Tag: Monetising

  • ’17 to be year of survival for VR market

    ’17 to be year of survival for VR market

    SINGAPORE: Though forecasts on Virtual Reality or VR are optimistic — a study said it would be a $30 billion market by end of this decade — these statistics do seem a bit unrealistic as many area of concerns are yet to be addressed.

    When will we get to see 10 million VR units? When will an inflection point be witnessed? When will VR or related technology start monetising data flowing from VR usage? These are some of the many questions that come to mind. With not many analyst teams focused on VR, Clifton Dawson decided to venture into this area two years ago with his company Greenlight VR.

    “Due to the fragmented nature of the industry, people are still trying to crack the market and are not yet aware of the various business models. Having said that, I believe that 2017 would be the year of survival for the industry because the time horizon for this robust industry to place its foot firmly is much longer due to the few missing pieces that will eventually unfold with time,” Greenlight VR founder and CEO Clifton Dawson says.

    With a comprehensive research on the virtual and augmented reality industry, Greenlight Insights provides market intelligence to innovative companies through syndicated research, services and events. Having headquarters in San Francisco and a small set-up in Beijing, Greenlight VR has an employee strength of 20.

    Will 2020 be the year of inflection? Dawson clearly rubbishes this thought as he mentions that the focus on 2020 is short-sighted. “2025 is strategically a better year,” he explains, adding that so far there have been launches or expected launches like Oculus Rift, HTC Vive, PlayStation VR and Samsung Gear VR.

    Dawson points out that presently the VR headsets are of first generation quality and it would improve when the fourth generations sets come in wherein issues relating to audio or (video) display would get resolved. “I truly believe that these headsets would look nothing like the current ones, he adds.”

    It is expected that as the industry and technology progress, VR would not just be restricted to the gaming world, but increasingly used by brands for promoting their products, medical college students being taught with the help of VR and property agents using it to sell properties. So, a question arises: which all markets this technology likely to flourish more?

    “It’s all about timing as it’s the only thing in question. For now, certain genres of gaming (not casual) would work. As for brand advertisement, it is not there yet. VR mechanism leads to behavioral changes and one needs to crack the code on how to monetise it,” Dawson says.

    Will the blend of augmented reality and virtual reality, that is mixed reality (MR), be future? Dismissing this idea outright, Dawson explains, “MR is totally a different ball game. It’s an entirely different technology and requires separate business model and ecosystem.”

    Dawson advises people that to succeed in the virtual reality field, one needs to have a 10-year view and not be short-sighted as the returns won’t come so easily. Be patient: is his final suggestion to players and the industry in general.

  • ’17 to be year of survival for VR market

    ’17 to be year of survival for VR market

    SINGAPORE: Though forecasts on Virtual Reality or VR are optimistic — a study said it would be a $30 billion market by end of this decade — these statistics do seem a bit unrealistic as many area of concerns are yet to be addressed.

    When will we get to see 10 million VR units? When will an inflection point be witnessed? When will VR or related technology start monetising data flowing from VR usage? These are some of the many questions that come to mind. With not many analyst teams focused on VR, Clifton Dawson decided to venture into this area two years ago with his company Greenlight VR.

    “Due to the fragmented nature of the industry, people are still trying to crack the market and are not yet aware of the various business models. Having said that, I believe that 2017 would be the year of survival for the industry because the time horizon for this robust industry to place its foot firmly is much longer due to the few missing pieces that will eventually unfold with time,” Greenlight VR founder and CEO Clifton Dawson says.

    With a comprehensive research on the virtual and augmented reality industry, Greenlight Insights provides market intelligence to innovative companies through syndicated research, services and events. Having headquarters in San Francisco and a small set-up in Beijing, Greenlight VR has an employee strength of 20.

    Will 2020 be the year of inflection? Dawson clearly rubbishes this thought as he mentions that the focus on 2020 is short-sighted. “2025 is strategically a better year,” he explains, adding that so far there have been launches or expected launches like Oculus Rift, HTC Vive, PlayStation VR and Samsung Gear VR.

    Dawson points out that presently the VR headsets are of first generation quality and it would improve when the fourth generations sets come in wherein issues relating to audio or (video) display would get resolved. “I truly believe that these headsets would look nothing like the current ones, he adds.”

    It is expected that as the industry and technology progress, VR would not just be restricted to the gaming world, but increasingly used by brands for promoting their products, medical college students being taught with the help of VR and property agents using it to sell properties. So, a question arises: which all markets this technology likely to flourish more?

    “It’s all about timing as it’s the only thing in question. For now, certain genres of gaming (not casual) would work. As for brand advertisement, it is not there yet. VR mechanism leads to behavioral changes and one needs to crack the code on how to monetise it,” Dawson says.

    Will the blend of augmented reality and virtual reality, that is mixed reality (MR), be future? Dismissing this idea outright, Dawson explains, “MR is totally a different ball game. It’s an entirely different technology and requires separate business model and ecosystem.”

    Dawson advises people that to succeed in the virtual reality field, one needs to have a 10-year view and not be short-sighted as the returns won’t come so easily. Be patient: is his final suggestion to players and the industry in general.

  • Monetising the sports arena through Pay-TV

    Monetising the sports arena through Pay-TV

    GOA: After a fruitful day one of IDOS 2013, day two kicked off with a presentation by Media Partners Asia executive director Vivek Couto on ‘Sports and Pay TV: The path to value creation’. “The idea is to bring value to sports and to bring it to markets that have the passion for sports,” he said.

    The sports market is very different in the US and Australia as against Europe and Asia. The US and Australian markets have higher mark-up value and is a profitable proposition for the operators as the major part of the revenue is earned through subscription fees as against advertising revenue. But, the scenario is just reverse in case of European and Asian markets where advertising revenue drives the broadcasters.

    “The big difference in the markets is the availability of multi-platform rights from the broadcasters in the US and Australian markets which makes life easier for the operators,” Couto added.

    In the European and Asian markets, the problem is abstaining from providing better interactive services to the consumers rather than focusing on just raising advertising revenues. This has also resulted in the death of ESPN as a sport major in the European market as is the case in Asia (except India).

    One of the various reasons that have really driven ARPUs in the US and Australian markets is the focus on packaging rather than exclusivity. “The US market is very vertically integrated, so there is no exclusivity of ‘live’ event coverage and the focus is more on better production and packaging of content to attract the attention of the viewers and build a bigger and loyal fan base,” explained Couto.

    This is one of the biggest reasons for DirecTV having made such a big impact on viewers globally. The focus on this platform is on the kind of coverage given rather than just focus on exclusivity of the content carried. This has slowly encouraged all broadcasters to focus more on how they package and present their content to their viewers.

    The US market currently has a very profitable sports ecosystem, so much so that almost all the leading operators provide a good bouquet of sports channels right from the basic packs to the premium packs. With leading players like Comcast also adding sports channels to its basic packs only goes onto show the power of sports globally.

    Sports has really been a battering ram for both subscription and ARPUs, so what are the takeaways for the Indian market? “Well firstly, focus on, slowly making the move from SD-HD-HD ad free and finally take it to multi-screen availability. Also the ads need to move from CPRT to CPT to make the content more incentivised and finally give more access to the consumers by tying up with mobile and online services,” ended Couto.

    The way forward is certainly bright for the Indian market, but a lot more can be done by covering more of local sports and create greater traction with the local population by getting local cable operators to cover smaller events in a bigger way and promote more sports rather than being just a one sport nation.