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Browne & Mohan



   Rajani Sir, King Khan, Idiots, Saas, Bahu and
      …..: Business models and gamification
   strategies of Indian Movies and TV Content




This report is based on internship report by Akash Mohan, PGDM IIM Shillong, under the guidance of
Usha Murthy, Asst Consultant (Strategy & Marketing)


Copyright Browne & Mohan, 2012
The Indian entertainment domain is an apt target for
                                                               gamification because the content is largely based on
Introduction                                                   particular themes which a community of users can
Among all the sources of entertainment gaming has the          identify itself with. Rajanikanth movies or Amitabh
maximum impact on its users across age and groups              Bachchan flickers have mass appeal and some of the
because it has the maximum user engagement and can             action oriented ones like Dhoom are quite amenable for
enable multiple level of engagement (from basic digress        action gaming. Bollywood with its national and
to starter to a professional embellishment for a serious       international foot prints, regional movies with their own
pro). Games have moved from card and arcade to newer           fan clubs and across the globe diaspora following offer
devices and the content has progressed from simple steps       major markets.
to complex algorithms that can imbibe high dynamics.           Movie based games might sound like a new concept in
The trend of integrating game mechanics and game-based         India but this concept is tried, tested and very well
learning into more and more everyday applications is           accepted in western countries especially for Hollywood
getting very well accepted across different industries. This   movies. The need for new digital marketing tools and
concept has been adopted by a wide variety of industries       exceptional success of Hollywood games like Harry Potter,
ranging from education to entertainment. Gamification is       Max Payne, Avatar etc. in India; has inspired the industry
the transformation of passive low engagement activity to       to use online gaming as a must promotional tool for
a dynamic high user engagement and involvement                 Bollywood. Big blockbusters like Dhoom 2, Ghajini, Drona,
activity. By gamification, static low consumer touch           Tees Maar Khan, Delhi Belly, Bodyguard, Ra.One, and Don
content is extended and enabled to be dynamically              2 are all perfect examples of how Bollywood is marrying
consumed and experienced at various levels based on            online gaming. Games, to a considerable extent, have
complexity and depth of engagement.                            succeeded in increase the shelf life of movies and
The objective is to improve the overall quality of the         enhance top of mind recall. They are advantageous to
outcome of the consumption and increase consumer               producers as they create excitement and buzz around
welfare. For example, by gamification of educational           movies, and help connect with the moviegoer. Ra.One is a
content, the learner from a passive rote approach              good example of how the theme of a film was adopted
embraces learning by doing and learning by                     into a game and gave the player a realistic experience of
experimentation which helps in better understanding and        being a superhero. UTV Indiagames launched the cross-
improved application of the concept. Video games are           platform social game on Ra.One, accessible on all social
widely used in a variety of disciplines such as behaviour      networking platforms like Facebook and gaming
modification, autism therapy, leadership skill building,       platforms like Nokia Ovi, Android, Apple, and DTH.
and strategic analysis by organizations etc. The process of    Indian film industry enjoys both domestic and
integrating game mechanics into applications to make           international markets. While conventional international
them fun and engaging for users is referred as                 markets of US, UK, Canada and Middle East, continue to
Gamification.                                                  account for the bulk of overseas revenues; markets in
South Korea, Western Europe, Taiwan and Africa are            The industry is still growing at a rapid rate and since at
gearing up for Hindi films. 2011 observed a strong “Go-       present only 60% of the country’s population has access
East” phenomenon with Indian films doing well in Taiwan,      to a TV set; the scope of growth is also significant. The
South Korea and China.                                        growing television industry, introduction of new
                                                              technologies like digitalization, LED’s , 3D television etc.
The concept of gamification has also been successfully        are some of the very positive signs for the developers as
extended to other entertainment platforms the most            well as the production houses to carry on the relationship
prominent one being TV. Lately the gaming industry            between Television and gaming forward.
witnessed a lot of games based on sitcoms which not only
increased the content recall for producers but also did       What Indian content can be gamified?
well as independent titles. Games based on AXN X-files,
                                                              Gamification works by making technology more engaging;
WWE Raw, CSI, gaming series based on Nickelodeon’s
                                                              this is essentially done by moulding the content in such a
content etc. not only performed exceptionally well in
                                                              way that it becomes more appealing for the user
their local markets but were also well known among
                                                              compared to the original content. While many believe any
gamers in other nations. This concept of TV content
                                                              content could be gamified, the success could be high, if
gamification can be very well extended to the Indian
                                                              the content is:
television industry as it also has key features like story,
character and theme. These are the essentials for relating    Dynamic: Players seem intrigued by content that
any content to gameplay. Moreover when analysed               responds to their decisions rather than standing in place
according to the characteristics of gamification (dynamic,    and expecting imaginations to fill in the gap. Hence, the
extensibility, personalization and compatibility explained    content should be so designed that players get to play an
in the next section) television score some extra points       active role in the course of the game.
over movie-based games (a tested market) especially in
case of being extensible and dynamic. Furthermore, the        Extensible: Extensibility means that the action itself may
television content is usually series based and more into      be simple, but there is scope to expand or embellish it to
implementation of franchise based model (compared to          have many uses. Not all actions are equally extendable,
movie industry) wherein sequels and continuation of           which makes finding the right ones challenging. However
show are stressed upon more than a new independent            finding great extensions is the best way to achieve an
titles and this makes them way more extensible and            elegant game design.
dynamic as compared to any movie-based content where
                                                              Amenable for Personalization: Participation is one of the
it is the onus of the developer to add these features to
                                                              hallmarks of new media, and games are no exception.
the game and extend its as well as contents life.
                                                              With the ability to personalize the game content, the user
 The Indian television industry is the most prominent         involvement in game increases and hence retention of
source of entertainment among the various available           the users.
digital entertainment platforms and constitutes 45.2% of
                                                              Compatibility: The game should be so designed that it
the total entertainment industry revenue.
                                                              connects the player to the original content and hence
                                                              increase content recall.
Gaming in itself has 20 genres but since Indian gaming
                                                        industry is not developed, the developers here offer
                                                        limited variety to the audience. The prominent offerings
                                                        which do well in India are

                                                              Cricket: Although not a gaming genre(falls under
                                                               sports),according to industry experts, anything
                                                               related to cricket not only gets immediate
                                                               attention from the audience but also sustains for
                                                               a longer duration, hence resulting in good
                                                               revenue. E.g. IPL fever launched by Indiagames
                                                               not only got popular with the gamers but also
                                                               bagged big in-game advertising contracts from
                                                               brands like Parle G and Volkswagen.

                                                              Racing: Tired of bad roads and traffic, our gamers
                                                               do like to enjoy a smooth ride in virtual world
                                                               through racing based games. Wherein bike racing
                                                               has more acceptance as compared to car racing
                                                               games. E.g. NFS a car-racing game, which is
                                                               popular across all the gaming platforms.

                                                              Action: Action movie and games both do well
                                                               with the Indian audience. And lately action movie
                                                               based games have also successfully developed a
                                                               market for themselves. For instance, games like
                                                               Ghajini, Ra.One, Agent Vinod etc.


Classification of movie genres on their gamifiability   Business Models for Gamification

                                                        Development of any content-based game would involve a
                                                        variety of stakeholders, each of them performing a
                                                        specified role in the development cycle.
Following are the key stakeholders in a Bollywood/TV          App stores are a developer-friendly source of content
based game                                                    distribution because of the favourable revenue-sharing
                                                              terms that they offer. Their economic value is aggregation
       Producer: Producers are the rightful owners of
                                                              and platform to increase reach. The current shortcoming
        the IP rights, required for developing and
                                                              is their limited reach, as they only cater to the very small
        publishing a legalized game. The IP rights play an
                                                              Smartphone section. Finally advertising companies are
        essential role in borrowing characters, theme,
                                                              intermediaries that allow in monetization. The gaming
        game audio and other elements from the original
                                                              industry in India works primarily on the freemium model,
        content to the game.
                                                              wherein the developers earn money from secondary
       Game Developer: Developers are the people who
                                                              revenue-sources.
        bring the game into existence. The development
        model may vary from a service model to a              The development process is not only affected by the
        licensing or a revenue sharing model. Models          stakeholders but also by many factors which have an
        deciding the ownership and the sources of             indirect impact on the revenue-sharing stream,
        revenues.                                             ownership, approach of development etc.

Intermediaries of gaming industry are players that help in    Some of the prominent factors which play an essential
distribution, availability (or market makers) and revenue     role in entertainment based games are:
generators (Spulber, 1998). On the distribution side,
Telco’s because of their reach offer distributional           •       Licensing: The IP owners for movie or TV content
advantages over other distribution channels like              are the producers who usually charge a handsome
hardware/software distributors, electronic stores and         licensing fee for any commercial use of their content. The
others whose presence is limited to Tier 1 cities at best.    magnitude of this licensing fee has a significant impact on
Telecom companies with their reach are undoubtedly the        the economics of the game. Licensing also involves
most efficient channel for distribution, marketing and        aspects of platform and publishing which are required to
revenue collection especially for the online and mobile       be worked out prior launching a game.
platforms, where there is no established retail channel for
                                                              •        Revenue Sharing: Developing a game around
distribution. Although the developers often complain
                                                              movie/TV content would involve a variety of stakeholders
about their high revenue sharing terms (i.e. 65% of the
                                                              each playing a crucial role in the development &
total revenue), but telecos with their reach enjoy an
                                                              distribution process and hence expecting some monetary
upper hand over them.
                                                              benefit in return.
App store are emerging as the market places wherein
                                                              Key stakeholders of the whole development cycle are
they allow uploading of games onto their site, allow
                                                              Developers,       Producers,       Distributors/Publishers
search, discovery and download of the games by users for
                                                              (telecos/App stores) and a proper contractual revenue
a fee. They thus help in updating of content, aggregation
                                                              sharing model is to be there in place for them. Trust and
demand and market making activities.
                                                              monitoring would play a key role here.

                                                              •       7Complementary Role: Releasing online games
   Complementary Role: Releasing online games          Publishing
        prior to a movie release started out as a way to
                                                            The onus of publishing the content lies with the
        market the film and create hype around it. But,
                                                            producers; they may do it on their site or involve a third
        this is not the case anymore. With a proper
                                                            party to do it for them
        revenue sharing model in place, production
        houses look to earn money through tie-ups with a    Benefits
        gaming company. So the purpose of game
        development has shifted from attracting eyeballs    Less risk for developers as they have an assured
        to incremental revenues.                            development fees. Producers not only market their
                                                            product but also receive the gaming revenue
    Based on the above factors following are the
    dominant business models which emerge:                  Economics of the Model

       Outsourcing Model                                   Investment          by 5-15 Lakhs (based on the
       Licensing Model                                     producers              quality of game)
       Minimum guarantee Model                             Investment    by the 5-15 Lakhs ( if developing from
       Revenue Sharing Model                               developer              scratch)
                                                                                   3-10 Lakhs (if modifying some
       Alliance Model
                                                                                   existing content)
Outsourcing Model                                                                  3-8 Lakhs (if development is
                                                                                   solely for feature phones)
A service-based model wherein a developer delivers a
                                                            Expected Life of game 3-4 weeks (assumed that the
content-based game to the IP owners of that content and
                                                                                   game is only been used as a
in return charges a development fees. The ownership of                             marketing tool)
the game as well as the IP rights lie with the IP owners,   Break-Even downloads 35,000-50,000 (assumed Avg
producers in our case.                                      for game               earning per download is Rs.
                                                                                   30)
Initiation                                                  Examples               Agent Vinod, Ghajini

Producers/IP owners approach the developers to develop
a game, which is based on their content.                    Licensing Model
                                                            The developers seeks the licensing rights for a particular
Development
                                                            content in order to make a game around its characters,
Developers develop the desired content in return of         theme etc. The IP owners usually charge a premium
development fees. The content is later delivered to the     amount as licensing fees, which can be as high as 10
producers                                                   Lakhs INR for a single title.
This approach is not prevalent as off now because            Publishing
producers are not easily ready to give off their content
                                                             The content is the property of the gaming company and
rights nor is it economically viable for the developers to
pay such a high licensing fees, as it almost doubles the     they have the publishing rights
total development cost.                                      Benefits
Economics of Licensing Model                                 Game developers become the legal owners of the IP
                                                             rights and are also the rightful owners of the game.
Investment by Producers     Nil                              Producers receive a licencing fee plus some free publicity
Investment by Developers    5-15 Lakhs (for game
                                                             for their content
                            development dependent
                            on factors like quality,         Economics of (Minimum-Guarantee) MG Model
                            reusing of old content,
                            platform etc.)+ 7-10 lakhs(
                            as licensing fees)               Investment by Producers     Nil
Total Average Cost       of 18.5 Lakhs                       Investment by Developers    5-15 Lakhs (for game
development                                                                              development dependent
                                                                                         on factors like quality,
Shelf-life of game            3-4 Months (since the
                                                                                         reusing of old content,
                              games would be character
                                                                                         platform etc.)+5-7 Lakhs(
                              based game)
                                                                                         as MG)
Break-even downloads          1,00,000
                                                             Total Average Cost       of 16Lakhs
Example                       Hungama owns licenses for
                                                             development
                              many movies which can be
                                                             Shelf-life of game            4-6 weeks( since the games
                              converted into games
                                                                                           would be character based
                                                                                           game which have a longer
                                                                                           shelf life)
                                                             Break-even downloads          Less than 1,00,000
Initiation                                                   Example                       Recent games like Ra.One
                                                                                           etc.
Gaming companies approach the IP owners in order to
acquire rights for their content.
                                                             Minimum-Guarantee (MG) Model
Development                                                  The gaming company pays the production house a
                                                             minimum guarantee in order to use their content for
Developers acquire the content rights and develop a          gamification. The guarantee amount depended on the
game around the theme, characters and story of the           lead time given, type of movie, production house, and the
content                                                      cast.
The IP ownership is retained by the producers while the   This model is the most prevalent model as it is a win-win
game ownership lies with the developers with certain      venture for the producers as well as the developers,
platform limitations. These limitations inhibit the       because of the following reasons:
developer from selling the game to a third party or
publish at places apart from those mentioned in the              The model is more economically viable for
contract.                                                         developers as they get the partial gaming rights
                                                                  without paying a huge licensing fee.
Initiation                                                       The producers readily agree to this model as the
                                                                  MG is almost of the same magnitude as the
Gaming developers approach the film/Sitcom producers
                                                                  licensing fees and they retain most of their rights,
and promise them a fixed amount in exchange of limited
                                                                  plus they get free promotion through the game.
rights for their content

Development
                                                          Revenue-Sharing Model
Developers have the permission but not the license for    The revenue sharing model can take the following forms
developing a game around the theme, characters and        based on the involved parties:
other movie related content
                                                             1) Revenue-Sharing between Producers and
Publishing                                                      Publishers/Marketers:
                                                                   o Developers develop the game for a
They publishing rights for the content would already be                development fee and give the same to
mentioned in the MG contract between the producer and                  the producers (outsourcing model).
the developers. Restricting the developers from                    o The producer has an alliance with a third
publishing content apart from places mentioned in the                  party for publishing and promoting the
contract                                                               game content, these third parties are
                                                                       usually telecom companies or some
Benefits
                                                                       marketing agency.
Game developers get whole of the gaming revenue.                   o Revenue sharing is so that the
Producers get the MG amount plus promotion of their                    distributors (telecos) charges around 65-
content                                                                70% of the game revenue and producers
                                                                       get 30-35% of the same.
2)        MG-based Revenue sharing: As per mutual
 agreement and the title's performance forecast, the                        Alliance Model
 gaming company pays a part of the minimum guarantee                       This model involves minimal investment from both
 initially, and the rest is paid based on the performance of               producers as well as the developers. In this case the
 the game. The model works in favor of the developers                      developers are not just responsible for gamification but
 reducing their development risk.                                          also for promotion of content across different digital
                                                                           platforms. In return, the producers let go their licensing/
 3)      Revenue-Sharing for Developers: Developers get                    MG fees giving developers access to the content,
 a part of development cost as development fees from the                   furthermore they also promote the developers with the
 producers plus they also get the publishing rights of the                 promotion of the content.
 gaming content for their website, the publishing rights                   In this model the developers monetize on the website
 not only get them the publishing fees but also generate                   traffic and through advertising while the main motto for
 more traffic for their websites.                                          the IP owners is the extra digital promotion.

                                                                           Advantages for Developers
                                                                           At first the concept of alliance model doesn’t make much
                       Customer pays an
                                                                           sense from a developer’s perspective because not only he
                       Avg price of Rs. 49
                       for a mobile game                                   makes the full investment for the game development but
                                                                           is also spending a huge amount for promoting somebody
        65-70% as                          30-35 % as
                                            Gaming                         else’s content. The following points help us understand
       distribution
           fees                             Revenue                        the viability of this model for the developers

  Telecom Companies                       Gaming Revenue                          The promotion cost is much smaller compared to
      (A) Rs. 31.85                         (B) Rs.17.15                           the licensing fees
                                                                                  Usually the contract involves the promotion of
                   30% as                                  70% as
                  publishing                                                       the gaming company along with the movie which
                                                       developer’s fees
                    fees                                                           would mean more traffic for the developer’s
                                                                                   website, which can be easily encash through
               Telecom Companies              Telecom Companies
                                                                                   advertising.
                   (A) Rs. 31.85                  (A) Rs. 31.85
                                                                                  Developers while promoting the Movie/TV
  Figure 1: Traditional Revenue-Sharing for a mobile game                          content for the producers also promote their
                        priced at Rs.49                                            gaming content, which again brings more traffic
                                                                                   to them.
(Assumed Game price as Rs. 49 and 65-35 sharing between distribution and
                            gaming revenue)
                                                                           Lately such kind of media partnerships are picking up in
                                                                           India especially for online games and proving good for
both the developers as well as the producers. For            Conclusion
instance, Ibibo shared such a partnership with movies like
Teen Patti and Kahaani.                                      Movie and TV content producers are interested in
                                                             maximizing returns on investment for their show.
Advantages for Producers                                     Investments in games may help them in two ways: a)
    Free and extra publicity through digital media          increase positive words of mouth because of game that
    The game would not only drive more audience to          could draw the footfalls to the multiplex and theatres and
      theatres but would also increase the shelf-life of     b) additional revenues that may be generated by
      their movies.                                          extending the existing content to a game. The concept of
                                                             gamification can be used as an effective low-cost
Economics of Alliance Model
                                                             promotion tool. Block busters that have a natural
                                                             extension of their movie content to gaming can benefit by
Investment by Producers
                      Nil
                                                             extending the games as a tool for promotion but also
Investment by Developers
                      5-15 Lakhs (for game
                      development dependent on               revenue-generation. If eye balls and marketing
                      factors like quality, reusing          promotions is the requirement, producers should adopt
                      of old content, platform               the Alliance business model. Furthermore, their
                      etc.)+ 5         Lakhs( as             investment in this case would be as low as nil which
                      advertisement)                         makes it even more suitable for small/ medium budget
Total Average Cost of 15Lakhs                                movies as they have limited advertising budget and
development
                                                             plethora of platforms to advertise. On the other hand,
Shelf-life of game    4-6      weeks(since      the
                                                             Minimum-guarantee (MG) model suits best in case of
                      developers have invested in
                      the game they would                    games developed as independent titles. These games not
                      ensure its extensibility)              only promote the content but also increase the brand
Break-even downloads  Less than 1,00,000                     recall (in case of sequels), generate incremental revenues
Example               Recent games like Teen                 and increase the shelf life of content. Although the
                      Patti, Kahaani.                        licensing model may sound more lucrative in this scenario
                                                             because of the huge fees which it will fetch, but retaining
                                                             the content rights is always more advisable and beneficial
                                                             for the IP owners (producers) plus a huge licensing
                                                             amount may deter the developers to adopt the legal way
                                                             and indulge in content-spoofing. With the recent
                                                             changes in the copyright law, places the developers in a
                                                             better negotiating position compared to their present
                                                             one.
As according to the new guidelines the rightful owners of          PriceWaterhouseCoopers, “Indian entertainment and
the content would be its creators, who would be receiving           media outlook 2011”
royalties from a variety of sources and hence might be a           PriceWaterhouseCoopers , “Indian entertainment and
little easy on the game developers. Moreover, the                   media outlook 2010”
developers can now forgo rights like audio etc. (at present        A report by Tata Strategic management group for Italian
they have to pay for all the rights) and concentrate more           trade commission , “Animation and Gaming industry in
on obtaining rights just for the content and characters.            India Market Research 2010”, February 2010
Developers should exploit movie characters/ themes to              “Leading Retailers Use Gamification to Boost Customer
their advantage by employing replicas of Bollywood                  Engagement and Loyalty”, by Alicia Fiorletta
characters in normal games. The use of replicas without            “Media and Entertainment in India: Digital road ahead” ,
paying the royalties to the IP owners is termed as                  a report by Deloitte for ASSOCHAM Indian, September
spoofing. Spoofing works really well in cases where                 2011
characters are the highlight of the game and if                    “Annual Media and entertainment report 2010-11”,
implemented correctly (a relevant match is established              Balaji Telefilms Limited
between the theme and the spoofed characters) it can               The Gamification of Television: is there life beyond
not only ensure immediate but prolonged attention for               badges? ,Nitya Narasimhan , Silviu Chiricescu, Venu
the game. For instance, Hungama games launched a                    Vasudevan, May 2011
series of games titled ‘Bollyolympics’ wherein they used           “Electronic Arts : The blockbuster strategy” , Alan Jay
characters from hit movies like Sholay in sports games              Lerner, playwright and lyricist, February 2004
and series performed really well. Spoofing is a good               David Spulber, 1998, Market Makers, Mcgraw Hill
alternative for start-ups that have ideas but are weaker           “ Bollywood movies and cultural identity construction
on investment; these start-ups can employ characters of             among second generation Indian Americans” , Lakshmi
old Hindi classics, but this should not be made as a                N. Tirumala , August, 2009
regular practice as that will have a negative impact on the
producer-developer relationship which in turn would           Browne & Mohan insight are general in nature and does not
                                                              represent any specific individuals or entities. While all efforts
affect the industry.
                                                              are made to ensure the information and status of entities in the
                                                              insights is accurate, there can be no guarantee for freshness of
Bibliography                                                  information. Browne & Mohan insights are for information and
                                                              knowledge update purpose only. Information contained in the
                                                              report has been obtained from sources deemed reliable and no
       NASSCOM report with Ernst & Young, “The
                                                              representation is made as to the accuracy thereof. Neither
        animation and gaming Industry in India” , August      Browne & Mohan nor its affiliates, officers, directors,
        2009                                                  employees, owners, representatives nor any of its data or
       FICCI-KPMG, “Indian Media and Entertainment           content providers shall be liable for any errors or for any actions
        Industry Report 2012” .                               taken in reliance thereon.

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Rajani sir, king khan, idiots, saas bahu: Business Models and strategies forGamification of Indian Movies and TV Content

  • 1. Browne & Mohan Rajani Sir, King Khan, Idiots, Saas, Bahu and …..: Business models and gamification strategies of Indian Movies and TV Content This report is based on internship report by Akash Mohan, PGDM IIM Shillong, under the guidance of Usha Murthy, Asst Consultant (Strategy & Marketing) Copyright Browne & Mohan, 2012
  • 2. The Indian entertainment domain is an apt target for gamification because the content is largely based on Introduction particular themes which a community of users can Among all the sources of entertainment gaming has the identify itself with. Rajanikanth movies or Amitabh maximum impact on its users across age and groups Bachchan flickers have mass appeal and some of the because it has the maximum user engagement and can action oriented ones like Dhoom are quite amenable for enable multiple level of engagement (from basic digress action gaming. Bollywood with its national and to starter to a professional embellishment for a serious international foot prints, regional movies with their own pro). Games have moved from card and arcade to newer fan clubs and across the globe diaspora following offer devices and the content has progressed from simple steps major markets. to complex algorithms that can imbibe high dynamics. Movie based games might sound like a new concept in The trend of integrating game mechanics and game-based India but this concept is tried, tested and very well learning into more and more everyday applications is accepted in western countries especially for Hollywood getting very well accepted across different industries. This movies. The need for new digital marketing tools and concept has been adopted by a wide variety of industries exceptional success of Hollywood games like Harry Potter, ranging from education to entertainment. Gamification is Max Payne, Avatar etc. in India; has inspired the industry the transformation of passive low engagement activity to to use online gaming as a must promotional tool for a dynamic high user engagement and involvement Bollywood. Big blockbusters like Dhoom 2, Ghajini, Drona, activity. By gamification, static low consumer touch Tees Maar Khan, Delhi Belly, Bodyguard, Ra.One, and Don content is extended and enabled to be dynamically 2 are all perfect examples of how Bollywood is marrying consumed and experienced at various levels based on online gaming. Games, to a considerable extent, have complexity and depth of engagement. succeeded in increase the shelf life of movies and The objective is to improve the overall quality of the enhance top of mind recall. They are advantageous to outcome of the consumption and increase consumer producers as they create excitement and buzz around welfare. For example, by gamification of educational movies, and help connect with the moviegoer. Ra.One is a content, the learner from a passive rote approach good example of how the theme of a film was adopted embraces learning by doing and learning by into a game and gave the player a realistic experience of experimentation which helps in better understanding and being a superhero. UTV Indiagames launched the cross- improved application of the concept. Video games are platform social game on Ra.One, accessible on all social widely used in a variety of disciplines such as behaviour networking platforms like Facebook and gaming modification, autism therapy, leadership skill building, platforms like Nokia Ovi, Android, Apple, and DTH. and strategic analysis by organizations etc. The process of Indian film industry enjoys both domestic and integrating game mechanics into applications to make international markets. While conventional international them fun and engaging for users is referred as markets of US, UK, Canada and Middle East, continue to Gamification. account for the bulk of overseas revenues; markets in
  • 3. South Korea, Western Europe, Taiwan and Africa are The industry is still growing at a rapid rate and since at gearing up for Hindi films. 2011 observed a strong “Go- present only 60% of the country’s population has access East” phenomenon with Indian films doing well in Taiwan, to a TV set; the scope of growth is also significant. The South Korea and China. growing television industry, introduction of new technologies like digitalization, LED’s , 3D television etc. The concept of gamification has also been successfully are some of the very positive signs for the developers as extended to other entertainment platforms the most well as the production houses to carry on the relationship prominent one being TV. Lately the gaming industry between Television and gaming forward. witnessed a lot of games based on sitcoms which not only increased the content recall for producers but also did What Indian content can be gamified? well as independent titles. Games based on AXN X-files, Gamification works by making technology more engaging; WWE Raw, CSI, gaming series based on Nickelodeon’s this is essentially done by moulding the content in such a content etc. not only performed exceptionally well in way that it becomes more appealing for the user their local markets but were also well known among compared to the original content. While many believe any gamers in other nations. This concept of TV content content could be gamified, the success could be high, if gamification can be very well extended to the Indian the content is: television industry as it also has key features like story, character and theme. These are the essentials for relating Dynamic: Players seem intrigued by content that any content to gameplay. Moreover when analysed responds to their decisions rather than standing in place according to the characteristics of gamification (dynamic, and expecting imaginations to fill in the gap. Hence, the extensibility, personalization and compatibility explained content should be so designed that players get to play an in the next section) television score some extra points active role in the course of the game. over movie-based games (a tested market) especially in case of being extensible and dynamic. Furthermore, the Extensible: Extensibility means that the action itself may television content is usually series based and more into be simple, but there is scope to expand or embellish it to implementation of franchise based model (compared to have many uses. Not all actions are equally extendable, movie industry) wherein sequels and continuation of which makes finding the right ones challenging. However show are stressed upon more than a new independent finding great extensions is the best way to achieve an titles and this makes them way more extensible and elegant game design. dynamic as compared to any movie-based content where Amenable for Personalization: Participation is one of the it is the onus of the developer to add these features to hallmarks of new media, and games are no exception. the game and extend its as well as contents life. With the ability to personalize the game content, the user The Indian television industry is the most prominent involvement in game increases and hence retention of source of entertainment among the various available the users. digital entertainment platforms and constitutes 45.2% of Compatibility: The game should be so designed that it the total entertainment industry revenue. connects the player to the original content and hence increase content recall.
  • 4. Gaming in itself has 20 genres but since Indian gaming industry is not developed, the developers here offer limited variety to the audience. The prominent offerings which do well in India are  Cricket: Although not a gaming genre(falls under sports),according to industry experts, anything related to cricket not only gets immediate attention from the audience but also sustains for a longer duration, hence resulting in good revenue. E.g. IPL fever launched by Indiagames not only got popular with the gamers but also bagged big in-game advertising contracts from brands like Parle G and Volkswagen.  Racing: Tired of bad roads and traffic, our gamers do like to enjoy a smooth ride in virtual world through racing based games. Wherein bike racing has more acceptance as compared to car racing games. E.g. NFS a car-racing game, which is popular across all the gaming platforms.  Action: Action movie and games both do well with the Indian audience. And lately action movie based games have also successfully developed a market for themselves. For instance, games like Ghajini, Ra.One, Agent Vinod etc. Classification of movie genres on their gamifiability Business Models for Gamification Development of any content-based game would involve a variety of stakeholders, each of them performing a specified role in the development cycle.
  • 5. Following are the key stakeholders in a Bollywood/TV App stores are a developer-friendly source of content based game distribution because of the favourable revenue-sharing terms that they offer. Their economic value is aggregation  Producer: Producers are the rightful owners of and platform to increase reach. The current shortcoming the IP rights, required for developing and is their limited reach, as they only cater to the very small publishing a legalized game. The IP rights play an Smartphone section. Finally advertising companies are essential role in borrowing characters, theme, intermediaries that allow in monetization. The gaming game audio and other elements from the original industry in India works primarily on the freemium model, content to the game. wherein the developers earn money from secondary  Game Developer: Developers are the people who revenue-sources. bring the game into existence. The development model may vary from a service model to a The development process is not only affected by the licensing or a revenue sharing model. Models stakeholders but also by many factors which have an deciding the ownership and the sources of indirect impact on the revenue-sharing stream, revenues. ownership, approach of development etc. Intermediaries of gaming industry are players that help in Some of the prominent factors which play an essential distribution, availability (or market makers) and revenue role in entertainment based games are: generators (Spulber, 1998). On the distribution side, Telco’s because of their reach offer distributional • Licensing: The IP owners for movie or TV content advantages over other distribution channels like are the producers who usually charge a handsome hardware/software distributors, electronic stores and licensing fee for any commercial use of their content. The others whose presence is limited to Tier 1 cities at best. magnitude of this licensing fee has a significant impact on Telecom companies with their reach are undoubtedly the the economics of the game. Licensing also involves most efficient channel for distribution, marketing and aspects of platform and publishing which are required to revenue collection especially for the online and mobile be worked out prior launching a game. platforms, where there is no established retail channel for • Revenue Sharing: Developing a game around distribution. Although the developers often complain movie/TV content would involve a variety of stakeholders about their high revenue sharing terms (i.e. 65% of the each playing a crucial role in the development & total revenue), but telecos with their reach enjoy an distribution process and hence expecting some monetary upper hand over them. benefit in return. App store are emerging as the market places wherein Key stakeholders of the whole development cycle are they allow uploading of games onto their site, allow Developers, Producers, Distributors/Publishers search, discovery and download of the games by users for (telecos/App stores) and a proper contractual revenue a fee. They thus help in updating of content, aggregation sharing model is to be there in place for them. Trust and demand and market making activities. monitoring would play a key role here. • 7Complementary Role: Releasing online games
  • 6. Complementary Role: Releasing online games Publishing prior to a movie release started out as a way to The onus of publishing the content lies with the market the film and create hype around it. But, producers; they may do it on their site or involve a third this is not the case anymore. With a proper party to do it for them revenue sharing model in place, production houses look to earn money through tie-ups with a Benefits gaming company. So the purpose of game development has shifted from attracting eyeballs Less risk for developers as they have an assured to incremental revenues. development fees. Producers not only market their product but also receive the gaming revenue Based on the above factors following are the dominant business models which emerge: Economics of the Model  Outsourcing Model Investment by 5-15 Lakhs (based on the  Licensing Model producers quality of game)  Minimum guarantee Model Investment by the 5-15 Lakhs ( if developing from  Revenue Sharing Model developer scratch) 3-10 Lakhs (if modifying some  Alliance Model existing content) Outsourcing Model 3-8 Lakhs (if development is solely for feature phones) A service-based model wherein a developer delivers a Expected Life of game 3-4 weeks (assumed that the content-based game to the IP owners of that content and game is only been used as a in return charges a development fees. The ownership of marketing tool) the game as well as the IP rights lie with the IP owners, Break-Even downloads 35,000-50,000 (assumed Avg producers in our case. for game earning per download is Rs. 30) Initiation Examples Agent Vinod, Ghajini Producers/IP owners approach the developers to develop a game, which is based on their content. Licensing Model The developers seeks the licensing rights for a particular Development content in order to make a game around its characters, Developers develop the desired content in return of theme etc. The IP owners usually charge a premium development fees. The content is later delivered to the amount as licensing fees, which can be as high as 10 producers Lakhs INR for a single title.
  • 7. This approach is not prevalent as off now because Publishing producers are not easily ready to give off their content The content is the property of the gaming company and rights nor is it economically viable for the developers to pay such a high licensing fees, as it almost doubles the they have the publishing rights total development cost. Benefits Economics of Licensing Model Game developers become the legal owners of the IP rights and are also the rightful owners of the game. Investment by Producers Nil Producers receive a licencing fee plus some free publicity Investment by Developers 5-15 Lakhs (for game for their content development dependent on factors like quality, Economics of (Minimum-Guarantee) MG Model reusing of old content, platform etc.)+ 7-10 lakhs( as licensing fees) Investment by Producers Nil Total Average Cost of 18.5 Lakhs Investment by Developers 5-15 Lakhs (for game development development dependent on factors like quality, Shelf-life of game 3-4 Months (since the reusing of old content, games would be character platform etc.)+5-7 Lakhs( based game) as MG) Break-even downloads 1,00,000 Total Average Cost of 16Lakhs Example Hungama owns licenses for development many movies which can be Shelf-life of game 4-6 weeks( since the games converted into games would be character based game which have a longer shelf life) Break-even downloads Less than 1,00,000 Initiation Example Recent games like Ra.One etc. Gaming companies approach the IP owners in order to acquire rights for their content. Minimum-Guarantee (MG) Model Development The gaming company pays the production house a minimum guarantee in order to use their content for Developers acquire the content rights and develop a gamification. The guarantee amount depended on the game around the theme, characters and story of the lead time given, type of movie, production house, and the content cast.
  • 8. The IP ownership is retained by the producers while the This model is the most prevalent model as it is a win-win game ownership lies with the developers with certain venture for the producers as well as the developers, platform limitations. These limitations inhibit the because of the following reasons: developer from selling the game to a third party or publish at places apart from those mentioned in the  The model is more economically viable for contract. developers as they get the partial gaming rights without paying a huge licensing fee. Initiation  The producers readily agree to this model as the MG is almost of the same magnitude as the Gaming developers approach the film/Sitcom producers licensing fees and they retain most of their rights, and promise them a fixed amount in exchange of limited plus they get free promotion through the game. rights for their content Development Revenue-Sharing Model Developers have the permission but not the license for The revenue sharing model can take the following forms developing a game around the theme, characters and based on the involved parties: other movie related content 1) Revenue-Sharing between Producers and Publishing Publishers/Marketers: o Developers develop the game for a They publishing rights for the content would already be development fee and give the same to mentioned in the MG contract between the producer and the producers (outsourcing model). the developers. Restricting the developers from o The producer has an alliance with a third publishing content apart from places mentioned in the party for publishing and promoting the contract game content, these third parties are usually telecom companies or some Benefits marketing agency. Game developers get whole of the gaming revenue. o Revenue sharing is so that the Producers get the MG amount plus promotion of their distributors (telecos) charges around 65- content 70% of the game revenue and producers get 30-35% of the same.
  • 9. 2) MG-based Revenue sharing: As per mutual agreement and the title's performance forecast, the Alliance Model gaming company pays a part of the minimum guarantee This model involves minimal investment from both initially, and the rest is paid based on the performance of producers as well as the developers. In this case the the game. The model works in favor of the developers developers are not just responsible for gamification but reducing their development risk. also for promotion of content across different digital platforms. In return, the producers let go their licensing/ 3) Revenue-Sharing for Developers: Developers get MG fees giving developers access to the content, a part of development cost as development fees from the furthermore they also promote the developers with the producers plus they also get the publishing rights of the promotion of the content. gaming content for their website, the publishing rights In this model the developers monetize on the website not only get them the publishing fees but also generate traffic and through advertising while the main motto for more traffic for their websites. the IP owners is the extra digital promotion. Advantages for Developers At first the concept of alliance model doesn’t make much Customer pays an sense from a developer’s perspective because not only he Avg price of Rs. 49 for a mobile game makes the full investment for the game development but is also spending a huge amount for promoting somebody 65-70% as 30-35 % as Gaming else’s content. The following points help us understand distribution fees Revenue the viability of this model for the developers Telecom Companies Gaming Revenue  The promotion cost is much smaller compared to (A) Rs. 31.85 (B) Rs.17.15 the licensing fees  Usually the contract involves the promotion of 30% as 70% as publishing the gaming company along with the movie which developer’s fees fees would mean more traffic for the developer’s website, which can be easily encash through Telecom Companies Telecom Companies advertising. (A) Rs. 31.85 (A) Rs. 31.85  Developers while promoting the Movie/TV Figure 1: Traditional Revenue-Sharing for a mobile game content for the producers also promote their priced at Rs.49 gaming content, which again brings more traffic to them. (Assumed Game price as Rs. 49 and 65-35 sharing between distribution and gaming revenue) Lately such kind of media partnerships are picking up in India especially for online games and proving good for
  • 10. both the developers as well as the producers. For Conclusion instance, Ibibo shared such a partnership with movies like Teen Patti and Kahaani. Movie and TV content producers are interested in maximizing returns on investment for their show. Advantages for Producers Investments in games may help them in two ways: a)  Free and extra publicity through digital media increase positive words of mouth because of game that  The game would not only drive more audience to could draw the footfalls to the multiplex and theatres and theatres but would also increase the shelf-life of b) additional revenues that may be generated by their movies. extending the existing content to a game. The concept of gamification can be used as an effective low-cost Economics of Alliance Model promotion tool. Block busters that have a natural extension of their movie content to gaming can benefit by Investment by Producers Nil extending the games as a tool for promotion but also Investment by Developers 5-15 Lakhs (for game development dependent on revenue-generation. If eye balls and marketing factors like quality, reusing promotions is the requirement, producers should adopt of old content, platform the Alliance business model. Furthermore, their etc.)+ 5 Lakhs( as investment in this case would be as low as nil which advertisement) makes it even more suitable for small/ medium budget Total Average Cost of 15Lakhs movies as they have limited advertising budget and development plethora of platforms to advertise. On the other hand, Shelf-life of game 4-6 weeks(since the Minimum-guarantee (MG) model suits best in case of developers have invested in the game they would games developed as independent titles. These games not ensure its extensibility) only promote the content but also increase the brand Break-even downloads Less than 1,00,000 recall (in case of sequels), generate incremental revenues Example Recent games like Teen and increase the shelf life of content. Although the Patti, Kahaani. licensing model may sound more lucrative in this scenario because of the huge fees which it will fetch, but retaining the content rights is always more advisable and beneficial for the IP owners (producers) plus a huge licensing amount may deter the developers to adopt the legal way and indulge in content-spoofing. With the recent changes in the copyright law, places the developers in a better negotiating position compared to their present one.
  • 11. As according to the new guidelines the rightful owners of  PriceWaterhouseCoopers, “Indian entertainment and the content would be its creators, who would be receiving media outlook 2011” royalties from a variety of sources and hence might be a  PriceWaterhouseCoopers , “Indian entertainment and little easy on the game developers. Moreover, the media outlook 2010” developers can now forgo rights like audio etc. (at present  A report by Tata Strategic management group for Italian they have to pay for all the rights) and concentrate more trade commission , “Animation and Gaming industry in on obtaining rights just for the content and characters. India Market Research 2010”, February 2010 Developers should exploit movie characters/ themes to  “Leading Retailers Use Gamification to Boost Customer their advantage by employing replicas of Bollywood Engagement and Loyalty”, by Alicia Fiorletta characters in normal games. The use of replicas without  “Media and Entertainment in India: Digital road ahead” , paying the royalties to the IP owners is termed as a report by Deloitte for ASSOCHAM Indian, September spoofing. Spoofing works really well in cases where 2011 characters are the highlight of the game and if  “Annual Media and entertainment report 2010-11”, implemented correctly (a relevant match is established Balaji Telefilms Limited between the theme and the spoofed characters) it can  The Gamification of Television: is there life beyond not only ensure immediate but prolonged attention for badges? ,Nitya Narasimhan , Silviu Chiricescu, Venu the game. For instance, Hungama games launched a Vasudevan, May 2011 series of games titled ‘Bollyolympics’ wherein they used  “Electronic Arts : The blockbuster strategy” , Alan Jay characters from hit movies like Sholay in sports games Lerner, playwright and lyricist, February 2004 and series performed really well. Spoofing is a good  David Spulber, 1998, Market Makers, Mcgraw Hill alternative for start-ups that have ideas but are weaker  “ Bollywood movies and cultural identity construction on investment; these start-ups can employ characters of among second generation Indian Americans” , Lakshmi old Hindi classics, but this should not be made as a N. Tirumala , August, 2009 regular practice as that will have a negative impact on the producer-developer relationship which in turn would Browne & Mohan insight are general in nature and does not represent any specific individuals or entities. While all efforts affect the industry. are made to ensure the information and status of entities in the insights is accurate, there can be no guarantee for freshness of Bibliography information. Browne & Mohan insights are for information and knowledge update purpose only. Information contained in the report has been obtained from sources deemed reliable and no  NASSCOM report with Ernst & Young, “The representation is made as to the accuracy thereof. Neither animation and gaming Industry in India” , August Browne & Mohan nor its affiliates, officers, directors, 2009 employees, owners, representatives nor any of its data or  FICCI-KPMG, “Indian Media and Entertainment content providers shall be liable for any errors or for any actions Industry Report 2012” . taken in reliance thereon.