Tag: Reliance Entertainment Digital

  • Reliance partners with Personagraph; to provide more value for Game Developers and Advertisers

    By A Correspondent

     

    Reliance Entertainment Digital, comprising World Wide Open, Zapak, BigFlix and Reliance Games, is partnering with Personagraph to drive more value for advertisers by utilizing mobile specific segments, both from the brand and brand performance perspective. The company’s three large publishers i.e. Reliance Games, Zapak, and BigFlix, will be utilizing Personagraph’s Privacy Compliant SDK toolkit for monetization, using its predictive audience segments product line.

     

    One of the key benefits of Personagraph is that publishers own their data and that it is completely transparent and privacy compliant. The partnership would mean greater opportunity in an ecosystem that is capable of leveraging user insights to drive higher relevance, context and personalization in mobile, both at the publisher and advertiser end, while using a single data source.

     

    WWO and Personagraph are partnering to bring a Data/Audience driven Private Marketplace (PMP) specifically targeting Mobile Developers in India. A private marketplace is an exchange derivative that is selective about how and what inventory is brought in to the platform, and similarly which marketers are being provided access to brands transparently with audience attached to every impression. The Private Marketplace will be open for Mobile Developers with clear instructions on ad viewability, sizing, brand transparency, etc. while marketers will be allowed buy in to the inventory via guaranteed and non-guaranteed means.

     

    By using the Personagraph technology and with WWO demand already built in to the marketplace, the Mobile Development community can access growing and consistent revenue for advertising monetization now and going forward as we bring more publisher side partners and marketers to the platform.

     

  • Reliance Games announces debut of Pocket Gamer Connects

    By A Correspondent

     

    Reliance Games has announced the advent of international mobile gaming conference – Pocket Gamer Connects to be held at Bangalore on April 16th and 17th2015. The event will feature some of the biggest developers, Indie superstars and global publishers known for games such as Angry Birds, Cut the Rope, Candy Crush Saga, Warhammer 40000: Carnage and many others amongst a remarkable list of business leaders.

     

    In association with Steel Media this conference will be the epicenter for the entire Mobile Gaming fraternity, where developers and the academic community will get a chance to interact with the who’s who of the sector, investors, publishers and government representations to know what it takes to succeed in this fast growing space. The conference will have short-form lectures, super smart engaged speakers dispensing practical advice, intensive networking and will wrap up with a mega entertainment night featuring eastern and western cultural influences.

     

    Manish Agarwal

    Announcing the launch of PG Connects Bangalore, Manish Agarwal, CEO, Reliance Entertainment Digital said, “We are glad to announce our collaboration with Steel Media to bring Pocket Gamer Connects to India. It’s a dream come true to give global exposure and world class knowledge to a young Indian developer community so we can build the next billion dollar game from India. This event will be a true inflection point for mobile gaming to surge to great heights in our country.”

     

  • Guest Column: Manish Agarwal on Basic Principles of Gamification

    By Manish Agarwal

     

    Gamification, the new argot that has been making headlines lately, is not the same as game development; it’s not about making console or mobile games for mere entertainment. As the best in the business describe it, Gamification is the use of game mechanics and game design techniques in non-game contexts and is a powerful tool being used by brands globally to engage with their stakeholders.

     

    Gamification has helped marketers get their users engaged in desired behaviours by taking benefit of humans’ psychological tendency to connect with game techniques. Since the term is a recent buzzword in India, it remains largely unlearnt by the same marketers. Here are a few basic principles to Gamification that I think can go a long way in strategising for your next Gamification effort.

     

    Defined Objective: You got to determine the primary objective. What is the desired action out of the effort? If you think its entertainment, you are not a marketer but a gaming company. You will have to invest a few days and brainstorm on this; try and involve the team that will be eventually gamifying your service.

     

    Make It Measurable: You have a boss somewhere who trusts in you but is concerned about the RoI too. You will have to prove to him that the gamification effort has really helped; ensure you are able to measure and map the performance. A combination of techniques can help – include a call to action that can be measured, evaluate the KPIs before and after the implementation, have trials with focus groups and so on. We are a digitally connect world, exchange notes with marketers across the globe on relevant forums if you wish to.

     

    Repeated Feedback: Feedback is crucial. Repeated feedback is unavoidable. As Charles Coonradt explains, “Increasing the frequency of feedback improves the quality and quantity of performance. When feedback is illustrated on charts and graphs, the impact is greater.” Feedback will help you find answers to some of the questions that have been sitting in your head unattended.

     

    It’s Not About Rewards, It’s About a Sense of Achievement: The most powerful rewards are intrinsic not extrinsic. Personalise the reward mechanism. Incorporate a mechanism that allows the user to show his status (a personalised message on his social media page, a direct congratulatory message, a leaderboard etc.) It makes a difference on an individual level.

     

    Don’t Stop: Gamification effort is never a one-time assignment, it’s a process. It requires to be practised regularly, with an improved shot each time. Keep some budget aside for this every quarter.  What is more important is that you rethink about your objective (point #1) each time you want to gamify!

     

    Manish Agarwal is CEO, Reliance Entertainment Digital

     

     

     

  • Jaldi 5 with Manish Agarwal: Gamification is next big thing

    Reliance Entertainment Digital, the digital arm of Reliance Entertainment is a cluster of leading multi-brand consumer digital company in India. Today, the company’s business encompasses digital entertainment – that’s gaming, VOD and e-commerce across all prominent platforms such as online and mobile its portfolio comprises dynamic brands and companies like Zapak Digital Entertainment, which operates three verticals: Zapak Solutions, Zapak Online & WAP Portal and the newly christened Zapak Mobile (earlier known as Jump Games), Big Adda and BigFlicks Pvt Ltd. Cumulatively, the Reliance Digital business has over 20 million satisfied consumers across all digital platforms.

     

    MxMIndia interviewed Manish Agarwal, CEO of Reliance Entertainment Digital, and spoke to him on a variety of issues around digital entertainment and gaming in particular.

     

    01. In many ways the fact that the Reliance group had invested in Zapak in 2005 had indicated to the world that there is much potential in the gaming business. As you look back seven years, would you say, the investments have been worth it? Is there enough RoI?

    Reliance Group remains committed towards its belief that gaming would be a great driver for entertainment for millions of Indians in high-speed-always-connected-broadband era. The group invested in creating India’s first gaming brand and today Zapak is synonymous with gaming. Zapak had segmented market as casual gamers and hard-core gamers and had provided different offerings to both segments. Zapak is the largest casual gaming destination in India in terms of users as well as revenues. However, Zapak had expected the gaming to grow exponentially via MMORPGs among hard-core gamers as was (and is) the case in Korea, Japan and China and had invested heavily in building gaming cafes to enable hard-core gamers to become part of game cult existing in east Asian countries. However, owing to missing link of high speed always-connected-broadband infra in India, hard-core PC-based paid gaming culture has not taken off and Zapak had to re-caliberate its strategy and thinking that MMORPGs will drive the gaming in India. However, the brand name, learnings and highly skilled set of the ONLY team which has the experience of developing, distributing and monetizing casual as well as high-end games puts Zapak in an unique position to exploit exploding mobile gaming market not only in India but compete globally. The recent success of F1 2011, Real Steel, Ben 10 and ICC WT20 games in India and abroad give us confidence that Zapak would be one of the most successful company from India in gaming space worldwide.

     

    02. We are a country of over a billion people. Sale of digital devices is growing exponentially. Why do you think has the domestic consumption of gaming not grown much in India?

    If one looks at past growth of gaming culture and gaming business worldwide, it has either happened on consoles or on high-end PCs. Consoles and high-end PC would cost more than Rs 50k which is either beyond the purchasing power of Indian or falls in the space of “indulgence”. The high cost of the devices coupled with poor broadband and lack of good devices has resulted in the generation of 30-plus Indians being essentially of non-gamers. However, things are changing very rapidly with the proliferation of smarter hand held devices at an affordable price, generation of Indians between 3-25 years is busy in playing variety of games on their hand held devices.

     

    This explosion in lead by “snacky and snappy” nature of gaming, making it the best entertainment option for ‘timepass on the go’. 100 million mobile internet and with forecast of mobile internet users growing to 300 million by 2015 offer a great opportunity for players like Zapak to innovate and deliver good quality games to the Indians and also experiment with localization as there is a high probability of creating a scalable & profitable business model on mobile gaming in India.

     

    03. In terms of production of games for the overseas market, where is the growth coming from? And what are your projections?

    North America is a 5 billion USD market for mobile gaming followed by Japan which is 2 bn USD, China which is 1.2 bn USD and Korea is a 0.9 bn USD market. The mobile gaming market has been growing at a rapid pace across all these markets and market has witnessed true democratization of mobile gaming distribution resulting in new studios emerging with winner every day. The potential revenue per good quality AAA game is upwards of 100 million USD. However, the market is ultra-competitive with ‘winner take it all’ being the reality.

     

    Given this scenario, it is imperative for a game development studio like us to employ the best of the global talent and create processes and systems which reduce probability of failure. We have consciously adopted strategy of partnering with large Hollywood studios and known IPs like F1 to avoid risk of being lost in 250k games on iTunes store and 800 games getting uploaded every day. Our strategy of having known IP coupled with good quality game has been a demonstrated success with Real Steel and F1. We are looking to augment our slate for next year by partnering with developers worldwide and have very strong lineup of 8-10 large IP-based games for next year. We are confident of hitting double digit million USD revenue with this slate and would like to keep fingers crossed for a massive hit which one cannot predict.

     

    04. We’ve seen some restructuring at Reliance Digital with Jump Games being rechristened Zapak Mobile. What are your plans for the next year?

    Zapak is synonymous with gaming in India and Jump Games is relatively unknown brand outside India and is a B2B brand in India. As we are looking at aggressive growth in next 2-3 years for the market and for ourselves, we would like to build brand familiarity for one single brand across consumers and stakeholder so that we are able to stand out among the huge clutter of gaming companies already existing outside India and would happen in India. Choice was to build Jump or Zapak outside India and given that Zapak is already synonymous with gaming in India, we decided to consolidate the gaming business under Zapak. Zapak is the only company which offers gaming experience to consumers on all touch points and offers advertisers solutions across all touch points. Zapak aims to become largest gaming company in India by revenues, consumers and IPs if it is not already.

     

    There has been some quiet on the Big Adda front?

    Big Adda is a horizontal e commerce platform and since e commerce in India is still gross margin negative business, we have taken a conscious call to say no to invest in consumer acquisition and wait for e-commerce to mature in this country before we re-start the investment. We are running a full fledged e-commerce service and maintaining its scale as and when we see an opportunity to create profitable business.

     

    And with Big Flicks – are broadband speeds the stumbling block for its growth?

    Big Flicks is the first subscription-based on-demand movie streaming service and we have over 2000 movies across languages with distribution reach across all hand held platforms, pc and smart TVs. We believe that there is huge latent demand for movies on demand service at home as well as on-the-go. However, internet speeds are the only thing which inhibits the subscriber base in India to outshine the Netflix subscriber base in US. We believe that high-speed always-connected broadband is closer to reality now than in past and Big Flix is uniquely poised to exploit the inflexion point in broadband growth.

     

    05. Any trends that you could forecast for us – in terms of what we should look forward to in the next year?

    Micro-transactions via mobile carrier billing coupled with change in revenue sharing by telco in favour of developers and service providers would change the shape of VAS industry in this country. It would result in innovations in content, give a fillip to players who understand pull-based direct-to-consumer services and would lead to growth in data driven marketing thinking.

     

    Gamification would be the next big thing in digital across enterprise and consumer digital marketing as consumers would like to have fun rather than follow regimentation. Zapak has created advergaming in India five years back and we have evangelizing Gamification to Indian advertisers as this has already caught fancy of advertisers in west and as per Pew research report, gamification is going to be biggest trend in advertising by 2015.

     

    How is the digital entertainment business doing in terms of talent? Are you getting the right kind of people to join in?

    Talent remains biggest concern on the game development front. The lack of good quality game designers, art directors and producers make it extremely difficult to compete in ultra-competitive mobile gaming space outside India. Likewise, finding talent which can think beyond performance and think of highly engaging 360-degree digital solutions remains a challenge. A business savvy ‘digital baby’ is tough to get hampering the growth of companies like Zapak which thrive on offering cutting edge gaming solutions to advertisers.

     

  • Reliance Ent consolidates gaming biz under ‘Zapak’

    By A Correspondent

     

    Reliance Entertainment Digital, which has two gaming brands under its portfolio – Jump Games and Zapak Digital Entertainment, has announced the consolidation of its gaming business under the brand name ‘Zapak’. With this initiative, Jump Games, a leading International developer and publisher of Mobile games, Apps and Content will be rebranded and rechristened as Zapak Mobile Games Pvt. Ltd The integrated brand ‘Zapak’ will now reach out to over 20 million gamers across the globe who would be able to access nearly 2000 games on the Mobile and Web, a communique adds.

     

    This move is part of the company’s growth strategy, while leveraging Zapak’s existing brand popularity and recall. Post the restructure, Zapak Digital Entertainment will operate three business verticals:

     

    1. Zapak Solutions, which will specialize in providing cutting-edge Advergaming and Gamification solutions to brands across Mobile and Online platforms worldwide.

     

    2. Zapak Online & WAP Portal, which will offer free & freemium casual games on web & mobile via its platforms – zapak.com & m.zapak.com.

     

    3. Zapak Mobile, which will continue to develop and publish cutting edge games across platforms for its Indian and global audiences.

     

    Manish Agarwal

    Speaking on the business development, Manish Agarwal, CEO, Reliance Entertainment Digital said, “This move is aimed at exploiting huge gaming potential on mobile and leveraging gaming synergies existing within the group to focus on ‘Mobile First’, while leveraging on the Zapak brand name that is synonymous with gaming over the years. We stay committed to offering consumers and advertisers, the world-over, best-in-class options through highly engaging mobile games, easy to play and discover casual gaming destination and innovations in consumer engagement through Advergaming and Gamification solutions across all consumer touch points.”

     

  • The Anchor: 5 reasons mobile games will take over from PC games

    By Deepak Abbot

     

    #1 Mobility: One of the major reasons for mobile games to take over is the ease of accessibility. You don’t need to depend on a computer to provide entertainment. Mobile games offer you engagement on-the-go and instantly. So, while you are travelling or commuting you can still play games on your mobile unlike PCs.

     

    #2 Reach: The reach of a mobile phone is far better than that of computers. Owning a mobile phone is a common trend because of the range in terms of price. Not everybody owns a PC. Therefore, the reach of mobile games because of accessibility is much better.

     

    #3 Cost-effectiveness: India is a very price-sensitive nation. PCs are still a niche market. They are not present in every household. Whereas a mobile game comes for as cheap as Rs 5 a game, and with the current ad wrap models most popular games are available free to the consumer. This is not the case with PCs.

     

    #4 Content type: The content available on mobile phones is very snappy and snacky. Gamers have a variety of options to choose from. Also, the games available on mobile are easy to use and do not require the user to be very tech-savvy.

     

    #5 Internet and technology explosion: With the current 3G and 4G boom, everything that you could once access on PCs or laptops can now be accessed on one’s mobile. Also, with technology being on an all-time rise, the handset and smart device rates have become extremely affordable.

     

    Deepak Abbot is Head – Product, Reliance Entertainment Digital

     

  • Chaitanya Prabhu joins Jump Games as Business Head

    By A Correspondent

     

    Chaitanya Prabhu has joined Jump Games (subsidiary of Reliance Entertainment Digital) as of March 1, as Business Head - India. Mr Prabhu has an experience of over 13 years, out of which seven have been in pure digital arena.

     

    His last stint was with Nokia, wherein he was responsible for setting up the Ovi Music Unlimited Service inIndia. After the success of the Ovi Music Unlimited inIndia, he was moved within Nokia to build the developer ecosystem for the Nokia store business. He worked with developers’ ecosystem to build monetization models for publishers/ developers and created some marquee apps for Nokia with Windows devices.

     

    Under his guidance and leadership, app download from Ovi store shot up from one  million a week to 2 million per day.

     

    Ask him one thing that made him leave the music lineage and join hard core gaming and the prompt reply: “Looking at how content owners play a key part in the success of the mobile ecosystems, I was very excited when I got an opportunity to head theIndiabusiness at Jump Games. I did foresee a big opportunity for Jump Games to be an integral part of the content and developer ecosystems and work with them to create exciting monetization models around gaming”

     

    Before Nokia, Mr Prabhu has worked with several renowned companies like Universal Music and Reliance Retail. He has completed his Masters in Business Administration from NMIMS, Mumbai.