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MISL chairman and CEO Jayant Sharma believes that the initiative
like this will provide an alternative revenue stream to Indian cable
operators in the post-CAS scenario.
Speaking to indiantelevision.com, Sharma revealed that his company
has initiated talks with several cable operators and MSOs to convince
them to capitalise on the huge opportunity that exists in the area
of computer entertainment software and interactive computer video
games for Indian homes.
Internationally, the concept of 'computer entertainment games'
is being extended to cable and satellite (C&S) homes either
through telephone/telecom networks, cable TV networks or through
webstores in public which house the 'Plug and Play' consoles (like
the Sony Playstation).
Globally, its is estimated that PC games constitute around 30 percent
of the business and the remaining is accrued to console games including
the PlayStation, Nintendo, and X-Box. However, the Indian population
is still not attuned to this novel concept.
Sharma feels that Indian cable ops can play a major role in popularising
the concept and taking it to the homes of the discerning Indian
consumers. They can actually offer the 'games' on TV sets that will
be connected to a PC or a set-top box, with a joystick thrown in.
Sharma claims: "India already has a huge base of 40 million C&S
households with either a single or multiple TV sets. The cable operators
will anyway be installing set-top boxes in the metros soon and they
could offer additional services such as broadband, games on demand
and video-conferencing on the same network. Ideally, we are targeting
those cable operators who service the upper end of the market in
Mumbai and Delhi. The entry costs can be anything between Rs 50
and Rs 100."
Home entertainment is almost 50 percent of the content offered
in the developed markets. However, in India, the marketing effort
will need to be targeted at encouraging upwardly mobile audiences
to get hooked in. The models could vary as people sign up as monthly
subscribers or pay individually for each game as and when they wish
to play or visit public places to play the games.
Yahoo has already started a game channel which includes broadband
and narrowband. Initially, Sharma has identified the children in
the 8-18 years category and the 'young-at-hearts' in the 18-35 years
age group as the primary TG.
"The children will definitely prefer to play games on their television
sets rather than watch the programmes. This is a trend that is common
abroad. It creates some kind of a passionate bonding amongst the
children," he adds.
The technology also doesn't involve any major investment on the
part of the cable operator or the consumer. Most of the computer
games currently are in the narrowband as broadband has still not
made its impact in a big way.
Additionally, a storage device such as a PC or a PlayStation device
or set-top box with a memory of around 100 MB would be required.
The storage device is required to ensure adequate memory for downloading
the software and storing it on a temporary basis.
"Globally, the computer entertainment software and allied hardware
industry is valued at $9 billion. I don't wish to use the term 'gaming'
as it is widely misunderstood. In India, the industry is around
Rs 400 million but growing at a fast pace. What is more significant
is the fact that the 'gaming' business is the highest export revenue
earner for the UK. India too can vie for a share of the global pie,"
Sharma points out.
"Even a base of 1 million subscribers would guarantee revenues
in excess of Rs 1.2 billion if the subscription is priced at Rs
100/- per household. Three broadband infrastructure providers had
stepped in as aggregators to partner MISL. However, this includes
the broadband networks that need content to augment the services
provided to consumers over the telecom networks," Sharma elaborates.
One hopes that MISL manages to hook the cable ops and the MSOs
to 'gaming mania'.
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