Tag: Zynga

  • India’s M&E industry needs to focus on incredible creative endeavours: Disney+ Hotstar’s Gaurav Banerjee

    India’s M&E industry needs to focus on incredible creative endeavours: Disney+ Hotstar’s Gaurav Banerjee

    MUMBAI: Delivering an address at a session of Ficci Frames Fasttrack 2022 called ‘The Magic of Online Curated Content (OCC)’, Disney+ Hotstar head content Gaurav Banerjee said that the time is now for India’s media and entertainment industry to focus on incredible creative endeavours. 

    “We need to do better when it comes to incredible creative endeavours. The time for us to crack the code of creating incredible stories that travel all over the world is now. It is up to all of us to do better, to equip ourselves better. We must note that this is what our potential is. That is when massive success for all of us will follow,” Banerjee added.

    He gave an example of Korean content. The movie “Parasite” won multiple Oscars including best picture, director and screenplay. Recently, a Korean actor won an Emmy. It was a Korean show on Netflix that got incredible followership all over the world.

    He also said that the entertainment industry choosing to do things for profit or a larger social cause is a false choice. “We must do both.” 

    He gave the example of Satyamev Jayate, a show that Star did. When the show returned, he took the decision not to market other shows. Only this show was marketed. Interestingly, nobody complained. Instead, the fact that the show took a position against female infanticide was greatly appreciated. His company always wanted to be part of a large cause. That was when greater success followed. He added that there were two components in the media and entertainment industry – artists and fans. “They want us to do more and do the right thing.” This, he said, had massive business benefits. And even if doing the right thing does not always produce big benefits one must still do it.

    In his address, he mentioned the media and entertainment are accountable to society. “Creativity works in the service of society.” Disney, he said, believes in this contract. When it has followed the reward has happened. But equally, when it didn’t follow there were punishments. In terms of Disney Star’s curated content journey, he said it is notable for how women have been treated over the years. 

    This was never the case earlier even though cinema had existed for decades. The first phase for him was the early 2000s with the K serials and other shows like Sanjivani. The decision was taken to put women at the centre of storytelling. It was not just about entertaining people. This was a big massive change happening at scale. “The impact was massive and significant.” He pointed to a study done by two American scholars from the University of Chicago. They went to homes before they got satellite TV and went back to the same homes three years later after they got exposed to those shows from Star India and other companies. As a result, women’s preference for male children fell by 20 per cent. Women’s tolerance for abuse decreased by 10 per cent. 8 per cent of girls between the ages of 6-10 went to school. “There was a lot of power in this room. Sometimes, we lost sight of it.”

    The Chicago study was phase one. This second phase came around 10-11 years later. The broadcaster decided that it was not enough to just put women at the centre. They need to work and become successful professionals. They were backed by their husbands and in-laws. Star did a show. 

    On TV, people were told that there is no job that a woman cannot do. However, at that time some things were sacred like marriage. This changed with the third phase in 2020. The show Anupama questioned marriage. The storyline, he noted, was powerful. If a woman was taken for granted, was that worth it? At 45, she could start a new life cheered by India.

    When asked a question on TV versus OTT he noted that the creativity paths were similar. All content on Star’s TV channel is put first on OTT. So for example new episodes of Anupama come first to Disney+Hotstar at 6 a.m. Creativity answers are the same. A good show is a good show. The same logic applies to movies. But he also acknowledged that distribution channels make a difference in digital because people use mobile content to watch solo. So edgier themes and shorter stories are more convenient. He added that his team watches a lot of content. They watch Youtube, OTT and TV. Often they call creative people like filmmakers about the possibility of working together. The best way to get a yes in terms of working with Disney+Hotstar is if he calls.

    The keynote address was delivered by the Ministry of Information & Broadcasting (MIB) joint secretary (P&A) Vikram Sahay. He was in favour of the government keeping itself away from the area. Online content curation must have self-discipline and grow. There is self-certification. He noted that people are taking advantage of the low Internet costs. “Today online, curated content is the big thing in terms of reach, popularity. OTT is here to stay. We have been producing some very good original, value-based content.” He added that actors, screenwriters, etc., who were not getting a chance in films now got a space. More people can showcase their talent. He noted that six months back the MIB ministry had developed a mobile game on India’s freedom struggle and this was done with Zynga. It is in English and Hindi. There are prizes to incentivise children. For promotion, a 30-second rap song was created. 

    “Now the game has been launched globally.” While the government around a year and a half back introduced a three-tier system, a grievance mechanism where people can voice their complaints about digital content, he said that this has not inconvenienced any of the OTT platforms. That is because most people are happy when their grievance is heard and they get a response. “We have not heard a single OTT platform complain about the grievance system. Nobody will be inconvenienced or be burdened.”

    During a panel discussion on being asked how the journey of The Viral Fever (TVF) started, Head- TVF Originals Shreyansh Pandey said, “TVF came into existence because a unique set of audience who were not getting entertained from the television or let’s say the shows which were being run at that time – they wanted something fresh, they wanted something new.”

    The actor Divya Dutta, on being asked how it has been for an actor when OTT is booming, said, “It’s a good time for actors. It is the layer of characters now. You get that time when it comes to a series vis-à-vis a short film or a feature film.”

    The filmmaker Nikhil Advani talked about the lack of pressure in creating content and the freedom which follows. He said, “On OTT, the shelf life is longer. The word of mouth stays for a longer time. The pressure to get stars the numbers vis-à-vis a story…this is easy when you have OTT.”

    The actor Sohum Shah also talked about the reach of OTT and its rising popularity. “Films like Tumbbad have reached more audiences because of OTT. As an actor, it also allows you not to get typecast and work like a chameleon. It is also good, especially for female actors. Talent is flourishing because of OTT,” he added.

  • Short-form gaming platform ONMO targets 50 mn users: Krish Seshadri

    Short-form gaming platform ONMO targets 50 mn users: Krish Seshadri

    Mumbai: The confluence of casual gaming and esports is emerging as a potent business model for gaming platforms in India. One such platform ONMO, the gaming platform of listed firm OnMobile Global, is looking to grow its user base from over half a million to 50 million.

    The ONMO platform is a web-based application that can be accessed by any browser by simply typing the URL (uniform resource locator) in the address bar. Any casual gamer can start playing its myriad games that range from 8-ball pool, mini golf to tower crush, sudoku. The key difference is that the gaming experience is designed in such a way that the user won’t spend more than two to three minutes completing the gameplay.

    The quick burst of gameplay offered by the ONMO platform combined with the ability to wager real money (as little as Rs 2 to as much as Rs 20) to compete with other players is the secret sauce in its strategy to engage the gaming community in India.

    The company launched their first brand campaign ‘Just Beat It’ in April conceptualised by Lowe Lintas Bangalore. The film was supported by an influencer-led campaign featuring Tanmay Bhat, Neha Dhupia and Radhika Madan who challenged casual gamers to play on the ONMO platform and beat the records set by them on ONMO’s most popular games.

    According to E&Y, India has a 390 million online gaming community. There are 95 million paying gamers in India and 94 per cent of casual gamers play on the mobile. Esports and casual gaming revenues are estimated at Rs 2,900 crore in 2021 and the propensity for Indian consumers to pay for online games has increased as gaming gains social acceptance. Mobile gaming apps saw a 40 per cent increase in in-app purchases in 2021.

    With over two decades of operating experience, Krish Seshadri has experience leading global businesses across India, Asia-Pacific, USA and Europe. His experience spans building and scaling digital & technology products, businesses and organisations in online gaming, digital content & entertainment, social media platforms, fin-tech, online recruiting & ad-tech.

    An engineering graduate from Stanford University and an MBA from London Business School, where he was a Chevening Scholar, Seshadri has worked across a diverse set of companies. Early in his career, he was at AOL (now Verizon) in a range of leadership roles running product, content, marketing and sales operations in India and the US. He was head of growth and partnerships for Facebook India driving its user base in the country. He led the teams as general manager of Zynga where he built and grew leading social games. He was president of the online mutual fund platform FundsIndia. Before joining ONMO, he was CEO of online recruiter Monster.com.

    Seshadri joined OnMobile Global as CEO in August 2020 and later took on the role of CEO of ONMO in October 2021. His focus is on building the D2C (direct-to-consumer) product leveraging his prior experience at the social gaming platform Zynga.

    In a conversation with Indiantelevision.com, ONMO CEO Krish Seshadri spoke about the gaming platform, its features and functionalities, distribution strategy and growth outlook.

    Edited Excerpts:

    On the gaming platform ONMO

    Over the last two-three years, mobile gaming has become an extension of mobile entertainment. So, it was time for us to move into the adjacent mobile gaming market. We have two-three products in the mobile gaming segment. ONMO is one of the larger products that we’ve been building for a year and which I currently run.

    There are various elements to this product such as social gaming and esports. Mobile esports has become a reliable revenue model that is tried and tested across markets like India and the US. Esports is a big underlying peg of our product. We have also developed cloud-based games for our platform.

    Our focus is not on hosting complete games, rather, we’re more like the TikTok of gaming. Each gameplay lasts for about one minute, two minute or three-minute sessions. Our research shows that the young millennial audience prefers to consume entertainment in bite-sized chunks. There is long-form entertainment in their media consumption but increasingly a lot of content is being consumed in short bursts. The rise of short video platforms like TikTok and Chingari across global markets are evidence of this trend.

    We have a proprietary content management system that ingests content and identifies specific short gaming parts of a game. Those specific moments are then hosted on our platform available to players as challenges.

    ONMO is primarily a B2C (business to consumer) product but we’re also exploring telco partnerships to distribute our games. Currently, there are relationships with 100 telcos around the globe. We don’t develop the games on our platform, instead, we partner with different gaming companies across the world. There are partnerships with over 100 gaming companies. Our platform ingests the games that they have developed. We don’t develop the games per se, we partner with different gaming companies across the globe. We’ve got partnerships with over 100 gaming companies now. We go through the games that they have and put them as these shorter challenges and then host them on our platform.

    On the target market

    Our target audience is primarily casual gamers between the age of 18-35 in India, North America and Europe. In terms of distribution, we have developed a web-based app which means that you just need a mobile phone and a web browser to access our platform. We’re focused on mobile gamers and will likely develop a native app for Android or iOS that would be available on the Play Store or App Store. The advantage of a web-based app is that we can rollout and do testing across global markets without the hassle of permission that is required by the app marketplaces. A user just has to enter their Gmail, Facebook or mobile number and jump straight into the action.

    On the core offerings on the platform

    There are two core offerings on the ONMO platform. First, are the core game formats. Right now, we launched real money cash gaming in two formats for Indian users where they can battle using INR (Indian National Rupee). There is a cash tournament that has a start time and an end time. Any player can join this tournament and be ranked on the leaderboard. There is a distribution of prize money at the end of the tournament.

    Another format is our one-to-one cash battles where a player can challenge another player. The winner takes home the entire prize and the platform keeps a portion of the prize pool as a platform fee.

    We also have a new format that is not available on any other platform. We call it ‘Beat It’ tournaments. In this format, players can beat the highest score of the day for a particular game within 24 hours. The picture of the player gets published on the feed until someone else beats their score. Players keep attempting this again and again as everyone wants to beat the score of the day. This adds a competitive layer to the gameplay that increases engagement and retention. Every research that we’ve come across in casual gaming shows that adding a competitive element to your games greatly improves engagement on the platform. We’ve seen this format of the game grow by 3X quarter-on-quarter.

    The core product is cash tournaments and ‘Beat It’ challenges. Players in India can join and play with each other for cash (in rupees). We’ve also enabled Bitcoin transactions for players outside of India. For global players, enabling crypto payments is an important function because in the gaming community there’s a deluge of virtual tokens and users are habituated to using these tokens to purchase items. We pioneered virtual currencies when I was at Zynga with Zynga tokens. The only difference was that Zynga was a closed network but with crypto, these currencies can be sold and exchanged on an open network. It offers cross-region compatibility. Players across countries can wager against each other using a common token.

    On the platform metrics

    We launched cash battles in a beta format in January-February. We’ve grown to more than half a million monthly active users (MAUs) and we’ll probably double that number very soon. We’re growing at 70 per cent month-on-month and the number of game plays on our platform this quarter versus the last quarter is 3X.

    The business model of ONMO on the B2C side is mainly via our esports model – players wager money for challenges and tournaments. On the B2B (business to business) side, we are exploring a subscription model with our telco partners.

    On the growth strategy

    Our focus from a B2C perspective is primarily on India. By the end of the year, we’ll look at expanding to other geographies in North America and Europe. In five years, we see about 80 per cent of our revenues coming from the US primarily in the B2C area. From a casual gaming perspective, the amount of money esports gamers wage in the US is multiples that of what they wager in India. The sheer throughput on the platform will be higher. India is a great market to start and build a sizable audience base.

    In India, our go-to-market strategy for ONMO is leveraging performance marketing and brand marketing. We have an exclusive distribution partnership with short-form video platform Chingari to access its 100 million plus growing install base. We have an exclusive deal with them as OnMobile Global has invested in Chingari and their gaming channel. This will give us access to 50 million users which is a big number.

    The company launched their first brand campaign ‘Just Beat It’ in April conceptualised by Lowe Lintas Bangalore. The film was supported by an influencer-led campaign featuring Tanmay Bhat, Neha Dhupia and Radhika Madan who challenged casual gamers to play on the ONMO platform and beat the records set by them on ONMO’s most popular games.

  • Take-Two Interactive acquires mobile gaming giant Zynga

    Take-Two Interactive acquires mobile gaming giant Zynga

    Mumbai: Take-Two Interactive Software has recently announced that it has completed the acquisition of mobile game giant Zynga at $12.7 billion. The deal was first announced in January and Take-two will own Zynga’s popular games like Farmville and Words with friends.

    The merger agreement reads Zynga stockholders received $3.50 in cash and 0.0406 shares of Take-Two common stock per share of Zynga common stock.

    Take-Two Interactive software’s chairman and CEO Strauss Zelnick said, “We are thrilled to complete our combination with Zynga, which is a pivotal step to exponentially increase our net bookings from mobile, the fastest-growing segment in interactive entertainment, while also providing us with substantial cost synergies and revenue opportunities. As we bring together our exceptional talent, exciting pipelines of games, and industry-leading technologies and capabilities, we believe that we can take our portfolio to another level of creativity, innovation, and quality. Each of our teams has a strong history of operational execution, and together, we expect that we will enhance our financial profile through greater scale and profitability, paving the way for us to deliver strong shareholder value.”

    Zynga CEO Frank Gibeau speaks about the company’s focus on mobile gaming, where it intends to expand. He said, “We are excited for Zynga’s next-generation mobile platform, free-to-play expertise, diverse offering of games and incredible team to join the Take-Two family. We are eager to continue building an unparalleled portfolio of games that will reach broader markets and lead to continued growth for this next chapter of Zynga’s history.”

  • HealthKart ropes in Gaurav Agarwal as CTO

    HealthKart ropes in Gaurav Agarwal as CTO

    NEW DELHI: HealthKart – one of the leading online health and fitness store – has appointed Gaurav Agarwal, a Silicon Valley veteran for 12 years, as the chief technology officer (CTO). He will also head HealthKart’s products division, with a specific focus on the company’s web and mobile initiatives. In his previous role, he was responsible for the iconic game ‘FarmVille’ for Zynga.  Under his leadership, Farmville grossed over $ 1 billion in revenue and became the largest game in the world.

     

    Agarwal has held multiple technology and management roles in the Silicon Valley. Commenting on his addition to the team, HealthKart co-founder and MD Prashant Tandon said in a release: “We are very excited to have someone of this caliber join the team at HealthKart. With Gaurav leading technology and product, we are confident that we can create world class web and mobile products that help take both HealthKart.com and HealthKartPlus to the next level.”

     

    “I am excited to be back in India and thrilled to be a part of HealthKart. This is a very exciting space and I believe a lot of interesting technology work can be done with a platform like HealthKart. I am looking forward to working with the great team and create a distinctive experience for the users here”, added HealthKart CTO Gaurav Agarwal.

     

    Agarwal holds a Bachelors degree in Technology (B.Tech – Computer Science) from Indian Institute of Technology, Delhi.

  • Zynga asked to change logo following Scrabble trademark row

    Zynga asked to change logo following Scrabble trademark row

    NEW DELHI: Online social game maker Zynga has been asked to change the logo of its ‘Scramble With Friends’ word Game. 

    US-based Mattel, the world’s biggest toy manufacturer owning brands such as Barbie, Hot Wheels and Fisher-Price Toys, as well as Scrabble, alleged that Zynga’s use of the word ‘Scramble’ infringed the trademarks as it was too close to the word ‘Scrabble’. 

    While giving a judgment in favour of Zynga, a High Court judge ruled that while the name did not infringe the trademark, the use of a curly letter M in the logo ‘gives the impression that the word is Scrabble when one looks at it quickly and has the propensity to confuse’, and therefore it needed to be changed, the BBC reports.

     

    Mattel spokesman Alan Hilowitz said that while it appreciated the ruling for finding similarities between Zynga’s ‘Scramble With Friends’ logo and Mattel’s intellectual property, the company was disappointed that the court did not rule that Zynga should cease using the name altogether. 

    Hiolwitz said that Mattel intends to further appeal the ruling. 

    Recently, Zynga was involved into another trademark row with casual sex app maker ‘Bang With Friends’ for its infringement of ‘With Friends’ trademark. 

  • Zynga asked to change logo following Scrabble trademark row

    Zynga asked to change logo following Scrabble trademark row

    NEW DELHI: Online social game maker Zynga has been asked to change the logo of its ‘Scramble With Friends’ word Game.

     

    US-based Mattel, the world’s biggest toy manufacturer owning brands such as Barbie, Hot Wheels and Fisher-Price Toys, as well as Scrabble, alleged that Zynga’s use of the word ‘Scramble’ infringed the trademarks as it was too close to the word ‘Scrabble’.

     

    While giving a judgment in favour of Zynga, a High Court judge ruled that while the name did not infringe the trademark, the use of a curly letter M in the logo ‘gives the impression that the word is Scrabble when one looks at it quickly and has the propensity to confuse’, and therefore it needed to be changed, the BBC reports.

    Mattel spokesman Alan Hilowitz said that while it appreciated the ruling for finding similarities between Zynga’s ‘Scramble With Friends’ logo and Mattel’s intellectual property, the company was disappointed that the court did not rule that Zynga should cease using the name altogether.

     

    Hiolwitz said that Mattel intends to further appeal the ruling.

     

    Recently, Zynga was involved into another trademark row with casual sex app maker ‘Bang With Friends’ for its infringement of ‘With Friends’ trademark.

     

  • Zynga to lay off 18 per cent of employees

    Zynga to lay off 18 per cent of employees

    MUMBAI: Video game company Zynga which became famous when it created Farmville in 2009 will lay off 520 employees, or 18 per cent of its workforce, as part of an effort to stabilise finances.

    The layoffs should save Zynga about $70 to $80 million a year. Zynga had managed revenue of $1.28 billion last year, which was an increase of 12 per cent. But a net income loss of $209 million was also recorded.

    These cuts mean that the company will have around 2,300 employees. The company has been battling a falling share price and has also been losing users.

    Its offices in Los Angeles, New York and Dallas will be closed. In his blog Zynga CEO Mark Pincus wrote,” Today is a hard day for Zynga and an emotional one for every employee of our company. We are saying painful goodbyes to about 18 per cent of our Zynga brothers and sisters. The impact of these layoffs will be felt across every group in the company.”

    “None of us ever expected to face a day like today, especially when so much of our culture has been about growth. But I think we all know this is necessary to move forward. The scale that served us so well in building and delivering the leading social gaming service on the Web is now making it hard to successfully lead across mobile and multiplatform, which is where social games are going to be played,” he added.

    “These moves, while hard to face today, represent a proactive commitment to our mission of connecting the world through games. Mobile and touch screens are revolutionising gaming. Our opportunity is to make mobile gaming truly social by offering people new, fun ways to meet, play and connect. By reducing our cost structure today we will offer our teams the runway they need to take risks and develop these breakthrough new social experiences,” Pincus said.
     
    “Because we‘re making these moves proactively and from a position of financial strength, we can take care of laid off employees. We‘re offering generous severance packages that reflect our appreciation for all of their work and we hope this will provide a foundation as they pursue their next professional steps,” he further wrote.

    “Our Farmville franchise teams continue to innovate and deliver ground breaking new social experiences like County Fair which, despite only being available on the web, is engaging 39 million monthly players. I want to thank every one of you for the spirit, creativity and energy that you‘ve invested in Zynga. You‘ve reintroduced a generation of people to gaming and through these games offered them new ways to connect with their families, make new friends and even sometimes find love,” Pincus concluded.

  • Zynga partners with Komli Media

    Zynga partners with Komli Media

    Mumbai: Komli Media, a digital media technology platform, has partnered with provider of social game services Zynga.

    This partnership gives Komli exclusive rights to sell web display ad and video inventories on all games across the Zynga platform in Australia, Hong Kong, India, Indonesia, Malaysia, New Zealand, Philippines, Singapore, Taiwan, Thailand and Vietnam.

    According to Zynga, Social Media is the one of the greatest touch point for marketers to reach out to their target audience. Social gaming has gained popularity in the recent times due to its ability to foster a spirit of competitiveness, fun and interaction, and Zynga brings to the table some of the most sought after games.

    Komli Media CEO Prashant Mehta said, “Zynga is the brand name that comes to your mind when you think of Social Gaming. With millions of monthly active users playing games with Zynga, a whole new category has been created. Zynga and Komli will now allow brands all over Asia to connect and engage with their community in a unique manner.”

    Zynga head of sales and distribution Adam Sussman said, “Komli Media has a strong sales presence across Asia Pacific, and is known for their solid relationships with marketing influencers. We are happy to partner exclusively with Komli Media, to present our offerings to marketers across the regions.”

  • Facebook expands ad portfolio to include Zynga

    MUMBAI: Social networking website Facebook has begun showing ads on gaming website Zynga which will allow people to see Facebook ads and sponsored stories on Zynga.

    The move is seen as a departure from the company‘s earlier position of not distributing ads beyond the borders of its own website. It has given rise to speculation that the social networking giant is mulling an online advertising network.

    Facebook has been under pressure to prove the effectiveness and reach of its paid ads and more so since the feeble launch of its IPO on 18 May this year.

    Last year, Facebook posted a revenue of $3.7 billion from ads that appear on its site. In light of the criticism advertisers and analysts are piling on Facebook for its ad effectiveness (or rather the lack of it), an ad network could significantly increase the reach of Facebook ads, offering an important new source of revenue growth.

    Zynga is a social network game development company headquartered at San Francisco, California. The company develops browser-based games that work both standalone on mobile phones and as application widgets on social networking websites such as Facebook, Orkut, Google+ and Myspace.