favorite artistes.”

    AMC theatres

    Arena One simultaneously disrupts the theatrical and live entertainment industries – reimagining and revitalising existing theatres and screens through a new lens. Performers will have the power to shatter the limits of traditional filmed events – as if there’s no screen there at all – engaging live with their global fanbases just as though they are in one arena together. With additional production enhancements that physically extend the performance into the theatres, all audience members are in the center of the action. 

    “AMC Theatres welcomes the opportunity to offer music fans across the United States and Europe unique and engaging experiences with their favorite artistes,” says AMC Theatres executive vice-president, worldwide programming & chief content officer Elizabeth Frank, “Arena One will enable exciting artist performances, ranging from fresh takes on fan favorites to launches of brand new music, from tech-infused dance parties to intimate acoustic sets, from tributes and sing-alongs to holiday collaborations, and much more. All of these live performances will be presented through high quality broadcast technology and delivered with the convenience, comfort and affordability of a neighborhood venue.”

    Live performances will originate at purpose-built Arena One studios, and link to theatres everywhere within milliseconds, facilitating universal and multi-dimensional live interactivity between connected studios and venues. These innovative performance facilities give artistes powerful studio-level precision and complete control over the quality and content of their creative vision, while boasting multi-stadium reach and revenue generation from a single live performance. 

    Arena One model
    “Audiences are thirsty for memorable experiences that are unique and deeply special. What we?re building allows every fan to gain access to the most coveted blue chip events – and sit in the best seat in the house,” says Arena One managing partner Megan Colligan. “Exhibitors all over the world are looking for more content – this is exactly the kind of innovation our business needs.”

    The inaugural Arena One east coast studio is located on the acclaimed Rock Lititz campus – an epicenter of entertainment industry creativity and innovation. The campus, which is 65 per cent  solar and geothermal-powered, is headquarters to several of the world’s preeminent leaders in live production, many of whom have participated and invested in the design and development of Arena One.

    Future performance hubs are planned in Los Angeles, Nashville, Atlanta, Miami, Toronto, London, Singapore, Mumbai, Melbourne, Accra, Brazzaville, Johannesburg, and São Paolo – bringing artistes from around the world directly to their fans, no matter where they are. 

    Live Arena One performances will be uniquely presented from a single stationary camera, capturing the most realistic, ideal and best seat audience point of view – with high production-value elements taking place on the technically advanced stages, capable of  an elaborate physical and digitally augmented visual spectacle. The studios will also be equipped with multiple robotic and 3D stereoscopic cameras, and adjacent Dolby Atmos mixing studios; in addition to putting on a once-in-a-lifetime live performance, artistes are able to capture, edit, and release subsequent concert films, downstream releases featuring behind-the-scenes content, and albums of their unique live performance mixed in spatial audio. 

    “Providing artistes the power to pull up to one comfortable state-of-the-art studio with unrivaled creative tools at their disposal, get that irreplaceable rush of performing live to a packed arena of fans, and simultaneously generate a treasure-trove of content for future applications in one consolidated pipeline – the Arena One model radically shifts the artiste experience, the fan experience, and entertainment industry economics across the board,” says Kapoor. 

    The launch of Arena One firmly locks in Artist One Entertainment Group and Tata Communications shared vision to originate the world’s largest, most advanced live entertainment ecosystem, capable of seamlessly scaling and expanding into limitless territories and formats. 

    “This is just the beginning. Music, comedy, sports, e-sports, Broadway and beyond will all find a home here,” says Arena One managing partner Mo Rhim. “Not only are we opening new windows of marketing, distribution and monetisation, but the underlying data and technology will also provide creators deep insights that empower them to connect with their fans in places and ways never imagined. Arena One is a universal stage that connects communities and brings separate entertainment verticals together to create something completely new.” 

    With the inclusion of hundreds of traditionally untapped markets, Arena One provides consumers hyper-local, equitable accessibility to premium live shows at ground-breaking price-points and scale. The ability to instantly contract and expand its connected seating footprint from one-hundred to hundreds-of-thousands of available seats, as well as the flexibility to host multiple shows concurrently across different markets, makes Arena One the venue of the future for all artistes and fans. 

    “We are all about empowering artistes with more equity, transparency, control, and scale. Arena One gives a new platform for artists – setting the stage for live special release events, one-night-only live global performances, mini-residencies, and sustainable tours,” says  , music industry pioneer, programming Arena One’s inaugural slate of artistes Marcie Allen.

    Rounding out Arena One’s seamless end-to-end offering is a collaboration with Atom Tickets – the social movie ticketing platform for the modern generation. A full-service online and mobile ticketing site will offer concertgoers instant access to Arena One shows, including pre-order options for merch and concessions. 

    “With our collaboration, we ensure that planning your concert experience is effortless,” says Atom Tickets  CEO Bryan Bowles. “For Arena One customers, we’ve added special enhancements during the ticketing process, bringing audiences closer to the artist and delivering unique surprises along the way.?”

    Tickets for the up-close-and-personal live Arena One shows, inclusive of all fees, will be an astonishing fraction of the cost of a typical concert-going experience, and vary by artiste and connected venue location. Arena One will open doors with 230,000 available seats across 1,600 connected domestic auditoriums this coming spring, with planned expansion to 400,000 seats worldwide by the end of 2025. 

  • How Tata Communications is growing India’s e-sports market

    How Tata Communications is growing India’s e-sports market

    NEW DELHI: Heightened internet penetration and increasing base of smartphone users has helped generate a positive hype fore-sports and gaming in India. Amounting to 15 per cent of the global total, Indian gamers are leading the change in how gaming and tournaments are perceived in the country. The process has been further accelerated by the Covid2019 pandemic, which has drawn a significant chunk of Indian players and viewers online.

    Technology is playing a key role in this process and Tata Communications has been at the forefront of enabling these technical interventions. Elaborating on how the company is leading the next generation of e-sports and gaming community into the future with its robust systems, global head media and entertainment Dhaval Ponda addressed the audience on the day one of the first Games, E-sports & More Summit (GEMS), organised by Indiantelevision.com and AnimationXpress.com.

    He said, “We have the experience of working within the industry in the US, South Korea, and Europe. And we have worked with not only publishers but also technology platforms to individual gamers. We are looking at the gaming sector to evaluate the monetisation opportunities to give us a significantly better industry and significantly better experience as a community.”

    Tata Communications is now striving to provide technical support to the Indian e-sports and gaming community across three key areas: digital infrastructure, streaming platforms, and production and broadcasting.

    “Digital Infrastructure is something that is very close to us. The global submarine cable infrastructure is owned and operated by the Tata group. Currently, one-third of the internet infrastructure, from a consumption standpoint, is supported and managed by Tata Group and this can be the vehicle for every single aspect of viewing interaction; whether it’s streaming, or playing on mobile/iPad/PC and posting the content – the nearest CDN server will be able to do it. Also, these streams are in real-time,” he elaborated on the first aspect.

    He added that their servers are running on low latency that gives a niche experience to the viewers without any lag in video quality.

    Earlier this year, Tata Communication had also announced the launch of a 100G media backbone in collaboration with Swedish communication equipment maker, Net Insight, to enable broadcasters, sports organizations, OTT companies, and E-sports businesses to offer streams with up to 4K UHD resolution. Ponda promised to take it up to 8K UHD quality.

    The conglomerate is already involved in remote production of some of the biggest e-sports and gaming tournaments, from completely virtualising the production to getting it on cloud servers.

    “These are the points for people to consider where they can deliver a unique experience. An ultra-low-latency delivery is something that is absolutely vital for e-sports and gaming and this is something that will become a core component of the viewing experience. So by ultra-low latency, we are talking about a second or two-second delay between the event actually taking place and consuming it on a platform or video stream that we put live anywhere in the world,” he said.

    Additionally, Tata Communications has set its sights on creating an exceptional pre-game and in-game experience for players. “Our comprehensively managed security service also includes DDoS attack detection and mitigation along with web application firewall and unified threat management. It is very important for the publishers too because one DDoS attack in a big event will mean people going somewhere else,” he said.

     Ponda signed off by saying that things are looking pretty exciting when it comes to e-sports in India. “We’re attempting to take it mainstream, which means at par with tier-1 sports, whether it be football or rugby, or cricket.” 

  • GEMS | Monetisation, improved experiences required to level-up e-gaming in India: Dhaval Ponda

    GEMS | Monetisation, improved experiences required to level-up e-gaming in India: Dhaval Ponda

    NEW DELHI: Gaming and e-sports is swiftly going mainstream in India and for the industry, it’s only onward and upwards from here. PUBG ban not withstanding, the sector is giving stiff competition to major sporting events while simultaneously attracting broadcasters, aggregators, players, and viewers – all the markers of a robust ecosystem of growth and success. 

    However, there are still certain areas that need work in order to fully tap into the industry’s potential. At the first Gaming, E-sports, and More Summit (GEMS), presented by indiantelevision.com and AnimationXpress.com, co-powered by Tata Communications, this hot-button issue was taken up and thoroughly examined by industry experts.

    Opening the two-day-long virtual summit with his keynote address, Tata Communications global head media and entertainment Dhaval Ponda shed light on the emerging trends, growth drivers, and barriers impacting the Indian e-sports and gaming industry. 

    Read more news on gaming industry

    While the Indian gaming crowd is growing at a faster click than the global community, it is still not getting the right monetisation and publishing support within the country, says Ponda. Indian gamers today make for 15 per cent of the global total but the domestic market size is less than 1 per cent in value. Indian game publishers are only 3 per cent of the global value. 

    Though he insisted that things have started improving since 2018, there is still a lot of work that needs to be done in the sector of broadcasting and monetisation.  

    “We are seeing that e-sports gaming content is now being treated by these broadcasters as good as tier-1 traditional sports, and is being watched by millions of viewers. So, you (broadcasters) are also going to attract the same rights-holding fee that you would charge from tier-1 sports, like cricket and football,” stated Ponda.

    Broadcasts will not only be crucial to gauge interest and get tongues wagging about e-sports,but also sustain andreinforce the community, he explained.

    He added that the platforms also need to consider what else they can do beside streaming e-sports live to grab eyeballs, and make it an wholesome experience for viewers as well as the gaming community. “If you are investing, try and understand how you can be unique in your content. Ask yourself if you can have content outside of just gaming,” said Ponda. To drive his point home, he added: “For example, the way you document the NBA champions. Everyone knows where the player was born, what their history is.”

    Read more news on Tata Communications

    Ponda insisted that a similar culture needs to be developed for players in e-sports and gaming categories too. “People want to know who they (the players) are and where they are coming from. It is the sort of content that also sustains engagement and active viewership.” 

    User-experience is also going to be a crucial factor in promoting and supporting the community. “The digital infrastructure needs to grow leaps and bounds in terms of broadband and mobile internet availability. Furthermore, a sound cloud architecture, transcoding infrastructure and CDN infrastructure is required to have a good viewing experience,” he said.

    Artistic and technical talent for the game development side is quite crucial too, Ponda pointed out, and suggested that the industry take inspiration from gaming studios in LA, London, and south Korea to finetune the culture within India.