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Casual Connect Europe
        Feb 2012
The Digital Household Playing-field




                                      DISTRIBUTION
           CONTENT
           OS
           HARDWARE




2                     © 2012 appside, all rights reserved
Revolution by Evolution…




              © 2012 appside, all rights reserved
Microsoft Kinect set a Guinness record
    The Fastest Selling CE device !




            © 2012 appside, all rights reserved
The Home Entertainment Opportunity
              Today                                                              2014




                                                            Home Entertainment
                          Gesture
                      Gesture
                          Control
                      Control
                                                      Home
                                                  Entertainment




      Gesture-controlled Ux and apps, are going to be a major differentiating
      factor, in the evolution of the digital household entertainment market
5                           © 2012 appside, all rights reserved
Gesture-Control is going Mass Market
                     Xbox, Windows 8

                     Apple TV -> gesture-controlled

                     Gesture-control in 1st gen. ultrabooks


                     Gesture-controlled SmartTV launch in H2

                     Gesture-controlled SmartTV launch in Nov 2011

                     End-users trial

                     Xtion launch in Feb 2012




     Next Gen STBs       SmartTVs          Low Cost Sensors      All in One
 6                         © 2012 appside, all rights reserved
Market Opportunity
     From $144B on "digital living
      room" devices in 2010 to
      $226B by 2015 (BCG)

     155M SmartTVs in 2015 (NPD)
       From 27%->54% of
        shipments

     300M motion- controlled
      gaming devices in 2015 (IDC)

     Kinect success and installed
      base – 18M – is only the
      beginning
          2012 will be the roll-out
           year of the additional
           players



7                                 © 2012 appside, all rights reserved
appside at a glance
 World’s 1st marketplace for gesture-controlled entertainment
    An OpenNI founding member and outlet for the OpenNI developer
     community

 Private-label service for CE hardware manufacturers and service
  providers; Pre-installed, on-device appstore

 Ecosystem-in-a-box: Ux, game and app catalog, developer community ,
  store management, appstore business platform etc.



                          the gesture-controlled entertainment
                          marketplace-of-choice

8                            © 2012 appside, all rights reserved
Publishers and developers
Developers   partner with us




                © 2012 appside, all rights reserved
Our First Distribution Partner --




  10           © 2012 appside, all rights reserved
11   © 2012 appside, all rights reserved
© 2012 appside, all rights reserved
Our Feb. 2012 Launch
 Asus Xtion world-wide roll-out
      China, US, EU and Asia

 Pre-installed, appside powered marketplace
      games, apps; sports, action, casual, music, art

 Jointly building the developer eco-system
      Via a dev. community
         (MSA - Motion Sensing Alliance),
         Regional Developer Days etc.




13                            © 2012 appside, all rights reserved
Our Business Model

                 Direct-to-consumer sales
                    Per-download, per-play, session,
                      packages, subscriptions, micro-
                      transactions

                 Revenue share with developers and
                  distribution partners

                 Users expected to spend an average of ~$30
                  year on games and apps




14                © 2012 appside, all rights reserved
Beyond the Ux -- Gesture-control Potential –
Examples
      Understanding the player in a totally different level
        • His whereabouts, his tone, his face, his dressing, his
          behavior etc.

      Providing the machine “senses” and enabling a new
       kind of machine learning capabilities

      More use of the actual playing environment
         Living room, furniture, real objects in our world




15                               © 2012 appside, all rights reserved
Gesture-control Game Design –
Lessons Learnt, Basic Guidelines
   Gesture is a new                  Plan ahead                      Use real life gestures
      language
 No control standards have    What’s fun while playing              Every movement that does
  emerged yet                   with a joystick isn’t always           not directly mimic a real
 Humanize, simplify,           fun with your body                     life one, means teaching
  predict player behavior      Focus on the fun gesture               the player a new set of
                                enables: empower the                   skills…
                                player -- faster, stronger


  Compensate for no           Be aware of Gesture                          Experiment
   physical feedback          Limitations                             Your assumptions of what
                                                                       will work when designing
                               “Multitasking” is very hard            controls and levels for
 Visual and sound              (e.g., walking, looking                gesture, will sometimes be
                                around and shooting in                 wrong… 
  feedback need to be clear     parallel)
  and “exaggerated”
                               Actions need to be
                                                                      What you think should be
                                automated                              easy/fun, turns out to be
                               © 2012 appside, all rights reserved     hard for players
Summary
 SmartTVs are going mass market. So is the gesture-controlled living room
     a reality already in 2012

 Market potential is significant
     A unique opportunity to become an early leader in an untapped market

 Port/adapt your games to gesture-control
      Developing/porting to gesture-control is easy but requires planning ahead, using
       lessons learnt and basic guidelines
 To ensure a successful game which is both compelling and fun, we offer
      Toolbox - Use cases, Success stories, technical/UI/Ux guidelines, best practices etc.
      Porting partners - experienced studios who can port your games and you can
       leverage their own experience, knowledge etc.


                              Partner with us !

                                 © 2012 appside, all rights reserved
Thank You !
Jonathan Yaari, founder and CEO
      jonathan@app-side.com
         www.app-side.com

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The Connected TV Game Train is Leaving the Station

  • 2. The Digital Household Playing-field DISTRIBUTION CONTENT OS HARDWARE 2 © 2012 appside, all rights reserved
  • 3. Revolution by Evolution… © 2012 appside, all rights reserved
  • 4. Microsoft Kinect set a Guinness record The Fastest Selling CE device ! © 2012 appside, all rights reserved
  • 5. The Home Entertainment Opportunity Today 2014 Home Entertainment Gesture Gesture Control Control Home Entertainment Gesture-controlled Ux and apps, are going to be a major differentiating factor, in the evolution of the digital household entertainment market 5 © 2012 appside, all rights reserved
  • 6. Gesture-Control is going Mass Market Xbox, Windows 8 Apple TV -> gesture-controlled Gesture-control in 1st gen. ultrabooks Gesture-controlled SmartTV launch in H2 Gesture-controlled SmartTV launch in Nov 2011 End-users trial Xtion launch in Feb 2012 Next Gen STBs SmartTVs Low Cost Sensors All in One 6 © 2012 appside, all rights reserved
  • 7. Market Opportunity  From $144B on "digital living room" devices in 2010 to $226B by 2015 (BCG)  155M SmartTVs in 2015 (NPD)  From 27%->54% of shipments  300M motion- controlled gaming devices in 2015 (IDC)  Kinect success and installed base – 18M – is only the beginning  2012 will be the roll-out year of the additional players 7 © 2012 appside, all rights reserved
  • 8. appside at a glance  World’s 1st marketplace for gesture-controlled entertainment  An OpenNI founding member and outlet for the OpenNI developer community  Private-label service for CE hardware manufacturers and service providers; Pre-installed, on-device appstore  Ecosystem-in-a-box: Ux, game and app catalog, developer community , store management, appstore business platform etc. the gesture-controlled entertainment marketplace-of-choice 8 © 2012 appside, all rights reserved
  • 9. Publishers and developers Developers partner with us © 2012 appside, all rights reserved
  • 10. Our First Distribution Partner -- 10 © 2012 appside, all rights reserved
  • 11. 11 © 2012 appside, all rights reserved
  • 12. © 2012 appside, all rights reserved
  • 13. Our Feb. 2012 Launch  Asus Xtion world-wide roll-out  China, US, EU and Asia  Pre-installed, appside powered marketplace  games, apps; sports, action, casual, music, art  Jointly building the developer eco-system  Via a dev. community (MSA - Motion Sensing Alliance), Regional Developer Days etc. 13 © 2012 appside, all rights reserved
  • 14. Our Business Model  Direct-to-consumer sales  Per-download, per-play, session, packages, subscriptions, micro- transactions  Revenue share with developers and distribution partners  Users expected to spend an average of ~$30 year on games and apps 14 © 2012 appside, all rights reserved
  • 15. Beyond the Ux -- Gesture-control Potential – Examples  Understanding the player in a totally different level • His whereabouts, his tone, his face, his dressing, his behavior etc.  Providing the machine “senses” and enabling a new kind of machine learning capabilities  More use of the actual playing environment  Living room, furniture, real objects in our world 15 © 2012 appside, all rights reserved
  • 16. Gesture-control Game Design – Lessons Learnt, Basic Guidelines Gesture is a new Plan ahead Use real life gestures language  No control standards have  What’s fun while playing  Every movement that does emerged yet with a joystick isn’t always not directly mimic a real  Humanize, simplify, fun with your body life one, means teaching predict player behavior  Focus on the fun gesture the player a new set of enables: empower the skills… player -- faster, stronger Compensate for no Be aware of Gesture Experiment physical feedback Limitations  Your assumptions of what will work when designing  “Multitasking” is very hard controls and levels for  Visual and sound (e.g., walking, looking gesture, will sometimes be around and shooting in wrong…  feedback need to be clear parallel) and “exaggerated”  Actions need to be  What you think should be automated easy/fun, turns out to be © 2012 appside, all rights reserved hard for players
  • 17. Summary  SmartTVs are going mass market. So is the gesture-controlled living room  a reality already in 2012  Market potential is significant  A unique opportunity to become an early leader in an untapped market  Port/adapt your games to gesture-control  Developing/porting to gesture-control is easy but requires planning ahead, using lessons learnt and basic guidelines  To ensure a successful game which is both compelling and fun, we offer  Toolbox - Use cases, Success stories, technical/UI/Ux guidelines, best practices etc.  Porting partners - experienced studios who can port your games and you can leverage their own experience, knowledge etc. Partner with us ! © 2012 appside, all rights reserved
  • 18. Thank You ! Jonathan Yaari, founder and CEO jonathan@app-side.com www.app-side.com