gamification of indian bollywood/tv content
TRANSCRIPT
Browne & Mohan
Gamification Of Indian
Bollywood and TV
content
Akash Mohan, PGDM Intern, IIM Shillong
Usha V., Assistant Consultant (Strategy & Marketing)
Copyright of all images belong to their rightful owners
What is Gamification
Gamification of Bollywood or TV content
Is extension of a story line or characters of a movie or a TV show to a game format.
Creation and distribution of game based on “Sholay” Gabbar Singh & Viru & Vijay
fighting antics or “Dance Indian Dance” moves are fine examples of Gamification.
Gamification can be of any platform: mobile, PC, consoles or online. For this study
we are primarily interested in Mobile, and Online only.
From a producer perspective it is extension of the existing content at a huge
cost 30-80 Cr/movie to a lesser format for two primary purposes
Marketing of the primary content (to attract positive word of moth to the movie and
increase footfalls for the movie beyond the first show and involve more viewer
engagement with the TV serial). Some producers may also attempt this for “novelty”
effect”, more so with freemium games.
Other objective is to monetize additional revenue by small incremental investments in
content extension, creation and distribution of the game. This strategy is very similar
to merchandizing options pursued in sports industry.
© Browne & Mohan, 2012
Introduction
Movie titles released last year 107
Avg. cost of a movie 7.5 Crores
No of TV national reality shows
that did > 5 Crores revenue
13
Per episode cost of a reality show 50 Lakhs
Lately there has been a positive convergence trend between the entertainment industry and gaming, but still much can be done to capture more market and monetize the existing market.
Indian entertainment industry was valued at
$16.18 billion, TV revenues were estimated
to be $7.3 billion, Gaming industry revenues
were about $290 million, Online advertising
was about $343 million and Bollywood
inclusive of audio rights was about $2.1
billion in FY 2011.
© Browne & Mohan, 2012
Gamification Opportunity
Romance
Biography
Comedy
Drama
Musical
Social
Horror
Thriller
Action
Animation
Adventure
Sci-Fi
Sports
Dynamic
Compatibility
Extensible
Personalize
LOW Gamification Scale HIGH
© Browne & Mohan, 2012
Drivers…….
Favora
ble
Facto
rs
• Improving infrastructure
• Mobile penetration : 650 million(with around 400 million users open to VAS services)
• Broadband user base : 13.33 Million
• Strong user base: 76% of the children of age group 12-18 ( TG for gaming industry) prefer watching reality shows
• Long tail revenues: Bollywood game titles like Delhi Belly released in July 2011 continue to be downloaded 4,000 times a month, even six months after the movie's release
Econ
om
ics
• Last year there were 20 game titles based on movie or TV titles among the top 100 games of the year, generating 10 million downloads
• Assuming each download got an avg. of Rs30 as revenue the total revenue from top 20 such games was 300 million INR
• 30 to 40 % revenue for reality shows comes from texting and mobile interaction which is more than twice than the rest of the world
© Browne & Mohan, 2012
Business Model
What influences business model
Licensing
○ Who would be the rightful owner of the IP rights,
○ Content and platform flexibility
Revenue sharing
○ Developers, publishers (telecos/ app stores) and the movie producers
agreeing to a contractual revenue sharing model. Trust & monitoring are
the key.
Complementary role
○ Game as a marketing tool to drive theatre traffic
○ Extensibility of first-week phenomenon
Dominant business models that emerge
Outsourcing Model
Licensing Model
Revenue Sharing model
© Browne & Mohan, 2012
Outsourcing Model
Outsourcing Model : IP rights are held by movie/sitcom producers, and the
developer gets some fixed amount for the game development
• Game developers
get the development
fees
• Producers not only
market the product but also receive
a part of gaming revenue
Benefits
• The content is delivered
to the producers to publish it on
their own website or
involve a 3rd party.
Publishing
• Developers charge some development
fees and develop the
desired content
Development
• Producers/ directors approach
the developers
to make games for marketing
their shows
Initiation
© Browne & Mohan, 2012
Outsourcing Model contd…
Investment by Producers : 5-15 lakhs
Investment by Developers : 5-15 Lakhs (if developed from scratch) else
3-10 lakhs (if modifying existing content)
Expected life of game : 3 weeks
Break-even downloads for game : 35,000 – 50,000 downloads i.e. less
than 1% of the total active mobile users
Eg. : Agent Vinod, Ghajini , Ra one etc..
© Browne & Mohan, 2012
Licensing Model
Licensing Model : The game developer buys the IP rights from the
producers and build a game around it.
• Game developers get
whole of the gaming
revenue plus they own the gaming rights
for that particular content
• Producers get the licensing
fees plus promotion of their content
Benefits
• The content is the
property of the gaming company and they
may publish it according to their wish
Publishing
• Developers buy the
rights and develop a
game which would be
related to the theme,
characters and story of the original
content
Development
• Gaming companies
would approach the
concerned people for
the IP rights
Initiation
© Browne & Mohan, 2012
Licensing Model contd…
Investment by Producers :Nil
Investment by Developers Licensing fees: upwards of 15 Lakhs
Shelf life of game : 3-4 months
Break-even downloads for game : 1.7 Lakh downloads i.e 3 % of the total
active mobile users
© Browne & Mohan, 2012
Revenue-Sharing Model
Revenue-Sharing Model : Developers get a fixed amount to develop and
publish a game over their own websites. Restricted use.
Developer
Development fee from
Producers
30% of the game revenue
as publishing fees
Producers hold the rights
for movie as well as the
game and get 70% of the
gaming revenue.
© Browne & Mohan, 2012
Revenue-Sharing Model contd…
Investment by Producers : 5-10 lakhs
Investment by Developers : 5-15 Lakhs (if developed from scratch) else
3-10 lakhs (if modifying existing content)
Expected life of game : 3 weeks
Break-even downloads for game : 35,000 – 50,000 downloads
Eg. : Gali Gali mein shor hai, Kahani etc
© Browne & Mohan, 2012
Grand strategies for Gaming industry
• Acquire gaming rights for old blockbusters and gamify them
• Advantages
• Licensing would be cheap
• Less marketing effort for games
• Would work well for movies like Sholay etc.
Mint the old gold mines
• The developers would have some already developed games in coherence with the theme of the movie to be marketed.
• Advantages
• Low development cost
• Eg.Was done for movie like Kahani
Refurbish the existing content
• Can be done for sequels wherein either the theme or the characters are same and only some part of the game is to be added
• Eg. Different seasons of reality shows where the theme remains the same only characters are to be changed
Reconstitute of the content
• Making the game on similar lines with a movie / reality show but not in association with their producers
Replication without licensing
© Browne & Mohan, 2012
Thank You
© Browne & Mohan, 2012
For any query please contact K Raghavendra 154/A, 2nd floor, 10th A Main Jayanagar 1 Block Bangalore. 560 011 [email protected] 91-80-26565164 91-80 4095 1170