Tag: monetisation

  • Ooyala & Adobe together make an OTT connection

    MUMBAI: Ooyala, a global provider of video monetisation technology and services, has announced a new partnership with Adobe that combines Ooyala’s Integrated Video Platform (IVP) solutions with the Adobe Experience Cloud. Premium media and entertainment companies will be able to build best-of-breed digital TV and OTT solutions for greater engagement, measurement and recognise greater returns with video.

    With Adobe’s TV-delivery and monetisation technologies, premium content providers benefit from the same reliable scale and device reach achieved in some of the largest live events to-date, including Superbowl LI, international Olympic coverage and the FIFA 2014 World Cup. The new partnership allows customers to also use Ooyala’s complete set of IVP solutions, building collective insights across video production, distribution and advertising processes, which are trusted by companies such as Sky, Media Prima and Star India.

    Ten of the ten largest media companies rely on technologies within Adobe Experience Cloud to deliver, measure and monetize video content across any screen. Even more brands and media companies can benefit from Ooyala’s IVP products and Adobe Primetime’s playback and ad insertion technologies, giving them a way to deliver great video experiences and drive more value from their content.

    Through this partnership, customers can reduce their total cost-of-ownership, not requiring further custom engineering and development costs. With highly reliable delivery, measurement and insights for greater engagement, Ooyala customers can see scalable results. Broadcasters and publishers can more effectively grow and monetize their global audiences, major brands can increase brand loyalty, and sports teams and leagues can drive higher fan engagement.

    “Video is unquestionably the crux of the digital transformation for the global media and entertainment market,” said Adobe’s media and entertainment head of business development Kevin Towes. “As Ooyala leverages Adobe technology, we can help media companies achieve their transformation faster, with greater video monetisation, engagement and measurement.”

    “Modern media companies with large audiences and real skin in the game need better insights and technologies to recognize greater return on their video business,” said Ooyala co-founder and SVP of products and solutions Belsasar Lepe. “Pairing our IVP solutions with Adobe gives even more insight into analytics and measurement, building common data sets across every function of video all with a single goal — to grow your business.”

    Vudu, Star India, Sky Sports (U.K.), ITV Studios (U.K.), RTL Group (Germany), M6 (France), TV4 (Sweden), Mediaset (Spain), America Television (Peru), and Media Prima (Malaysia) are a few of the hundreds of broadcasters and media companies who chose Ooyala.

  • Arre appoints Viacom18’s Jaideep Singh as director

    MUMBAI: Entertainment business veteran and former Viacom18 Integrated Network Solutions head, Jaideep Singh has been roped in by Arré as a director on its management team. Singh will guide the platform’s monetisation drive/strategy, launch Arré’s music vertical and contribute his experience towards expanding other content verticals as well. He will be working closely with founders B. Saikumar, Ajay Chacko and RayC as Arré expands its content footprint as India’s fastest growing original content brand on digital.

    Saikumar said “We are delighted to have Jaideep join us at Arré to lead our business efforts as we expand and strengthen our content and platform. Jaideep brings invaluable experience and skills with respect to IP creation and monetisation, to further our growth objective, as we enter into an exciting year 2 of Arré.”

    Arré has built a distinct voice by its unique take on culture and society using stories, doodles and audio besides video. It is one of the country’s fastest growing digital brands on social media besides being widely distributed across a range of domestic and international platforms like SonyLIV, YuppTV, Vodafone Play, Ola Prime Play, TF1 Xtra (OTT Network in France) etc. in addition to its own website and apps on IOS and Android.

    Singh added, “Developing sustained business models in the entertainment sector has always been my passion. The explosive growth that Arré has witnessed as a brand is a story in itself and I am very excited to be part of this journey. My current ventures, Volocity Media and Ignition Creative will also help in creating some state-of-the-art engagement interfaces at Arré.”

    He is currently partnered with two US based companies as a part of his entrepreneurial venture. He is the chairman of Ignition Creative (APAC and Middle East Board), an integrated marketing agency and the managing director, APAC and Middle East, for Volocity Media, a technology innovation group working in the field of developing digital products and platforms for building social communities.

    Singh holds to his credit 20 years of diverse experience across marketing, media and entertainment. He has worked with notable companies, including, JK Tyres, Confederation of India Industries and Radio Mirchi. His last stint was a stellar 10-year position at Viacom18 India, where, as senior vice president and business head of Integrated Network Solutions, he launched a host of domestic and global impact IPs, secured strategic media partnerships with brands, government sectors and engaged with entertainment and media divisions across the globe. He established the INS and Live Viacom18 divisions of Viacom18, which boast of national and regional properties like the global EDM festival Vh1 Supersonic, MTV Xtreme, MTV Bollyland, the Indie artist festival EMERGE, the comedy festival Chuckle Festival, and SPIRO, which dominated the subcontinent with 300+ events and produced hundreds of hours of content.

  • Indian gaming revenue set to hit Rs 250 billion by 2019

    Indian gaming revenue set to hit Rs 250 billion by 2019

    MUMBAI: With the growing technology, not only the number of users in India is growing steadily but the mobile gaming users increased too.

    The latest report by mobile gaming trends and gaming habits the Seattle based enterprise SaaS for mobile marketing company has stated that Indian gaming revenue is set to double in the next three years and hit Rs 250 billion by 2019, owing its growth to the increase of smartphone penetration and higher in-app spending in the market. Combined with industry estimates this proves that mobile games in India are growing at an average rate of 56 per cent.

    The report titled, ‘India & Mobile Gaming: Poised for Massive Growth’ comprises insights and data collected from over 3,500 Indian smartphone owners and over 220 million mobile app installs in India mapped from January-September 2016.

    As per the Tune report, Indian mobile gamers are more likely to buy virtual goods. In fact, 34 per cent of Indians respondents admitted to spending money in mobile games every month. Interestingly, a tiny fraction of players are the highest contributors to game revenue, just as it is seen in other markets globally. Specific to India, 2.5 per cent of Indian gamers provide over half of game revenue, and 5 per cent account for almost 80 per cent of all game monetisation in the country.

    Regional Head of Sales India Ashwiny Thapliyal said, “India is already the world’s second-biggest market for smartphones. With 221 million smartphone owners and as many as 800 million Indian citizens joining the smartphone revolution over the next decade, India will emerge as the country with biggest global opportunity for growth. India is a mobile-first country and its people are mobile-centric buyers. This is one of the many reasons why we furthered our existing commitment towards the Indian market by opening TUNE’s first corporate office in India located at Delhi/NCR in November 2016. Our India office will also serve as our strategic hub for business in Southeast Asia.”

    Another key finding revealed that women are serious mobile gamers in India, with 87 per cent playing a game at least one hour per week. This number matches the North American data, where women make up 55 per cent of all mobile gamers. Of the women surveyed, 63% said that they prefer playing single player games and 18 per cent prefer playing against another player.

    Interestingly, women prefer single-player games to an even greater extent than men.

    Tune’s mobile economist John Koetsier added, “As per our research, the number of app installs in India doubled last year and in fact, Indians downloaded more than 3X as many commerce-oriented apps per capita as the next highest country, Brazil. Although relatively nascent, Indian mobile gaming industry is catching-up fast and our research highlights the immense potential it holds for gamers, game developers, mobile publishers and advertisers.”

    Indian Gamers and their Gaming Habits:

    84% of Indian smartphone owners have games on their phones.

    37% of gamers have three or more games on their phones.

    47% of Indians in top urban cities like Delhi and Mumbai tend to install one to two games on their phone.

    Indians are very eager to try new apps: a majority install new apps every week. 90% of Indian smartphone owners download games regularly and are very willing to try new apps, especially new games.

    Those with cheaper smartphones change to new games more frequently possibly due to low storage/device memory.

    Google Play is the undisputed leader in India, taking 94% share of all game installs.

    The cheaper the phone one possesses, the more likely is an Indian consumer to get new apps straight from a friend or from the web.

    Almost 7% of people get new apps from their friends.

    Gaming Behaviour Trends: Almost 9 in 10 Indian smartphone owners play games weekly.

    86% of people play at least one game regularly and almost a third play more than three games regularly.

    Indians who own expensive smartphones worth Rs 30,000 and up are less likely to play games.

    57% of Indian mobile gamers prefer single-player games.

    Only three of the top 10 downloaded games are team or multi-player games.

    Indians are loyal gamers, with significantly higher user retention compared to global averages.

    Almost a third of Indian gamers are exceptionally loyal to the games they love, at times playing them for months at stretch.

    Just over one in 10 Indians play the same game regularly for over a year.

    50% of Indians give a game just a few days and switch to a new one, if it’s not interesting, fun, or engaging enough they switch to a new one.

    Gender Matters: Women play just as many games as men, but men play for longer.

    92% men play at least one hour per week as against 87% women who play at least one hour per week.

    57% of men play more than two hours each week, compared to 48% of women.

    Interestingly, 54% men prefer single-player games. Team games get the least attention from both Men (14%) and Women (11%). Young men i.e. teens under 17 play less than men aged 20 or above.

    Mobile Game Monetisation and in-app Purchases:

    Top games tend to be team or multiplayer games; 8 out of the top 10 grossing games in India are multiplayer or team games

    Similar to world average, 2.5% of Indian gamers provide over half of game revenue, and 5% account for almost 80% of all game monetisation in the country.

    Young gamers are the least likely to pay; 71% of Indian smartphone owners (under the age of 21) buy nothing in games every month.

    2% of gamers spend over Rs 200 each month, and almost one in 10 spend over Rs 50 every month.

    32% of gamers use digital wallet to cover their mobile game purchases, while 25% use a debit card as opposed to a credit card- widely use payment mode internationally.

  • Indian gaming revenue set to hit Rs 250 billion by 2019

    Indian gaming revenue set to hit Rs 250 billion by 2019

    MUMBAI: With the growing technology, not only the number of users in India is growing steadily but the mobile gaming users increased too.

    The latest report by mobile gaming trends and gaming habits the Seattle based enterprise SaaS for mobile marketing company has stated that Indian gaming revenue is set to double in the next three years and hit Rs 250 billion by 2019, owing its growth to the increase of smartphone penetration and higher in-app spending in the market. Combined with industry estimates this proves that mobile games in India are growing at an average rate of 56 per cent.

    The report titled, ‘India & Mobile Gaming: Poised for Massive Growth’ comprises insights and data collected from over 3,500 Indian smartphone owners and over 220 million mobile app installs in India mapped from January-September 2016.

    As per the Tune report, Indian mobile gamers are more likely to buy virtual goods. In fact, 34 per cent of Indians respondents admitted to spending money in mobile games every month. Interestingly, a tiny fraction of players are the highest contributors to game revenue, just as it is seen in other markets globally. Specific to India, 2.5 per cent of Indian gamers provide over half of game revenue, and 5 per cent account for almost 80 per cent of all game monetisation in the country.

    Regional Head of Sales India Ashwiny Thapliyal said, “India is already the world’s second-biggest market for smartphones. With 221 million smartphone owners and as many as 800 million Indian citizens joining the smartphone revolution over the next decade, India will emerge as the country with biggest global opportunity for growth. India is a mobile-first country and its people are mobile-centric buyers. This is one of the many reasons why we furthered our existing commitment towards the Indian market by opening TUNE’s first corporate office in India located at Delhi/NCR in November 2016. Our India office will also serve as our strategic hub for business in Southeast Asia.”

    Another key finding revealed that women are serious mobile gamers in India, with 87 per cent playing a game at least one hour per week. This number matches the North American data, where women make up 55 per cent of all mobile gamers. Of the women surveyed, 63% said that they prefer playing single player games and 18 per cent prefer playing against another player.

    Interestingly, women prefer single-player games to an even greater extent than men.

    Tune’s mobile economist John Koetsier added, “As per our research, the number of app installs in India doubled last year and in fact, Indians downloaded more than 3X as many commerce-oriented apps per capita as the next highest country, Brazil. Although relatively nascent, Indian mobile gaming industry is catching-up fast and our research highlights the immense potential it holds for gamers, game developers, mobile publishers and advertisers.”

    Indian Gamers and their Gaming Habits:

    84% of Indian smartphone owners have games on their phones.

    37% of gamers have three or more games on their phones.

    47% of Indians in top urban cities like Delhi and Mumbai tend to install one to two games on their phone.

    Indians are very eager to try new apps: a majority install new apps every week. 90% of Indian smartphone owners download games regularly and are very willing to try new apps, especially new games.

    Those with cheaper smartphones change to new games more frequently possibly due to low storage/device memory.

    Google Play is the undisputed leader in India, taking 94% share of all game installs.

    The cheaper the phone one possesses, the more likely is an Indian consumer to get new apps straight from a friend or from the web.

    Almost 7% of people get new apps from their friends.

    Gaming Behaviour Trends: Almost 9 in 10 Indian smartphone owners play games weekly.

    86% of people play at least one game regularly and almost a third play more than three games regularly.

    Indians who own expensive smartphones worth Rs 30,000 and up are less likely to play games.

    57% of Indian mobile gamers prefer single-player games.

    Only three of the top 10 downloaded games are team or multi-player games.

    Indians are loyal gamers, with significantly higher user retention compared to global averages.

    Almost a third of Indian gamers are exceptionally loyal to the games they love, at times playing them for months at stretch.

    Just over one in 10 Indians play the same game regularly for over a year.

    50% of Indians give a game just a few days and switch to a new one, if it’s not interesting, fun, or engaging enough they switch to a new one.

    Gender Matters: Women play just as many games as men, but men play for longer.

    92% men play at least one hour per week as against 87% women who play at least one hour per week.

    57% of men play more than two hours each week, compared to 48% of women.

    Interestingly, 54% men prefer single-player games. Team games get the least attention from both Men (14%) and Women (11%). Young men i.e. teens under 17 play less than men aged 20 or above.

    Mobile Game Monetisation and in-app Purchases:

    Top games tend to be team or multiplayer games; 8 out of the top 10 grossing games in India are multiplayer or team games

    Similar to world average, 2.5% of Indian gamers provide over half of game revenue, and 5% account for almost 80% of all game monetisation in the country.

    Young gamers are the least likely to pay; 71% of Indian smartphone owners (under the age of 21) buy nothing in games every month.

    2% of gamers spend over Rs 200 each month, and almost one in 10 spend over Rs 50 every month.

    32% of gamers use digital wallet to cover their mobile game purchases, while 25% use a debit card as opposed to a credit card- widely use payment mode internationally.

  • Kratos, the mobile adtech company  launches Kuberplay,

    Kratos, the mobile adtech company launches Kuberplay,

    MUMBAI : Kuberplay, an SDK-based service, offers a solution for app developers to monetize their applications, retain users and enhance consumer experience by empowering mobile users who choose to watch videos, subscribe to services, install applications and participate in other types of advertisements.

    India with around 300,000 app developers is the second largest Android developer community in the world and with the average mobile app usage in India growing by at least 131%, India has outpaced the global growth rate in app development. The app development has created about 75,000 direct jobs in India, and has the potential to reach 600,000 over a period of time. However, monetisation of app development remains a challenge. Over 70% of app developers close shop because of inability to monetize their apps.

    Kuberplay will help app developers monetize their app, especially the customers who access only the free component of the app, desire the complete app but are unable to buy the app because they are expensive. The global purchase of in-app purchase is only 2%; through Kuberplay this can increase up to 10% helping them towards financially viable business models. By integrating Kuberplay into their app the revenue of an App Developer in consumer premium space can increase by 25 to 30%.

    Says Upal Pradhan, Founder and CEO, Kratos “Kuberplay, will change the game for app developers, and this will be the impetus for an evolution in mobile app development. The mobile has become a part of individual’s life management, and there is considerable development happening and possible through creation of new apps. We are happy to contribute towards this, as it will unleash the creativity and innovation, that earlier faced the challenge of monetisation. As a company, we have always been innovative in using our competencies in technology and our deep understanding of the mobile ecosystem to create platforms that provide a win- win scenario for all. We are hoping for this to be a complete game changer for the mobile app ecosystem.”

  • Kratos, the mobile adtech company  launches Kuberplay,

    Kratos, the mobile adtech company launches Kuberplay,

    MUMBAI : Kuberplay, an SDK-based service, offers a solution for app developers to monetize their applications, retain users and enhance consumer experience by empowering mobile users who choose to watch videos, subscribe to services, install applications and participate in other types of advertisements.

    India with around 300,000 app developers is the second largest Android developer community in the world and with the average mobile app usage in India growing by at least 131%, India has outpaced the global growth rate in app development. The app development has created about 75,000 direct jobs in India, and has the potential to reach 600,000 over a period of time. However, monetisation of app development remains a challenge. Over 70% of app developers close shop because of inability to monetize their apps.

    Kuberplay will help app developers monetize their app, especially the customers who access only the free component of the app, desire the complete app but are unable to buy the app because they are expensive. The global purchase of in-app purchase is only 2%; through Kuberplay this can increase up to 10% helping them towards financially viable business models. By integrating Kuberplay into their app the revenue of an App Developer in consumer premium space can increase by 25 to 30%.

    Says Upal Pradhan, Founder and CEO, Kratos “Kuberplay, will change the game for app developers, and this will be the impetus for an evolution in mobile app development. The mobile has become a part of individual’s life management, and there is considerable development happening and possible through creation of new apps. We are happy to contribute towards this, as it will unleash the creativity and innovation, that earlier faced the challenge of monetisation. As a company, we have always been innovative in using our competencies in technology and our deep understanding of the mobile ecosystem to create platforms that provide a win- win scenario for all. We are hoping for this to be a complete game changer for the mobile app ecosystem.”

  • Hathway Cable becomes India’s first $1bn enterprise valuation MSO

    Hathway Cable becomes India’s first $1bn enterprise valuation MSO

    MUMBAI: New year celebrations don’t seem to have ended at the Raheja group company and multi system operator Hathway Cable & Datacom. The MSO has become the first company from the cable TV industry to have crossed the $1 billion mark in terms of enterprise valuation.

    At the time of filing the report, as on 6 January 2015, (1 USD= 63.4286 INR mid- market rate), the total valuation of the company including market cap (Rs 5581 crore) and debt (Rs 806 crore) and excluding cash and cash equivalents  was close to $ 1 billion (Rs 6387 crore).  

    Hathway Cable & Datacom MD and CEO Jagdish Kumar Pillai is over the moon with this feat.  Says he, “This achievement has got more to do with the potential of the Indian cable TV market, and not just with what Hathway does.”

     For Pillai, digitisation has opened up the potential of unlocking the value that Indian cable TV industry holds. “With broadband and cable TV getting more transparent, the market is viewing this as a great industry to invest in the next five years, and that’s reflected in the balance sheet. It is a promise of a good potential,” he opines.

    With the industry getting more organised, Pillai expects more foreign investors to pump in funds into cable TV. “And that is what Hathway is doing. We are corporatising the whole industry and bringing the professionals to run our business. We have invested heavily in computer software and automation. It has become more like a telecom company. We expect a lot of investment interest in the industry now,” he adds.

    Pillai feels that it is Hathway’s broadband service which differentiates the company from the other players. “Our broadband service is strong and that has, along with our strong CATV, helped us reach at this level,” he says.  

    The plan for Hathway from here is clear: monetisation of the investments made in the phase I and II markets. “We have deployed 7 million set top boxes in the first two phases of DAS and we would like to monetise that. Also as we get closer to phase III and IV deadlines, we will look at opportunities which will enable us to expand further,” he informs.

    As for broadband, Hathway which has already upgraded its platform to DOCSIS 3.0, is looking at expanding to all the cities in which it has a presence.  “The investment will be two-fold, both in broadband and in cable TV,” concludes Pillai.

    Coming on the back of the announcement that the Videocon group has signed an agreement with US-based Silver Eagle Acquisition Corp to sell 33.5 per cent of its shares in its DTH venture Videocon d2h for $300 million, the Hathway landmark shows that confidence amongst investors for TV distribution initiatives seems to be reviving. And that’s good news for the entire TV ecosystem which has been struggling to digitise its TV viewer base.

     

  • Nimbuzz collaborates with ‘The Bachelorette’

    Nimbuzz collaborates with ‘The Bachelorette’

    MUMBAI: Nimbuzz, a leading communication and entertainment platform, has associated with Life Ok to provide an innovative and interactive brand engagement module on mobile – the Nimbuzz Chat Buddy for The Bachelorette, a dating reality show starring Bollywood starlet Mallika Sherawat. The Bachelorette Buddy would reach out to over 25 million Nimbuzz users in India on their mobile phones giving Life Ok an opportunity to initiate a dialogue with the masses through a format native to the Nimbuzz platform. The Buddy was made available to all Nimbuzz users from 5 October.

    Nimbuzz Chat Buddies appear as regular contacts on the chat roster of Nimbuzz users across India. The Bachelorette Buddy is an extension of Life Ok’s reality show that focusses on finding a match for Mallika Sherawat from among the 30 contestants. The Buddy intends to create one to one engagement through questions around Mallika’s eventful Bollywood career and her exciting personal life. The Bachelorette Chat Buddy on Nimbuzz gives users the opportunity to make live suggestions to Mallika on who she should date and who she could do without.

    Speaking about the association, Nimbuzz head of monetisation and strategy Anubhav Sharma said, “Nimbuzz Chat Buddies have been extremely successful in connecting the biggest brands to their relevant audiences. We are extremely excited about our partnership for primarily two reasons. Firstly, this is the first time that a reality show of such scale has recognised the engagement value that Chat Buddies bring to the entertainment industry and secondly our foray into the lifestyle-entertainment space is being marked by some of the biggest names in the ecosystem including Mallika Sherawat and Star network.’’

    Commenting on the launch of The Bachelorette’s biggest mobile campaign powered by Nimbuzz, Life OK head of marketing Pratik Seal said, “The Bachelorette is a unique concept that looks to capture the interest of a wide audience irrespective of their demographics. Keeping in mind the uniqueness of the format and the audience, we were looking at associating ourselves with a platform that could not only reach out to the masses but also offer engagement value that makes our users feel as much a part of the show as the contestants. We are confident that our partnership with Nimbuzz will be immensely successful in generating interest around the show.’’

    The Bachelorette Buddy on Nimbuzz will be the core of the brands mobile strategy for The Bachelorette. The reality shows premiered on 7 October at 9:30 pm on Life Ok.

  • App monetisation remains a challenge

    App monetisation remains a challenge

    MUMBAI: App monetisation remains a challenge in India, experts at Ficci Frames 2013 said here today, while outlining factors that could trigger growth in the sector.

    An important change is the explosion of connected devices which could transform India from being the largest consumer market for apps to also one of the largest revenue generators.

    “What will help the app market is the fact that phones are getting cheaper and the technology is getting better. Mobile will be a game changer from a data perspective,” said DisneyUTV MD Digital Vishal Gondal.

    With advertising being the main business model, monestisation is a challenge. There is also the issue of operators taking away 70 per cent of revenue. "Vodafone changed this by taking only 30 per cent and giving the rest to the app developer," Gondal stated.

    Oovoo.com CEO Jay Alan Samit feels that voice calls will go the way of the fax machine and become extinct. "People today prefer sending text messages. If it is somebody they love and care about, then they will use video," he said.

    Samit also noted that apps are viral and can come from anywhere. Angry Birds, for instance, comes from Finland. "Also celebrities will use apps if they connect people. This was seen during the Oscar awards where stars like Hugh Jackman used apps to reach out to fans," he averred.

    India has a base of 2.5 million app developers. "This gives us strength. Our plan is to ensure that an app is present regardless of whether a user has a smartphone or a feature phone," said Nokia India marketing director Viral Oza.

    But what are the challenges the app market faces in India? The absence of a venture funding system for apps is surely one major deterrent. The other challenge is that innovations in the user interface are not happening outside of the US, Samit said.

    The fact is that many users discard an app after using them just once. Oza touched on the importance of app quality. Nokia, for instance, has a filtering system before an app is put on the Nokia Store. "About 50 per cent of apps downloaded in India are from a Nokia store. This shows that apps have quality as well as stickiness,” he said.

  • Natpe looks to expand digital presence with advisory board

    Natpe looks to expand digital presence with advisory board

    MUMBAI: The National Association of Television Program Executives (Natpe) in the US is establishing a digital advisory board to be led by Ross Levinsohn who is Guggenheim Digital Media CEO.

    The advisory board will serve as a consultant to help expand the organisation‘s presence and direction in the digital world.

    Natpe Content First president, CEO Rod Perth said, “We are incredibly fortunate to have Ross agree to lead this effort as we develop plans to bring together the linear and digital content businesses, which are increasingly interdependent.”

    This new digital brain-trust will be made up of executives from all segments of digital content including creation and production, distribution, social media, advertising and technology. Its members will be announced over the next few weeks.

    “Natpe is dedicated to acting as a bridge between content creation and monetisation across all platforms. We believe that by bringing scale and efficiency to the content marketplace, we can connect the linear and digital ecosystem of the Hollywood, international, digital and advertising communities,” Perth added.