Tag: live streams

  • GEMS: How to make e-sports attractive for non-gamers

    GEMS: How to make e-sports attractive for non-gamers

    NEW DELHI: E-sports and virtual gaming in India is no longer limited to one-player play-to-win matches or personal entertainment without any benefits. It is now getting players recognised and driving immense monetisation across the spectrum. A fully-fledged industry now, it is supported by a larger play of schemes: from planning to development, production to play, and broadcast to post-broadcast content. And what has been at the centre of this evolution is quality content. 

    E-sports and gaming content production has come up as a separate genre of its own attracting technicians, creators, influencers, and publishers on board. Although the industry is still in its nascent stage, there is a wide scope for it to grow and flourish. To discuss current trends and the way ahead for the same, an elaborate panel of leading industry experts came virtually together for the Esports Production: Going Remote panel of Games, E-sports & More Summit (GEMS) presented by indiantelevision.com and AnimationXpress.com, co-powered by Tata Communications. The panel was supported by associate partner CapeTitans Games and support partner Loco by Pocket Aces. 

    Moderated by GoLive Games Studio founder and CEO Ravi Kiran, the panel was led by Anand Pimprikar (Tata Communications head sales BD – India, media and entertainment services), gaming/e-sports veteran Anurag Khurana, LXG director e-sports and broadcasting Kiran Noojibail, ESPL CEO Michael Broda, MPL VP-devops and reliability engineering Mukta Aphale, Playtonia Esports co-founder Sanupam Samantray, and Sky esports founder and CEO Shiva Nandy. 

    The speakers unanimously agreed that e-sports and gaming content is not just limited to live streams and India hosts a great pool of talent – be it technicians or players, or content creators who can take it a notch higher. 

    Hailing the role of content in popularising the category, Pimprikar noted: “Content drives viewership and that drives role models (for the upcoming generation of players). Therefore, it is very important to improve the quality of production, say like IPL, on both linear and essential channels.” 

    Multiplayer: The more, the merrier

    On the sporting level, the panellists pointed out that to improve the quality of content in any e-sport or game, it is essential to make it multiplayer and interactive. 

    Broda said on the subject: “What I think about e-sports beside it being skill-based and competitive, it must be multiplayer. In fact, it is important for any sport to be successful. One-on-one games are good for play-to-win, real money-making challenges, but on an overall industry perspective, it is very important to go multiplayer.”

    What makes multiplayer fun, added Noojbail, is that it shows glimpses of players playing the game live, making it interactive for people who are playing as well as those who are watching. “Interactivity plays a key part as unlike other games, you cannot see the player directly while playing e-sports. The entire e-sports perception eventually revolves around what the end-user gets to see and that’s where the value of e-sports content becomes even stronger,” he explained.

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    Beyond game-over

    Noojbail also insisted that there is a dire need to curate good post-content, which goes live after the matches to keep the audience hooked. Aphale pointed out that currently, only the audience that wants to better their own game is watching the e-sports and gaming streams and broadcasts, unlike the tier-1 offline sports. This needs to be changed. 

    Going forward, there are two major aspects that content producers must keep in mind: how to separate the production control rooms (PCR) from the site and then how to virtualise the whole PCR, said Pimprikar.  

    To this end, Aphale suggested that the technology needs to focus on making the mobiles lighter so a player doesn’t have to download a lot of gaming-related programmes, and then let the cloud servers do the entire processing. 

    E-sports a big hit in small towns

    Additionally, the panellists pressed upon the need to take e-sports to grassroots levels in India and equipping the game applications with technology and content support in regional languages. 

    Of the 6 crore active users on MPL, about 83 per cent of the gamers come from tier-2 and tier-3 cities, signifying that the format is already very popular there, Aphale pointed out. Therefore, they are looking for more game developers, technicians, and talents to drive the next leg of growth. 

    Nandy said that his aim is to further expand the presence of e-sports and gaming in every nook and corner of the country. In fact, he has already started providing streaming services in all major south-Indian languages. 

    Training is key to success in global arena

    According to Khurana, the Indian e-sports and gaming ecosystem also requires a strong backend support system in the forms of coaches and trainers. 

    “I feel we have great players when it comes to the domestic circuit but we fail when we go international. It is because we are not focussing on organisation and skill development within the sector. There is a great need for psychologists, coaches, and the whole supporting sports staff within the esports ecosystem,” he explained. 

    Samantray seconded the thought and shared that with Playtonia, the team is already working on these lines. “We are actually working at the grassroots level and are planning to bring a certification as well as a university dedicated to e-sports.” 

  • How VOKE is helping Hotstar to bring 3D VR to Kabaddi

    How VOKE is helping Hotstar to bring 3D VR to Kabaddi

    MUMBAI: That India’s leading video streaming OTT player Hotstar is making its coverage of the World Kabaddi League available to viewers in 3D Virtual Reality(VR)  is known to many now. But what’s not known by most is who is behind making this is a reality. Well, it’s a Silicon Valley based company called VOKE, which has helped stream the NCAA Men’s Basketball Final Four, the CBS Morning Show and live streams of concerts, NBA, NFL and college football games, courtesy its live TrueVR technology. It is ranked as amongst the best in the live event VR space and its focus is on building the next generation of fan engagement for live sports and entertainment.

    “Star India is one of the most iconic media companies in the world and has been focused on transforming sports in India. This partnership will allow them to provide live, immersive virtual reality experiences to their users for the first time,” says VOKE co-founder & CEO Sankar Jayaram. The flexibility of our technology platform is unique and enables media companies to reach their audiences across a variety of mediums and deliver personalized VR experiences to all fans like never before.”

    Adds Hotstar CEO Ajit Mohan: “We owe our loyal and growing platform users the very best video experience in the world. Fans in India look to Hotstar to set the benchmark for video streaming. We are excited to collaborate with VOKE to bring a dramatic new live experience to sports fans.”

    The flexibility of VOKE’s platform is significant and it enables media companies to host the VR content on their own sites and branded applications instead of requiring that it be aggregated on the VOKE VR site. Hotstar users will be able access the TrueVR™ stream by selecting the Google Cardboard feature in Hotstar’s iOS and Android apps or by downloading the Hotstar Gear VR app from the Oculus Store. Highlights and video on demand content will be available through the same outlets for those who are unable to watch it live.

    http://www.indiantelevision.com/sites/drupal7.indiantelevision.co.in/files/styles/large/public/vokeger800x800_0.jpg?itok=splOyeGv
    The Voke Camera Pod

    VOKE’s live TrueVR™ stream for the Kabaddi World Cup will be available to Hotstar users on both Google Cardboard and Gear VR headsets. In addition, a personalized, 2D user-controlled experience will also be available for viewers without headsets on Hotstar.com or on the Hotstar app. It is the first time TrueVR™ content from a live event of this magnitude will be available on multiple headsets and mobile operating systems.

    Speaking to SportsVideoGroup in late August, Jayaram explaining the virtues of VOKE’s VR expertise had said: “So we put multiple pods on the field, and we allow users to choose where they want to be…. One, we can do a produced feed and take people where we think they might want to be. But we feel that, if a user really just wants to be sitting down by the players and coaches in VR, those are options and choices we want to give them. All of our cameras are completely synced, down to the frame level. Which means, when you want to do a replay or you pause one camera position, you can pick the action up from another camera at the exact same frame. Our cameras can go down to that level of detail if our viewers want to use it that way. So we provide full multi-POV, synchronized, DVR-capable streams, and that spans across VR, mobile, VOD, everything.”

    VOKE says that the Hotstar partnership will continue for more live sporting events going forward. That should be good news for immersive virtual reality sporting event lovers.

  • How VOKE is helping Hotstar to bring 3D VR to Kabaddi

    How VOKE is helping Hotstar to bring 3D VR to Kabaddi

    MUMBAI: That India’s leading video streaming OTT player Hotstar is making its coverage of the World Kabaddi League available to viewers in 3D Virtual Reality(VR)  is known to many now. But what’s not known by most is who is behind making this is a reality. Well, it’s a Silicon Valley based company called VOKE, which has helped stream the NCAA Men’s Basketball Final Four, the CBS Morning Show and live streams of concerts, NBA, NFL and college football games, courtesy its live TrueVR technology. It is ranked as amongst the best in the live event VR space and its focus is on building the next generation of fan engagement for live sports and entertainment.

    “Star India is one of the most iconic media companies in the world and has been focused on transforming sports in India. This partnership will allow them to provide live, immersive virtual reality experiences to their users for the first time,” says VOKE co-founder & CEO Sankar Jayaram. The flexibility of our technology platform is unique and enables media companies to reach their audiences across a variety of mediums and deliver personalized VR experiences to all fans like never before.”

    Adds Hotstar CEO Ajit Mohan: “We owe our loyal and growing platform users the very best video experience in the world. Fans in India look to Hotstar to set the benchmark for video streaming. We are excited to collaborate with VOKE to bring a dramatic new live experience to sports fans.”

    The flexibility of VOKE’s platform is significant and it enables media companies to host the VR content on their own sites and branded applications instead of requiring that it be aggregated on the VOKE VR site. Hotstar users will be able access the TrueVR™ stream by selecting the Google Cardboard feature in Hotstar’s iOS and Android apps or by downloading the Hotstar Gear VR app from the Oculus Store. Highlights and video on demand content will be available through the same outlets for those who are unable to watch it live.

    http://www.indiantelevision.com/sites/drupal7.indiantelevision.co.in/files/styles/large/public/vokeger800x800_0.jpg?itok=splOyeGv
    The Voke Camera Pod

    VOKE’s live TrueVR™ stream for the Kabaddi World Cup will be available to Hotstar users on both Google Cardboard and Gear VR headsets. In addition, a personalized, 2D user-controlled experience will also be available for viewers without headsets on Hotstar.com or on the Hotstar app. It is the first time TrueVR™ content from a live event of this magnitude will be available on multiple headsets and mobile operating systems.

    Speaking to SportsVideoGroup in late August, Jayaram explaining the virtues of VOKE’s VR expertise had said: “So we put multiple pods on the field, and we allow users to choose where they want to be…. One, we can do a produced feed and take people where we think they might want to be. But we feel that, if a user really just wants to be sitting down by the players and coaches in VR, those are options and choices we want to give them. All of our cameras are completely synced, down to the frame level. Which means, when you want to do a replay or you pause one camera position, you can pick the action up from another camera at the exact same frame. Our cameras can go down to that level of detail if our viewers want to use it that way. So we provide full multi-POV, synchronized, DVR-capable streams, and that spans across VR, mobile, VOD, everything.”

    VOKE says that the Hotstar partnership will continue for more live sporting events going forward. That should be good news for immersive virtual reality sporting event lovers.

  • BARC India eyes digital measurement; calls for global RFIs

    BARC India eyes digital measurement; calls for global RFIs

    MUMBAI: The Broadcast Audience Research Council (BARC) India has issued a global Request For Information (RFI) as it readies itself to expand audience measurement to the digital space.

     

    After gathering this information, BARC India will issue a subsequent Request for Proposal (RFP) that is realistic in its scope.

     

    The television ratings measurement body aims to measure all forms of online video advertising, including ad breaks in live streams, pre-roll and mid-roll videos, and targeted/addressable advertising linked to the content on broadcaster sites or social media or any other website/apps.

     

    “At BARC India, our aim is to continually evolve in a way that suits the ever changing content viewing habits. After rolling out the television viewership measurement in the country, we are now ready to take the next leap, that of measuring digital viewing,” said BARC India CEO Partho Dasgupta.   

     

    In the RFI, applicants have been asked to outline how their offerings work, the types of video, devices and platforms the company is able to measure and the level of detail. The RFI must also highlight whether the approach requires third party action.

     

    This comes after television becoming a cross-platform medium, available through a variety of distribution systems, including broadcast, IP, mobile networks and a growing number of connected screens through, which audio-visual content is consumed.   

     

    The RFIs will facilitate understanding of the capabilities of online video advertising and content measurement techniques with regards to panel and census measurement across video types, devices and platforms.