Tag: Pokemon Go

  • Can OTT players leverage market opportunities & rationalize rising content costs?

    Can OTT players leverage market opportunities & rationalize rising content costs?

    MUMBAI: In a bid to grab eyeballs, spending on digital advertising is on the increase, but this increase also comes with challenges, if KPMG is to be believed.

    KPMG director Girish Menon said that digital advertisement is likely to cross Rs 25,500 crore in 2020, but digital ads do not come without challenges with major concerns being inability to track mobile activity, ad fraud, ad blocking and measurement.

    Making a presentation at an event organised by FICCI here yesterday, Fast Track India: Bolstering Growth in the Digital Content, Menon added, “OTT video is likely to become the holy grail in digital media. The advent of OTT services and on-the-go content, aided with competitive tariffs and falling average retail price of smartphones, has helped to drive video consumption in India.”

    According to him, approximately 40 per cent of mobile data traffic is being driven by video and audio consumption.

    The Indian market is highly price sensitive and broadcast services are well accepted, making the growth and profitability of OTT video players an uphill task. As digital media consumption grows in the country, content owners and delivery platforms need to reflect on innovative ways of monetizing digital content. OTT players need to leverage market opportunities while rationalizing rising costs of acquiring or producing digital content.

    “Profitability still continues to be a major challenge coupled with infrastructure and affordability of data tariffs and payments models. It is imperative for the OTT players to address these concerns through innovative means to achieve the medium’s full potential,” added Menon.

    Discussing future trends to grow this market, through effective monetization of content, while delivering consumer value, in addition to evaluating various payment models at FICCI Knowledge Series 2016 were Film Producer Vishesh Bhatt, DittoTV business head Archana Anand, Arre co-founder and CEO AJay Chacko and Eros Digital COO Karan Bedi.

    Sparking the discussion was Bhatt who observed how this conversation flagged off last year with everyone talking about content that has come to a point where it’s annoying. He is of the opinion that serious content makers fuelling the various platforms have to first understand the ecosystem. “In my opinion, even the platforms have not taken initiatives to educate the content makers. The ecosystem currently is extremely poor. The content makers have to understand the economics first or open my own platform to air content and then make money out of it.”

    Various content monetization options are being explored with the rapid adoption of digital platforms. Ad remains the major source of advertising. Short format made-for-digital content is being leveraged for immediate monetization opportunity. Existing content is being repackaged and delivered across digital platforms owned and 3rd party (YouTube, Mobile Apps, etc.). Existing content infrastructure is being leveraged to create purpose built content (interactive shows, online polls, etc.).

    The focus has now shifted to original/exclusive content for digital media, to drive subscription revenues

    Enlightening the audience further, Chacko pointed out how the content consumption medium has evolved from print to broadcast and now to digital. While there is 70 per cent investment in content creation for digital, the showdown does not stop there. “Investing more on content is the rule.”

    Citing the example of Pokemon Go, Bedi asserted how the game is earning roughly 1.6 million per day which is just 10 per cent of what they can make if monetised properly. “The cost of data, infrastructure, etc, remains an issue for us. We are definitely not there yet with the subscription model, but it’s not far.”

    Anand though strongly surmises that platforms need to set their strategies right. “You have to establish with masses first to get subscribers. We followed the consumer behaviour trend on mobile and made it affordable for them. Like anyone else, we never told them to download our app, rather gave them the option to give a miss call to download it. To solve bandwidth constraints, we tied up with Telcos and payment wallets and the usage has been phenomenal.”

    dittoTV has a clear road map set wherein it has first focused on getting eyeballs to its platform. Anand also opined that the platform does not have to necessarily follow a linear model in future.

    But how will the value change make money? Answering that, Bedi said that the three levers- revenue generation, content creation and marketing acquisitions. “Netflix does not invest on marketing acquisitions. In the end, it depends on the platform to decide what model it wants to follow and it has to make it work right.”

    “SVOD also allows multiple things to be done. There is an inherent ability to share piece of profit with partners by tying up with various partners”, added Anand.

    With various global players like Netflix, Amazon Prime Video, etc, entering India, the players will have to focus on producing original quality content to drive viewers. But is it beneficial to the creators here to put their content on the different platforms. Bhatt strongly affirmed that the West has made its content makers worth. It’s no more only about money but about environment.

  • Can OTT players leverage market opportunities & rationalize rising content costs?

    Can OTT players leverage market opportunities & rationalize rising content costs?

    MUMBAI: In a bid to grab eyeballs, spending on digital advertising is on the increase, but this increase also comes with challenges, if KPMG is to be believed.

    KPMG director Girish Menon said that digital advertisement is likely to cross Rs 25,500 crore in 2020, but digital ads do not come without challenges with major concerns being inability to track mobile activity, ad fraud, ad blocking and measurement.

    Making a presentation at an event organised by FICCI here yesterday, Fast Track India: Bolstering Growth in the Digital Content, Menon added, “OTT video is likely to become the holy grail in digital media. The advent of OTT services and on-the-go content, aided with competitive tariffs and falling average retail price of smartphones, has helped to drive video consumption in India.”

    According to him, approximately 40 per cent of mobile data traffic is being driven by video and audio consumption.

    The Indian market is highly price sensitive and broadcast services are well accepted, making the growth and profitability of OTT video players an uphill task. As digital media consumption grows in the country, content owners and delivery platforms need to reflect on innovative ways of monetizing digital content. OTT players need to leverage market opportunities while rationalizing rising costs of acquiring or producing digital content.

    “Profitability still continues to be a major challenge coupled with infrastructure and affordability of data tariffs and payments models. It is imperative for the OTT players to address these concerns through innovative means to achieve the medium’s full potential,” added Menon.

    Discussing future trends to grow this market, through effective monetization of content, while delivering consumer value, in addition to evaluating various payment models at FICCI Knowledge Series 2016 were Film Producer Vishesh Bhatt, DittoTV business head Archana Anand, Arre co-founder and CEO AJay Chacko and Eros Digital COO Karan Bedi.

    Sparking the discussion was Bhatt who observed how this conversation flagged off last year with everyone talking about content that has come to a point where it’s annoying. He is of the opinion that serious content makers fuelling the various platforms have to first understand the ecosystem. “In my opinion, even the platforms have not taken initiatives to educate the content makers. The ecosystem currently is extremely poor. The content makers have to understand the economics first or open my own platform to air content and then make money out of it.”

    Various content monetization options are being explored with the rapid adoption of digital platforms. Ad remains the major source of advertising. Short format made-for-digital content is being leveraged for immediate monetization opportunity. Existing content is being repackaged and delivered across digital platforms owned and 3rd party (YouTube, Mobile Apps, etc.). Existing content infrastructure is being leveraged to create purpose built content (interactive shows, online polls, etc.).

    The focus has now shifted to original/exclusive content for digital media, to drive subscription revenues

    Enlightening the audience further, Chacko pointed out how the content consumption medium has evolved from print to broadcast and now to digital. While there is 70 per cent investment in content creation for digital, the showdown does not stop there. “Investing more on content is the rule.”

    Citing the example of Pokemon Go, Bedi asserted how the game is earning roughly 1.6 million per day which is just 10 per cent of what they can make if monetised properly. “The cost of data, infrastructure, etc, remains an issue for us. We are definitely not there yet with the subscription model, but it’s not far.”

    Anand though strongly surmises that platforms need to set their strategies right. “You have to establish with masses first to get subscribers. We followed the consumer behaviour trend on mobile and made it affordable for them. Like anyone else, we never told them to download our app, rather gave them the option to give a miss call to download it. To solve bandwidth constraints, we tied up with Telcos and payment wallets and the usage has been phenomenal.”

    dittoTV has a clear road map set wherein it has first focused on getting eyeballs to its platform. Anand also opined that the platform does not have to necessarily follow a linear model in future.

    But how will the value change make money? Answering that, Bedi said that the three levers- revenue generation, content creation and marketing acquisitions. “Netflix does not invest on marketing acquisitions. In the end, it depends on the platform to decide what model it wants to follow and it has to make it work right.”

    “SVOD also allows multiple things to be done. There is an inherent ability to share piece of profit with partners by tying up with various partners”, added Anand.

    With various global players like Netflix, Amazon Prime Video, etc, entering India, the players will have to focus on producing original quality content to drive viewers. But is it beneficial to the creators here to put their content on the different platforms. Bhatt strongly affirmed that the West has made its content makers worth. It’s no more only about money but about environment.

  • Pokemon Go craze: A brand insight

    Pokemon Go craze: A brand insight

    MUMBAI: They are on the streets, right outside posh coffee shops, in temples and churches, in your offices, on your desk and are even invading your bedrooms, seducing you to catch ‘em all. And if you still don’t know about this illusive ‘them’, you are missing out on one of the biggest ‘game’ changers of this decade : this phenomenon called Pokemon Go.

    Quite like Schrodinger’s paradox, Pokemons are everywhere and nowhere at the same time — thanks to the ingenious fusion of Augmented Reality and Google Maps with gamification devised by  California based former Google startup Niantic.

    Folks at Niantic remastered their existing idea of a mobile game based on augmented reality (Ingress)  and launched  it on the back of the twenty year of Pokemon franchise that Nintendo co-owns. Nintendo, together with its affiliate Pokemon Co. and Google, last year had invested in Niantic. The game is both an opportunity as well as a leap of faith for Nintendo in the mobile game market given its initial reluctance to move away from console driven games.

    Eat, Catch, Play, Repeat:

    For the gaming and mobile marketing fraternity  and brands at large it is a success story worth taking notes of.  Since the game launched in select countries on 6 July, it has reportedly rivaled social media giant Twitter in daily use  as per SimilarWeb, and jumped to become the most downloaded app on Google Play in the US.

    Nintendo basked in this sudden craze for the game and saw its stock pricing skyrocketing and gaining 86 percent since its US launch earlier this month, adding $39 billion to its market value as of Tuesday’s stock market close as reported by Reuters. And that is after the prices showed cooling down after the initial doubling of the share rates. Nonetheless, Nintendo has surpassed long time rival and technology ace Sony.

    All this, and the app hasn’t even been officially launched across the world and is currently officially limited to only 26 countries.

    But that hasn’t stopped Pokemon lovers and Nintendo loyalists from downloading the app outside Google Play and iTunes. India too has joined the bandwagon.

    Suddenly teenagers and young adults are walking away from stores with discounted limited edition items in a mall and flocking to a mirage-like ‘Pokestop’ that is only virtually visible to them through their smartphones. People are taking breaks during lunch hours to hunt for Pokemons around their workplace.

    In fact, the game’s popularity has also earned it a viral ‘Pokemons Of New York’ page on the social media, quite in tandem with the famous ‘Humans Of New York.’ Creators of the page — Abhishek Singh Kadian, Avish Revis, Abhi Nash, and Aakash Shah hailing from different parts of the country — share that their largest traction come from  India.

    “Given the initial response brands are on my mind, but we need to feel that we have earned them (followers) enough. Therefore, first we  want some good content out there,” shared Kadian.

    If all these facts and figures don’t impress you, wait till you hear of the number of marketing possibilities the game has for your brand.

    A dream IP for marketers:

    According to MindShift Interactive  creative lead Randal Gomes,  the game may have made records on online usage, it’s the retail store owners and brands with an offline touch base with consumers that will reap the most benefits.

    “From a  brand perspective, there is an advantage to those who have an offline store. Because there is this thing called Pokestops in the game that attracts gamers to it. These are real world locations and could be anything from coffee shops to malls. In other words, stores or shops who don’t have a Pokestop have a disadvantage. Several shops in the US are doing some innovative ongoing marketing campaigns based on this. They are inviting people to come play Pokemon at the shops while they try out the products, and are even giving discounts and other gratifications to those who catch them. It is a wonderful way to engage consumers.”

    Another fine example how brands are leveraging the Pokemon fandom to gain traction for themselves is GOQii. The California based fitness band manufacturer founded by former Indiagames head honcho Vishal Gondal has used the game’s requirement for people to walk and hunt and given it a fitness twist. “We are organising Pokemon related events throughout the city where people are expected to turn up with the game installed and walk around to catch Pokemon Go. Along with that we have ‘Poke Trainers’ who will make you exercise and get healthy. Since GOQii is all about being fit and healthy, we are encouraging people to play the game to start walking,” shared Gondal.

    Nintendo is aware of the game’s implications for the advertising world and is quickly acting on it to monetise it in every possible way. Niantic CEO John Hanke has asserted that Niantic would augment the already significant revenue that the game is making from in-app purchases by allowing selective partners to become “sponsored locations” in the game. A sponsor can create “gyms” — where Pokémon can be battled or trained by gamers — at their retail store or locations, a move that could drive real-world traffic and potential sales to their business.

    Nintendo is in fact launching the app in Japan with its first sponsored location. McDonald’s will be the first launch partner in a tie-in that will see its 3,000 plus fast food restaurants across Japan become gyms for would-be Pokémon collectors. Given the talks of brand integration between the fast food giant and Pokemon Go and it’s Pokemon-branded Happy Meal sales, McDonald’s share prices in Japan have already seen positive growth. It is a take away for all the brands, especially those that target kids, to jump on the gravy train to sign merchandising deals with Pokemon Go.

    In India, the merchandising and licensing agency owned and operated by Jiggy George has already prepared a road map for licensing different product categories once Pokemon launches.  The agency is the answer to brands’ Pokemon Go related merchandising requirements, as it is representing  the franchise in India and South Asia. Recently, George, through an informal post on social media, has called in brands to add ‘Pokemon Power’ to  their portfolio.

    Meanwhile, there are also some marketers who prefer to wait out this initial craze to find real value to invest time, money and creative energy on the property.

    “Pokemon Go per se may or may not become a fad. More likely the former. So it is not about what would now brands do with this new shiny thing.  What Pokemon Go has done is to bring AR back into the mainstream conversations. Developers and marketers will now explore possibilities of AR in creating consumer engagement programs. In the short term, as the fever of Pokemon Go peaks, brands might use tactical methods to drive footfalls to designated areas or leverage some possibilities with virtual currencies,” said Maxus South Asia chief digital officer Unny Radhakrishnan.

    Pokemon trainers in the industry:

    As the old marketing gurus used to say, best marketing practices comes from real life experienced. Therefore, many within the industry are trying the game first hand.

    “We had some business visitors yesterday who said on their way to us somewhere around UB city etc, they also caught a few Pokemons. My nieces are going crazy over it as well. When Pokemon first happened to India in the 90s, I was a twenty something boy. It is interesting that the makers have revived what was an old video game on the back of smartphones and made it app based and therefore more relevant for today’s generation. Would Kingfisher do any integration with the franchise or do anything Pokemon related? Too early to say. Honestly the game became popular overnight so we haven’t really sat around to discuss it in detail… so for now, we can’t tell,” United Beverages marketing SVP Samar Singh Sheikhawat shared.

    Folks at different agencies too are trying their hands at the game. Rediffusion Y & R India  president Dhunji S Wadia, informed that several at his agency have been enjoying the game. “Although I haven’t gotten into it very seriously, I have been fooling around the game with all the online content,” Wadia said. “It is definitely a rage. It is spreading like a wildfire in the States, and soon catching up in India. From what I have observed, two kinds of people are trying it out: the loyal teens and twenty somethings who are seriously getting into it and the adults and others who are emulating the former because it is cool to be associated with the game.”

    Leo Burnett India CCO Raj Deepak Das blamed his laziness for not being able to download the app. “Have been travelling a lot lately therefore haven’t really got around to download it.” But Das is on top of the game on anything Pokemon Go related. “I am constantly following the development on Twitter and Facebook. I am reading many interesting stories related to this and it is all very exciting,” Das revealed.

    While Das needs a spark of self motivation to join the hunt for Pokemons, the industry continues to keep its eyes trained on where Pokemon Go is headed. Some are already projecting its fate in India post the promised launched in September 2016, and are ‘hatching’ strategies to make the most of it.

  • Pokemon Go craze: A brand insight

    Pokemon Go craze: A brand insight

    MUMBAI: They are on the streets, right outside posh coffee shops, in temples and churches, in your offices, on your desk and are even invading your bedrooms, seducing you to catch ‘em all. And if you still don’t know about this illusive ‘them’, you are missing out on one of the biggest ‘game’ changers of this decade : this phenomenon called Pokemon Go.

    Quite like Schrodinger’s paradox, Pokemons are everywhere and nowhere at the same time — thanks to the ingenious fusion of Augmented Reality and Google Maps with gamification devised by  California based former Google startup Niantic.

    Folks at Niantic remastered their existing idea of a mobile game based on augmented reality (Ingress)  and launched  it on the back of the twenty year of Pokemon franchise that Nintendo co-owns. Nintendo, together with its affiliate Pokemon Co. and Google, last year had invested in Niantic. The game is both an opportunity as well as a leap of faith for Nintendo in the mobile game market given its initial reluctance to move away from console driven games.

    Eat, Catch, Play, Repeat:

    For the gaming and mobile marketing fraternity  and brands at large it is a success story worth taking notes of.  Since the game launched in select countries on 6 July, it has reportedly rivaled social media giant Twitter in daily use  as per SimilarWeb, and jumped to become the most downloaded app on Google Play in the US.

    Nintendo basked in this sudden craze for the game and saw its stock pricing skyrocketing and gaining 86 percent since its US launch earlier this month, adding $39 billion to its market value as of Tuesday’s stock market close as reported by Reuters. And that is after the prices showed cooling down after the initial doubling of the share rates. Nonetheless, Nintendo has surpassed long time rival and technology ace Sony.

    All this, and the app hasn’t even been officially launched across the world and is currently officially limited to only 26 countries.

    But that hasn’t stopped Pokemon lovers and Nintendo loyalists from downloading the app outside Google Play and iTunes. India too has joined the bandwagon.

    Suddenly teenagers and young adults are walking away from stores with discounted limited edition items in a mall and flocking to a mirage-like ‘Pokestop’ that is only virtually visible to them through their smartphones. People are taking breaks during lunch hours to hunt for Pokemons around their workplace.

    In fact, the game’s popularity has also earned it a viral ‘Pokemons Of New York’ page on the social media, quite in tandem with the famous ‘Humans Of New York.’ Creators of the page — Abhishek Singh Kadian, Avish Revis, Abhi Nash, and Aakash Shah hailing from different parts of the country — share that their largest traction come from  India.

    “Given the initial response brands are on my mind, but we need to feel that we have earned them (followers) enough. Therefore, first we  want some good content out there,” shared Kadian.

    If all these facts and figures don’t impress you, wait till you hear of the number of marketing possibilities the game has for your brand.

    A dream IP for marketers:

    According to MindShift Interactive  creative lead Randal Gomes,  the game may have made records on online usage, it’s the retail store owners and brands with an offline touch base with consumers that will reap the most benefits.

    “From a  brand perspective, there is an advantage to those who have an offline store. Because there is this thing called Pokestops in the game that attracts gamers to it. These are real world locations and could be anything from coffee shops to malls. In other words, stores or shops who don’t have a Pokestop have a disadvantage. Several shops in the US are doing some innovative ongoing marketing campaigns based on this. They are inviting people to come play Pokemon at the shops while they try out the products, and are even giving discounts and other gratifications to those who catch them. It is a wonderful way to engage consumers.”

    Another fine example how brands are leveraging the Pokemon fandom to gain traction for themselves is GOQii. The California based fitness band manufacturer founded by former Indiagames head honcho Vishal Gondal has used the game’s requirement for people to walk and hunt and given it a fitness twist. “We are organising Pokemon related events throughout the city where people are expected to turn up with the game installed and walk around to catch Pokemon Go. Along with that we have ‘Poke Trainers’ who will make you exercise and get healthy. Since GOQii is all about being fit and healthy, we are encouraging people to play the game to start walking,” shared Gondal.

    Nintendo is aware of the game’s implications for the advertising world and is quickly acting on it to monetise it in every possible way. Niantic CEO John Hanke has asserted that Niantic would augment the already significant revenue that the game is making from in-app purchases by allowing selective partners to become “sponsored locations” in the game. A sponsor can create “gyms” — where Pokémon can be battled or trained by gamers — at their retail store or locations, a move that could drive real-world traffic and potential sales to their business.

    Nintendo is in fact launching the app in Japan with its first sponsored location. McDonald’s will be the first launch partner in a tie-in that will see its 3,000 plus fast food restaurants across Japan become gyms for would-be Pokémon collectors. Given the talks of brand integration between the fast food giant and Pokemon Go and it’s Pokemon-branded Happy Meal sales, McDonald’s share prices in Japan have already seen positive growth. It is a take away for all the brands, especially those that target kids, to jump on the gravy train to sign merchandising deals with Pokemon Go.

    In India, the merchandising and licensing agency owned and operated by Jiggy George has already prepared a road map for licensing different product categories once Pokemon launches.  The agency is the answer to brands’ Pokemon Go related merchandising requirements, as it is representing  the franchise in India and South Asia. Recently, George, through an informal post on social media, has called in brands to add ‘Pokemon Power’ to  their portfolio.

    Meanwhile, there are also some marketers who prefer to wait out this initial craze to find real value to invest time, money and creative energy on the property.

    “Pokemon Go per se may or may not become a fad. More likely the former. So it is not about what would now brands do with this new shiny thing.  What Pokemon Go has done is to bring AR back into the mainstream conversations. Developers and marketers will now explore possibilities of AR in creating consumer engagement programs. In the short term, as the fever of Pokemon Go peaks, brands might use tactical methods to drive footfalls to designated areas or leverage some possibilities with virtual currencies,” said Maxus South Asia chief digital officer Unny Radhakrishnan.

    Pokemon trainers in the industry:

    As the old marketing gurus used to say, best marketing practices comes from real life experienced. Therefore, many within the industry are trying the game first hand.

    “We had some business visitors yesterday who said on their way to us somewhere around UB city etc, they also caught a few Pokemons. My nieces are going crazy over it as well. When Pokemon first happened to India in the 90s, I was a twenty something boy. It is interesting that the makers have revived what was an old video game on the back of smartphones and made it app based and therefore more relevant for today’s generation. Would Kingfisher do any integration with the franchise or do anything Pokemon related? Too early to say. Honestly the game became popular overnight so we haven’t really sat around to discuss it in detail… so for now, we can’t tell,” United Beverages marketing SVP Samar Singh Sheikhawat shared.

    Folks at different agencies too are trying their hands at the game. Rediffusion Y & R India  president Dhunji S Wadia, informed that several at his agency have been enjoying the game. “Although I haven’t gotten into it very seriously, I have been fooling around the game with all the online content,” Wadia said. “It is definitely a rage. It is spreading like a wildfire in the States, and soon catching up in India. From what I have observed, two kinds of people are trying it out: the loyal teens and twenty somethings who are seriously getting into it and the adults and others who are emulating the former because it is cool to be associated with the game.”

    Leo Burnett India CCO Raj Deepak Das blamed his laziness for not being able to download the app. “Have been travelling a lot lately therefore haven’t really got around to download it.” But Das is on top of the game on anything Pokemon Go related. “I am constantly following the development on Twitter and Facebook. I am reading many interesting stories related to this and it is all very exciting,” Das revealed.

    While Das needs a spark of self motivation to join the hunt for Pokemons, the industry continues to keep its eyes trained on where Pokemon Go is headed. Some are already projecting its fate in India post the promised launched in September 2016, and are ‘hatching’ strategies to make the most of it.