Friday 30 September 2016

Making money from VR

Every discussion about virtual reality turns at some point to parallels with 3D – which, as far as TV is concerned, has all but faded from view.
There are, however, key differences that go to the heart of why the industry is embracing VR.
For starters, no one need buy an expensive new screen, since at its most basic, 360-video can be viewed on a smartphone.
Second, VR is not considered a viewing medium but an experiential one. In other words, the format is significantly different from conventional entertainment to hold out the prospect that people will pay for it.
“The potential power of the experience is sufficient to justify interest from media, among many other industries,” says the BBC’s editor of internet research and future services Zillah Watson. “3D is an enhancement to existing viewing; VR is a fundamentally different way to tell stories, since it puts you in the scene.”
There’s serious money in this, reckons Jim Chabin, president of The Advanced Imaging Society, which launched a dedicated VR Society division in July. “There is a very strong sense in Hollywood that VR could develop into the next monetisation model and a significant source of new revenue,” he says.
Pay-TV broadcasters and major studios are seizing on VR as a way to reconnect with younger viewers deserting TV and cinema. Short-form online content deemed most appealing to this audience is encouraged for VR (if only because fatigue is limiting the viewing duration on the first generation of hardware) and the medium is inherently mobile.
“VR is the entertainment industry’s best hope for retaining millennials,” says Nokia head of R&D Vesa Rantanen. “The advantage for advertisers is that it gives you the complete and undivided attention of your viewer.”
Significant bets are being placed on VR turning a profit. Most investment to date has been on hardware, including $1.4bn (£1bn) funding for Magic Leap, but media is catching up fast.
Most significant is an HTC-led $10bn (£7.7bn) venture capital-backed fund to create content, with 27 other backers.
In August, US producer NextVR landed $80m (£61m), mostly from venture capitalists, to livestream events. Sky spent more than $1.5m (£1.1m) on VR camera maker Jaunt;
Discovery and HBO have taken stakes in VR and graphics developer OTOY; and Comcast acquired an interest in VR producer Felix & Paul and Altspace, which is developing social communication tools for VR.
While revenues from consumer hardware sales, including the pre-Christmas launch of Sony PS4, are estimated to hit $1.75bn (£1.3bn) this year, content revenues will barely move off zero.
Fast forward just three years, however, and hardware will generate $7bn (£5.4bn), with content (split between games and video) raking in more than $8bn (£6.1bn), predicts Futuresource Consulting.
These figures are on the conservative side. Ovum forecasts that by 2020, VR content revenues will be $15.4bn (£11.8bn) globally, comprising $7bn (£5.4bn) of games content, $225m (£173m) of VR apps and a sizeable $8.1bn (£6.2bn) of video revenues.
“The video and apps categories are ‘new new’ money that is unlikely to cannibalise existing revenues,” notes principal analyst Paul Jackson.
While half of all VR content creation today is from games developers, there is a considerable amount of VR video being made, mostly promotional content split between brands, studios and VR kit makers or platforms like Samsung Gear.
This ranges from point-of-view adrenalin sports experiences to companions for properties like 20th Century Fox’s The Martian VR, and live streams of US Open Golf.
Virtually none of this is monetised and the budgets come from marketing – but it does represent a business opportunity for producers.
“In the current free-to-consumer content model, sponsorship provides a crucial contribution to production costs and is allowing brands to experiment and to demonstrate their innovation,” says Ericsson technology officer, broadcast and media services, Steve Plunkett.
Meanwhile, Sol Rogers, chief executive and founder of Rewind:VR, which has produced content for Nissan and Lexus, warns: “Great content will create demand for head-mounted displays, but it’s going to take a while before they are as much a part of the furniture as a remote control.
“While distribution is limited and until we have data about consumer preferences, many brands are questioning reach and ROI, which limits the amount of content made and makes monetising VR a challenge.”
Unit9 has produced VR content for Google, Samsung and brands like Stella Artois.
“A typical brief is for a single high-spec VR experience delivered to the public via an installation and usually enhanced haptically [with moving seat or vibrating gloves],” explains creative director Henry Cowling.
“The same content is accessible over YouTube or by using mobile viewers like Cardboard. A digital piece like a game will be distributed for free as an app on Android, IoS or Samsung stores.”
Atlantic Productions’ VR documentary films featuring Sir David Attenborough have been installed at the Natural History Museum as a paid-for visitor attraction. Associate creative director Mike Davis says adding a VR element into a shoot is easier than some might think.
“There’s limited funding for VR projects, but if you have the story or subject matter, and you already have access to locations, then filming it on a different medium is really not that different,” he says.

VR: IN NUMBERS

12M

Headset sales globally by 2016

30M

Headset sales globally by 2020

50M+

Installs of Google Cardboard by May 2016

1M+

Monthly active users of Samsung Gear VR

250K+

360-degree videos uploaded to Facebook by Aug 2016

171M

Active VR users by 2018
Sources: Jupiter Research; Oculus Rift; Statista
Sky is on the hunt for 20 short VR projects to fuel its Sky VR app, which launches next month, and the BBC has also explored a variety of genres.
Aardman’s We Wait, an animated take on a migrant’s sea crossing from Turkey to Greece, created from BBC News footage, is an example.
“There is no commissioning route for VR or 360 yet,” says Watson. “We are evaluating the current pilots. We don’t know how audiences will react – that is the next stage.”
Infinite Wisdom Studios is being funded by the BBC to create a TV drama pilot script and interactive proposal around live entertainment. “For funding other projects, we’re looking at a combination of private equity based on building revenue models, sponsorship based on hitting audiences, and VR distribution platforms that could match-fund,” explains founder Michael Ford.
Revenue streams
The current phase of experimentation in production techniques and content creation will also include revenue stream options.
“Sky’s strategy is around promotion and building awareness for the technology, and testing the water with different genres,” says Futuresource analyst Michael Boreham.
“News and documentaries may start as a freemium model but evolve to a subscription service. Similarly, drama is likely to evolve from free to either ad-funded or SVoD, while sports is likely to evolve to either pay-per-view, ad-funded or season-pass models.”
Aside from specific pay-per-view transactions, live events are likely to be a ‘top-up’ for pay-TV subscribers at probably $2-$4 (£1.50-£3) a month, he suggests.
This will likely be feature interviews, behind-the-scenes or locker-room recorded experiences until the technology and install base make it worthwhile to live stream a full game or concert from multiple angles.
“If you can be sat on the front row inches away from Beyoncé or Bieber, why wouldn’t fans pay for that, when the technology is readily available in their homes?” says Ford. “It’s only a matter of time before hardware access proliferates and so too does content demand.”
At the moment, the market is too small to monetise, but broadcasters could soon “offer a Netflix-style service”, where a set of curated VR content can be accessed for a monthly fee, suggests Rogers.
This will add further stimulus to make content, but is risky, says Futuresource associate director Carl Hibbert. “Poor-quality content or user experience on first trial jeopardises VR’s longevity and consumers’ willing ness to return to the technology.”
There are further warnings against complacency.
“My private fear is that VR will go the same way as 3D, with bad content and a bad consumer experience,” Sony Pictures’ chief technology offi cer Spencer Stephens told IBC.
The Advanced Imaging Society’s Chabin adds: “VR is either going to be a major new business model, or it’s going to be a Blu-ray extra, paid for out of marketing budgets but not adding to the bottom line.”
The pending launch of VR content hub Google Daydream is anticipated to boost consumer awareness further, but Ampere Analysis believes it will take a decade for VR to go mainstream.
“Two hardware cycles from now, VR will be massive,” suggests The Foundry chief executive Alex Mahon. “Consumer gear will be less invasive, easier to hook up to a VR system and more like a pair of glasses than a phone.”
A BBC survey of Edinburgh delegates revealed that 76% think 360 video will be mainstream in five years and 39% believe it could be the future.
Some 63% indicated they would commission VR within the next two years.
“If we take a five-year view, this technology will definitely be part of media, but what form it will take is open to question,” says Watson. “It may not necessarily look as it does now.”
Ford adds: “We can’t really compare it to anything to gauge its exact potential. VR isn’t a silver bullet, but it’s not a poisoned chalice either – and it’s definitely not 3D in disguise.”

Thursday 29 September 2016

Build it and they will come


Broadcast 

Having established a base for international broadcasters, media hubs are moving on to the next phase: embedding industries from the wider digital economy.
http://www.broadcastnow.co.uk/features/build-it-and-they-will-come/5109902.article?blocktitle=Features&contentID=42957

From Columbia to Kazakhstan, around 100 countries and cities have established media hubs to boost their economies, although only around 40 are considered significant on a global scale.
Even with super-fast global broadband connections, media organisations still find a strategic need to be grouped together.
“The media business is driven by people mixing with people,” says Danny Meaney, co-founder of New Media Partners, which has consulted for such developments in Abu Dhabi, Helsinki, Glasgow, Brisbane, Singapore and Salford.
“There is all sorts of evidence that innovation isn’t born in isolation. The ability for groups of like-minded people working at different stages of development to feed off each other is absolutely core to the media hub concept.”
Most hubs follow the same pattern, which is to land anchor tenants – as the BBC has done at MediaCityUK in Salford – as magnets to attract smaller suppliers, perhaps with an incubator programme to aid start-ups. Residential, retail and public spaces are also planned in.
“These are big themed business park developments where the most successful develop infrastructure across the media supply chain,” says Meaney.
“It’s no good just bunching broadcasters on a brownfield site. You need an organising team that understands economic development and the language of this industry, and a plan that includes living and working spaces, and other event-based activities to keep the place constantly animated.”

COLOGNE
While Berlin’s Babelsberg Film Studio receives the most international attention, Cologne is Germany’s TV powerhouse.
Home to six television stations, including RTL and public broadcaster WDR, it also boasts nine radio stations and is a major hub for computer games, through Electronic Arts and Ubisoft. The city’s MMC Studio operates 19 sound stages and hosts local versions of The X Factor and Got Talent.
The dedicated MediaPark includes the EMI Music HQ, but Cologne’s national media dominance is a product of a regional development policy begun 30 years ago, when the state of North Rhine-Westphalia (NRW) addressed the demise of the local coal and steel industry.
Media and creative industries employ 425,000 people and bring in annual sales of ¤126bn (£108bn), according to the authority. More than 40% of Germany’s mobile communication companies are headquartered in NRW, as are 15 of the top 20 TV producers, including ITV Studios, Endemol Shine and Talpa.
“We have 3,000 media-related student places in higher education, which helps to grow the media economy,” says Ulrich Soénius, deputy general manager and head of location policy at Cologne Chamber of Commerce and Industry (CCI Cologne).
 “As part of our vision,we need wider and faster broadband in the region to encourage more digital start-ups.”

SALFORD
Eleven years after it was first proposed, MediaCityUK is set to double in size over the next decade after ambitious plans were greenlit by Salford Council.
Up to 10 new buildings are envisaged by site owners Peel Land and Property and Legal and General Capital, with a development value of more than £1bn.
The 2.3 million sq ft expansion boasts 540,000 sq ft of offices, 1,800 apartments, retail and leisure buildings, with public spaces and a pedestrian promenade. This development complements the existing creative and digital hub, which houses 250 businesses, including the BBC, ITV,
Dock 10, Ericsson and SIS. “While we began as a broadcaster environment centred on content production, the huge digital infrastructure allows other sectors to join us,” says MediaCityUK managing director Stephen Wild, citing e-commerce, gaming, VR and e-health.
“This is a city, not a business park. The focus is on people living, working and visiting here.”
There is no additional studio space in the next phase, but that doesn’t preclude any media organisation from setting up shop at MediaCityUK, Wild says.
“The growth of talent is absolutely critical and arguably more important than any building facility,” says Wild. “Salford University has located its digital, TV and radio studio campus on site as part of Manchester’s wider 100,000 student pool. It hosts courses not only for journalism and media but a whole range of subjects like graphic design.
“It’s a long-term vision for MediaCityUK that recognises that digital infrastructure underpins the future of many industries.”

SEOUL
Digital Media City (DMC) is a regeneration project started in 2000 on a wastedisposal site on the outskirts of Seoul.
The metropolitan authority has laid high-speed broadband cable across the 570,000 sq m site to attract companies engaged in the research and development of media and entertainment technologies.
LG, Samsung and Korean broadcaster MBC are anchor tenants.
Not just a tech hub, DMC is part of the larger Millennium City project, which encompasses the Sangam stadium, built for the 2002 World Cup, and homes for 30,000 people.

SINGAPORE
Mediapolis is Singapore’s digital media hub and is run by the country’s Infocomm Media Development Authority (IMDA).
Targeted for completion by 2020, the 19-hectare site already includes Singapore’s free-to-air broadcaster MediaCorp and Infinite Studios, which manages the country’s largest soundstage, measuring 17,000 sq ft.
Backed by the Infinite Frameworks facilities group, which owns studios in Indonesia, Infinity is landlord to Discovery, Namco Bandai Studios, Globecast, Arqiva and sports rights holder MP&Silva.
VFX shop Double Negative shuttered its local office in May to refocus on a cheaper Mumbai operation.
LucasFilm has been here since 2005 and operates, along with fellow Walt Disney division ESPN, out of the Sandcrawler building located in another media district, Fusionopolis.
Covering 30 hectares, the Fusionopolis cluster is designed to provide an environment conducive to growth in the information and communications technology, media, physical sciences and engineering industries.
Both hubs are part of a massive 200-hectare development called One-North, which combines educational institutes, residences and recreational amenities. According to IMDA chief executive Gabriel Lim: “This makes it a great melting pot of talent, ideas and business opportunities.”

ABU DHABI
A 30% rebate, plus the lure of desert and high-tech city locations, attracted blockbusters Star Wars: The Force Awakens and War Machine to shoot in the Emirate, but the wider vision for Twofour54 was always about building a sustainable indigenous media industry.
The government-funded initiative says it has created more than 3,500 media jobs since its launch in 2008, and trained more than 2,100 people in media disciplines.
“Our core focus is to continue to develop an attractive environment for media companies who want to set up in the Middle East and reach a consumer market worth more than $20bn [£15bn] by 2019,” says acting chief executive Maryam Al Mheiri.
“We want them to see that everything they need to do business, the full value chain, is here ready for them.”
More than 400 media companies – including CNN, Sky News Arabia and Ubisoft – have taken advantage of the tax-free work environment. Government- backed tenant Image Nation is funding local and international productions, including a feature adaptation of Dave Eggers’ book The Circle.
Recent developments include a first permanent backlot, for MBC Group company O3 Productions’ Arabic drama Haret El Sheikh.
“We have long-term plans to support our industry’s growth, including creating a new studio complex and expanding the campus office space to keep pace with demand,” says Al Mheiri. Compared with Dubai Media
City’s “sterile and expat feel”, Meaney says, Twofour54 has cultivated a “genuinely indigenous approach to media”.

Tuesday 27 September 2016

Moving Media

Digital TV Europe

The exponential demand for video over mobile means 4G networks will eventually buckle. If 5G provides the answer, is broadcast capability built into the specification?
http://media2.telecoms.com/e-books/DTVE/magazine/augsep16/

With video over mobile forecast by almost everyone to multiple exponentially in the next five years to represent 70-80% of all traffic by 2021 something, somewhere has got to give. Mobile spectrum is only finite after all.

"At a certain point the existing 4G LTE technology will not be sustainable to cope with the massive growth in video data," says Volker Held, head of innovation marketing at Nokia. "We need a new structure. This is the kernel of the 5G business case. Utilising it means we won't need to talk about bandwidth constraints for the foreseeable future."

The fifth generation mobile network promises much, but there is life yet in 4G, commonly known as 4G Long Term Evolution (LTE) despite considerable debate about which implementation of 4G matches the ITU standard. Candidates include 3GPP LTE which is often branded 4G-LTE, LTE Advanced (also known as 4G+) and WiMAX which is deployed by some carriers in the U.S.

It is agreed that Norwegian telco TeliaSonera launched the first commercial LTE networks in Oslo and Stockholm and that, seven years on, 4G is widely available in the developed world.

“It is uncommon to see operators sell price plans that do not include 4G access if the plan has a data allowance,” notes Tony Maroulis, research manager, Ampere Analysis. “There was a period around 2010 when AT&T, T-Mobile USA and a few other operators advertised DC-HSPA+ as 4G, even though it only achieved data speeds of 42Mbps. 4G LTE is a more efficient technology and it generally starts at 50Mbps, with the potential to reach higher speeds when more spectrum bandwidth is added.”

In terms of quantifying the deployment, as an example, in France, Spain, Poland, Belgium, and Moldova, Orange’s 4G coverage has surpassed 80% of the population. In the U.S. Verizon covers 313 million people with 4G LTE, and its VZW 4G LTE network now spans 2.5 million square miles. Some 60% of data consumption over those services is video of some kind including support for YouTube.

“LTE Broadcast (multicast) was seen as a solution to the impending video demand, but it never materialised as the demand shifted from linear TV to video on demand, which requires an individual (unicast) connection,” says Maroulis.

4G networks support MBMS (Multimedia Broadcast Multicast Service), which enables broadcasts to multiple devices over cellular networks. MBMS allows a UDP style of broadcasting to mobile devices by reducing the need for a unicast connection for every device and reducing the bandwidth required for cellular data.


Can 4G cope?

According to Chinese handset manufacturer Huawei, video now accounts for over 50% of total traffic on many 4G networks. Each subscriber consumes on average more than 3GB of traffic per month, rising 60% a year. It argues that network capacities must be expanded to accommodate more video service connections.

“With sufficient bandwidth and improved video compression a lot of the obstacles faced by current video could be solved,” says Maroulis.

Operators are optimising the 4G network using techniques such as ABR shaping and scheduled delivery. T-Mobile USA have launched a premium offer for its customers to receive unlimited video provided that video is reduced to 480p (and from providers who agree to that limit) with apparent success.

“Adaptive streaming approaches (such as MPEG DASH) also allow for a fine adaptation of the content delivery to the radio access conditions and the terminal capabilities,” says Gilles Teniou, senior standardisation manager - Content & TV Service at Orange Labs. He thinks codec HEVC is a clear answer to bandwidth-constrained environments, enabling the delivery of video services in HD.

Since March 2015, a feature called MooD (MBMS operations on Demand) was added to 4G permitting the dynamic switching between unicast and broadcast. This makes it possible for an operator to identify where and when users are watching the same content at the same time. eMBMS is then seen as a way to control the dimensioning of the network by efficiently offloading the network when needed.

However, video delivery remains the single biggest challenge facing mobile networks. EE forecast 80% of all traffic on the network will be video by 2020, and Matt Stagg, the operator's Head of Mobile Video & Content says maintaining the quality of mobile video in the face of demand is not just a challenge for operators. “This needs to be looked at end to end and new compression technologies can reduce the bandwidth required to deliver HD video by more than half,” he says.

4G bottlenecks

In some places the bottleneck will be the backhaul from the mobile tower, notes Ampere's Maroulis. In others the bottleneck will be the radio access network (RAN), when too many devices try and connect to the same tower: “Sometimes the bottleneck may even be the device’s modem – not all devices are capable of 150Mbps LTE-Advanced.”

The LTE-B Alliance, founded by Verizon, EE, Telstra and South Korea's KT in April, aims to push for all new smartphones to have the chipset and middlewear capable of supporting the technology by the end of 2017.

Consumers are demanding higher quality, fewer delays and buffering screens, and video is not just limited to TV content and film, but a lot of social media is now video. Some 300 hours of videos uploaded to YouTube every minute, half of which is viewed on mobile devices (reports Huawei). In addition, 75% of Facebook video browsing is performed on smartphones.

The cost of producing HD screens has decreased drastically too. According to statistics compiled by Huawei’s mLAB, 77% of smartphones delivered in the first half of 2015 had a resolution of 720p or above. The standard 2K resolution on smartphones is 2560 x 1440, which is three times higher than 720p and Huawei expects that over 10% of new smartphones will be equipped with 2K-definition screens this year.

A premium 2K video experience will be one of the objectives of mobile networks and will become the mainstream requirement in 2018, according to Huawei. It even observes that smartphones equipped with 4K and 8K screens will soon be available.

“HD video is imposing great challenges on the LTE networks, which cannot yet fulfil all the requirements of 1080p and 2K videos,” it warns. “The capacity of a single LTE cell must be increased to accommodate more video connections, while data rates at the cell edge must be increased to meet the minimum rate requirements of video watching.”

Its version of LTE is branded 4.5G and includes Gbps which Huawei says boosts peak rates ten times that of a single 4G cell. In December 2015, TeliaSonera and Huawei deployed the first LTE-Advanced Pro (4.5G) network with an outdoor peak rate reaching 1 Gbps, claimed as the world's fastest mobile network.

“Even if LTE provides significantly higher rates than the previous access technologies, the increasing demand for high quality content and the increasing number of simultaneous accesses to unicast requests (e.g. SVOD platforms) have to be considered,” points out Orange's Teniou.

UHD and VR

  • 360 degrees video services for Virtual Reality also promise a new immersive experience for which the required bitrates are still to be identified [3GPP SA4, the codec group, is conducting a study on VR in mobile environments].

    In addition, says Teniou, a high number of simultaneous unicast requests impacts not only the available bandwidth on the access network but also the load on the cache or edge servers. “Getting the right video content closer to the user may become challenging in such a case,” he says. “A new compression format would help, for sure, under the assumption that it is optimised for the upcoming video services such as UltraHD and VR.” 

TV and video services are high-capacity services that require fast, reliable data connections. As such, they define the essence of 5G networks, which are focused on providing high bandwidth, reliable and consistent network services with Forward Error Correction (FEC) capabilities.

“Video consumption is expected to be a continued driver in network traffic for years to come and video use cases are on the roadmap for 5G development,” says Adam Koeppe, vp technology planning, Verizon.

5G outlined

The broad outlines for 5G have been agreed by organisations like EU 5G PPP (Public Private Partnership), initiated by the European Commission with manufacturers, telcos, service providers and researchers.

The specifications – some call them promises - include: regular mobile data speeds surpassing 1 Gbps, peaks of 10Gbps (South Korea's SK claim to have lab tested 50Gbps – 1000 times faster than 4G), and a latency below 1 msec.

“While 4G was all about delivering data at high speeds, 5G will enable real-time, live video delivery,” says Arik Gaisler, Sr. director, Product Management, Infrastructure, Kaltura.This opens up lots of possibilities for real-time communication. We are starting to see live streaming gaining huge traction, with Facebook Live, Youtube Live, Snapchat, and real-time gaming platforms such as Twitch all investing significant resources in live video delivery.

He adds “360 video and VR - both for VOD and live - will also benefit from 5G, because VR relies on real-time data tracking and communication between the consumer and the service.”

However, 5G is not seen as a direct replacement existing TV platforms. Indeed its use case goes far beyond media. “For 5G to support broadcast it will have to have an efficient broadcast mode which goes beyond the current broadcast features in 4G,” says Peter Siebert, executive director of the DVB. “5G will have to support broadcast features such as subtitles and the operator will have to fulfil coverage and quality of service requirements. The necessary tools to provide this have to be included in the 'still to be developed' 5G specification.”

Siebert believes that currently 5G sits at the peak of the Gartner’s Hype Cycle. “Even before the technology has been defined, various operators have already promised field trials and equipment manufacturers have given us the impression that 5G technology is just around the corner.

“A network would have to be very dense with ample base stations, which need to be connected with high speed links to the network,” he adds. “An important cost factor will be the higher frequencies to be used that will result in a more expensive network and consumer equipment. All in all, building up a 5G network according to the current promises will be extremely expensive for the network operator.”

The most efficient model, he suggests, is a 'high tower – high power' approach on which current broadcast networks are built: “It would make a lot of sense to integrate this technology in the upcoming 5G specification.”

The hybrid proposition

Ericsson believes it critical for service providers to develop a hybrid approach using the technology that makes the most sense for the situation and type of viewing behaviour.

“We already know that in certain, rural parts of the world a mobile network can compete with fibre and meet the performance of even a fixed connection,” says Ericsson's Gordon Castle, Head of Strategy Area Mediacom. “Fixed connections will never reach the majority of the world's population so already we're seeing that 4G LTE can be cost effective compared to installed fibre.”

Ericsson argues that for highly popular short/mid-tail content, broadcast technology continues to make the most sense as its very cost effective. For VOD and niche linear long-tail TV content, service providers can use broadband unicast to improve efficiency.

“Many devices are already connected to several access technologies, such as terrestrial/satellite antennas and fixed or mobile broadband,” Castle says. “By integrating content from these different inputs into one user interface, an improved user experience will be achieved and the content delivery costs will be reduced.

“LTE Broadcast will play an increasingly critical role in the future distribution of video to consumers, given that the majority of terrestrial TV is delivered via broadcasting, whereas mobile video is delivered through cellular networks using unicast through a separate video stream. Mobile networks can also provide broadcast delivery with the mobile network dynamically switching between unicast and broadcast, thereby optimising resource utilisation.”

As user behaviour evolves and as technology advances, Ericsson expects to see a crossover point where broadband will prove to be a superior form of delivery compared to fixed-to-mobile and where mobile will have a greater impact in terms of reaching television.

It gives the example of in home solutions which require high spectrum efficiency. “Globally, fixed broadband deployments lack the quality and capacity to provide a high level TV service and the majority of global households are unable to receive a fixed broadband connection,: says Castle. “New mobile technologies with higher spectral efficiency, directional antennas and portable home gateways optimised for video distribution, will significantly reduce mobile broadband delivery costs. Evolved 4G and 5G technologies will play a crucial growth role in enabling mobile video to be a cost competitive alternative to fixed broadband and grow at a much faster rate than any other network traffic.”

Verizon is trialling fixed wireless 5G use cases. According to Adam Koeppe, “While it is early in the development process, we expect there'll be a need for additional hardware, cell sites, and other infrastructure. Part of the work at our innovation centres and with our partners will be creating much of this equipment - for example, developing even smaller cells with greater network efficiencies. The availability of spectrum is key to the success and advancement of 5G technology. We are very pleased with the actions the FCC is taking to ensure that 5G moves forward and fully expect 5G to be an evolution of our 4G LTE network.”

A clutch of European telcos, including Deutsche Telekom, Nokia, Telefonica and Vodafone, say they will begin conducting large-scale tests by 2018, with a launch in at least one city in each EU country by 2020.

BT and Nokia are to collaborate on 5G use cases and trials, and to jointly develop 5G standards and equipment. The work will underpin the forthcoming roll out of LTE-Advanced Pro and 5G services by EE. Nokia is also already conducting trials of its latest 5G-ready radio equipment at BT Labs in Suffolk. Forthcoming proof-of-concepts will focus on technology enablers for 5G, including mmWave radio and convergence, as well as commercial applications of ultrafast mobile broadband, mission-critical services and the Internet of Things.

Ericsson says it has trials with 20 operators in the works and will collaborate with Cisco and Intel to develop the industry’s first 5G router. “This will be a critical addition, particularly when you consider the numbers of viewers streaming high quality video content on a daily basis,” informs Castle. By developing the router, it wants to enable ultra-high speed wireless bandwidth and facilitate the growth of new internet-connected devices.

Some, like Kaltura's Gaisler, believe 5G networks can ultimately replace legacy technologies such as WiMAX, DTT and legacy mobile technologies for broadcasting. “And with fast, reliable, two-way communications comes the promise of further enhancement of the video streams: time shifted-TV services over 5G,” he says.

Ampere's analysis is that while 5G could be used as a terrestrial substitute, it would likely require upgraded terminals (TVs, set top boxes). “Additionally, if 5G was used to replace terrestrial, then it would be competing with other data connections for bandwidth, unless it had a dedicated bandwidth assignment, which would make it not too different from the current set up,” notes Maroulis.

A holistic approach

EE's Stagg strikes a note of caution amid all the hype. “As a service [5G] needs to be looked at end to end to ensure an optimal experience and we cannot be complacent and file the requirement under ‘5G has lots of bandwidth to support 8K resolution’,” he says. “Another aspect we are addressing within the industry is ensuring that all video is not treated the same and labelled OTT content. Through our research and analytics we now know that live sport and popular events put completely different demands on the network and must be addressed with a one to many technology such as broadcast.”

BT and EE are also keen to look at convergence in 5G. In order to drive this forward, they are part of the consortium supporting the 5GPPP working group (5G-Xcast). This media delivery solution will have built-in unicast/multicast/broadcast and caching capabilities, and it will enable media services to use any mix of the available mobile, fixed and broadcast networks, explains Stagg.


“The project will take a holistic approach in order to minimise the media delivery differences between the considered types of networks. It will be end to end and cover everything from the physical layer and the radio interface to the transport and application layers including protocols and API’s. The project will contribute to the definition of 5G critical technologies and its standardisation in 3GPP with the development of 5G Broadcast. This is a very important topic that has gathered very little, if any, attention so far, and is key to achieving the ubiquity, scalability and cost-efficiency required by the core KPI's for sustainable immersive large scale video.”

Monday 26 September 2016

The esports ecosystem

Sports Business International 
A guide to the main segments that make up the esports industry, followed by a round-up of attempts by third party analysts to map how money flows through the ecosystem.
1. Esports ecosystem segments
(i) Publishers
Leading names:
Publisher
Top esports titles
Riot Games
League of Legends
Activision Blizzard
Call of Duty (published by the Activision division); Candy Crush Saga (published by King Digital Entertainment); Starcraft, World of Warcraft (published by Blizzard Entertainment)
Epic Games
Unreal Tournament
Electronic Arts
Battlefield 1, Madden American football series, Fifa football series
Microsoft Studios
Halo, Forza Motorsport 6, Gears of War
Capcom
Street Fighter V
Warner Bros Interactive
Mortal Kombat X
There are around 250 computer games publishers worldwide. A subset of these produce games which have become major esports titles.
It is worth noting that Chinese media and communications business Tencent has acquired stakes in three of the top esports games publishers in the last couple of years - it acquired Riot Games in December 2015; it is a major investor in Activision Blizzard; and also holds a stake in Epic Games.
(ii) Games
Leading names:
Genre
Title
Multiplayer Online Battle Arena (MOBA)
League of Legends (published by Riot), Dota 2 (Valve), Heroes of the Storm (Blizzard), Smite (Hi Rez Studios)
First-Person Shooter (FPS)
Call of Duty (Activision), Halo (Microsoft), Counter-Strike (Valve), Crossfire (Smilegate Entertainment), Battlefield 4 (Electronic Arts), Overwatch (Blizzard)
Real-time Strategy (RTS)
Starcraft II, World of Warcraft (Blizzard); World of Tanks (Wargaming)
Collectible Card Game (CCG)
Hearthstone (published by Blizzard, which dominates this genre)
Fighting game
Street Fighter (Capcom), Mortal Kombat (NetherRealm Studios), Super Smash Bros (Nintendo)
Superdata reports that the esports games market is going through a transition where simpler, more accessible games are rising in popularity versus some of the more complex MOBAs and shooters that have traditionally been at the heart of esports.
There are currently no mobile esports games with large-scale audiences, but this could change. Vainglory, a title from publisher Super Evil Megacorp is considered one to watch in this regard.
(iii) Teams
Leading names:
  • Fnatic
  • Virtus.Pro
  • Na’Vi
  • Luminosity Gaming
  • Ninjas in Pyjamas
  • Evil Geniuses
  • TSM
  • Cloud 9
  • Team Liquid
Esports  teams often compete on multiple games and in multiple leagues. London-based Fnatic, for example, last year fielded teams in competitions for League of Legends, CS:GO; Dota 2, Smite, Battlefield 4, and Heroes of the Storm.
To give some indication of their popularity: Cloud 9 has 150,000 Twitter followers; TSM attracts 6m unique Twitch viewers per month; and Team Liquid's YouTube channel has been viewed 25m times (data as of January 2016). Thanks to this reach, in January 2016 mobile phone maker HTC announced it would be sponsoring all three. Explaining the decision, HTC said: “Esports is rapidly growing in popularity around the globe, achieving viewership levels on par with many traditional sports. This means elite team sponsorships present a tremendous opportunity for HTC to connect with the gaming community.”
In contrast to traditional sports where fan loyalty tends to go first to the neighbourhood team, and then the national team, in esports team loyalty is more geographically dislocated – fans often support teams from the other side of the world. Newzoo says this has hindered investment by sponsors in esports - marketers understand the traditional sports structures of local teams and national leagues, with sports sponsorship budgets set up accordingly.
Sponsorship is the main revenue stream for teams. According to Newzoo, sponsorship is also the fastest-growing component of team income.
Teams generally have multiple sponsors. Inventory includes, for example, logos on jerseys that players wear during competitions and in media appearances. Top teams will earn in the range of $3,000 to $30,000 per month from their sponsorships. For most teams this represents around 40 to 50 per cent of income.
For most teams, the bulk of the remaining income comes from two sources: advertising revenue from streams of their game-play, and prize money. Some teams, such as Fnatic, are also able to generate substantial revenue from merchandise.
(iv) Players
It is currently difficult to get an accurate figure for the number of professional esports players worldwide. SuperData says the total won't top more than a few thousand, “largely because it is currently still very risky and expensive to financially support an esports team.”
Players’ revenue streams are from sponsorship, prize money and a share of advertising income from online streaming.
Prize money is rising. Newzoo put the global pot at $61m in 2015. Major publishers and tournament organisers like EA and Microsoft are offering prize pools north of $1m to attract top players. The International 6, a Dota 2 tournament played at Seattle's KeyArena over six days in August 2016, was won by five Chinese teenagers playing as Wings Gaming. They shared $9.1m from a total $20m pot.
For some players, streaming video of themselves playing games is more lucrative than competing. Platforms like Hitbox, YouTube Gaming, and Twitch allow streamers to create channels that fans can pay to subscribe to, and give streamers a cut of the income.
Under Twitch’s ‘partner’ programme, popular streamers can set up subscriptions for their viewers of $4.99 per month, of which the streamers collect $3 and Twitch the rest. The streamer Summit1G, to give a prominent example, has over 8,000 subscribers on Twitch, which equates to more than $288,000 annually. The streamer can also take a cut of the advertising run by Twitch over their stream. To build audiences, streamers run giveaways and competitions, play with fans, run 24-hour marathon sessions, and add information and data into their stream, among other value-add elements.
In order to become a partner, Twitch streamers must have an average concurrent viewership of more than 500 people and broadcast at least three times per week. Research by The Huffington Post in March 2015 found that only 34 out of more than 900 League of Legends broadcasts sampled attracted over 500 concurrent viewers. Out of those 34, only half were seeing over 1,000 concurrent viewers - a level which has a direct impact on the amount streamers can make from advertisements.
Just like YouTube content creators, leading streamers might be sponsored, or sign affiliate deals with brands to place, or comment favourably on, brands and products.
Streaming platforms such as Dingit are introducing advertisements into streams, and splitting revenue with the streamer.
(v) Brands
Sponsorship accounts for the lion's share of esports revenue. Of SuperData Research's global 2016 esports market value of $892.8m, some $661m derived from sponsorship and advertisements. Technology and consumer electronics brands, among them Intel, AMD, Logitech, BenQ, Nvidia and SteelSeries, were a natural fit for esports and were the first to enter the field. Energy drinks were the next to follow, including Mountain Dew, Red Bull, and Gamma Labs’ Gfuel.
Intel sponsors the Extreme Masters, a major tournament series that has been running since 2006, featuring competitions in titles including League of Legends and Starcraft.
As the audience has grown and the sector has garnered wider media attention, more ‘non-endemic’ brands have invested. These include Duracell, Visa, Coca-Cola and Dolby. US cable company Comcast is sponsoring the ESL and gaming club Evil Geniuses with its Xfinity pay-television and broadband subscription product.
Investment value and type
Esports sponsorship deals primarily follow the cash-for-rights model. But some brands, particularly those with an endemic tie to gaming, that incorporate a value-in-kind or barter component, for example by supplying equipment.
At the moment there is a difference between commitment to the space and monetary investment. Dan Ciccone, managing director at esports agency rEvXP, says most endemic brands are carrying out a lot of activity in esports with minimal financial investment. He says there is a big opportunity for brands, including non-endemic brands, that are willing to invest money and creativity, such as in the deal struck between Pepsi-owned energy drinks brand AMP Energy and Twitch to launch a new flavour and limited-edition co-branded can.
Talent sponsorships are currently much cheaper than for traditional sports, but six- and even seven-figure annual dollar investments are starting to appear more frequently.
According to Matt Hill, senior vice president, global sports and entertainment consulting at marketing agency GMR, team sponsorship and athlete endorsements are impacted by their visibility (reach) and their success (impact), and can range between high-five figures and mid-six figures (dollars per year). Media sponsorships, for example buying ad units within a game broadcast, are dependent on the reach (number of viewers) and frequency (how often is the brand visible), and range from the low- to mid-six figures . Sponsorship of major esports events requires a comparable low- to mid-six figure investment. A holistic platform that incorporates assets from each of these stakeholders and provides a brand with a meaningful position in esports generally starts in the low-seven figures.
(vi) Competition organisers
Leading names:
Competition
Description
Electronic Sports League (ESL)
Based in Cologne and owned by Swedish media company MTG since July 2015. Has a strong presence in League of Legends, Dota 2, Halo, CS:GO, Battlefield 4, Starcraft II.
Major League Gaming (MLG)
Owned by Activision Blizzard since January 2016. Has a strong presence in Call of Duty and Smite. MLG operates online esports network MLG.tv; the MLG Pro Circuit, which claims to be the longest-running esports league in North America; and GameBattles, a cross-platform online gaming tournament system with 9m registered users.
Eleague
Launched by Turner Broadcasting and WME | IMG in May 2016. Focused on CS:GO. The league features 24 teams competing in two 10-week league seasons annually.
OGN (formerly known as Ongamenet)
A South Korean cable television channel that specialises in broadcasting video game-related content, including coverage of StarCraft 2. It also organises tournaments such as the Ongamenet Starleague and League of Legends Champions Korea.
Evolution Championship Series (EVO)
Annual fighting games tournament held in Las Vegas. Games include Ultra Street Fighter IV and Ultimate Marvel vs Capcom 3.
Electronic Arts
EA is about to launch its own esports tournaments based around Madden NFL Football, Fifa and Battlefield 1. These will include Challenger events for amateurs; Premier events, which will be sponsored and organised by partners; and EA Majors for which the analogy is the tennis or golf major tournaments. There will be four Madden Majors a year, for example, each with a $250k prize pool.
Xbox Arena
Also launching soon, Microsoft's esports tournament platform is designed to work with a wide range of games including Smite, World of Tanks and Fifa, and will be accessible via Xbox consoles, Windows 10 PCs, Android and Apple iOS.
(vii) Consumers
Newzoo reports that the global number of 'esports enthusiasts' (comprising players and viewers) is 148m. It says there are another 144m occasional viewers (those who watch esports less than once a month and mostly tune in for a big event or watch along with someone else), taking the total audience to 292m.
SuperData Research says that 214m people will watch competitive gaming this year.
Gamers tend to be light TV viewers, and to not have pay-television subscriptions, making it hard for advertisers to reach them through traditional TV commercials.
SuperData says esports audiences are predominantly male (85 per cent), and 46 per cent are between 18 and 25 years old. US trade body the Entertainment Software Association’s 2015 report on the broader computer and video game industry suggested that 56 per cent of gamers skew male. Women aged 18 and older make up a larger portion of consumers than boys under 18.
The average revenue generated per esports enthusiast in 2014 was just over $2, compared to $56 for traditional sports enthusiasts, according to Modern Times Group, which used this figure to justify its $90m purchase of a majority stake in Turtle Entertainment, the holding company for esports network ESL, in July 2015.
“The bottom line is that the core esports consumer is not the dude playing in his mom’s basement,” Joshua Spiegelman, managing director of agency Mindshare Spotlight, told CNBC this year. "A significant percentage of fans are working professionals with buying power.”
Esports enthusiasts spent $231m on tickets, merchandise and prize pool contributions for events (SuperData) as direct consumer revenue grew 36 per cent year-on-year to spring 2016. SuperData reported that the average fan’s 2015 household income was $76,000. The average HHI figure dropped to $58k among all those who play downloadable digital games.
(viii) Streaming platforms
Online streaming platforms are used by fans to view game play as a spectator, by amateur or professional players to ‘broadcast’ their own game play, and by competitive events for streaming coverage.
Players that stream their own game play, or ‘streamers’, usually include an audio commentary. A webcam video of themselves sometimes appears as a picture-within-the-picture. There is usually a chat feature for viewers to comment or ask questions. This interactivity gives online platforms a superior viewing experience to broadcast TV.
The dominant esports streaming platform is Amazon-owned Twitch. Twitch describes itself as a platform for users who want “live social video that relies on audio and chat to enable broadcasters and their audiences to interact about everything from pop culture to life in general as they game”. According to the official Twitch traffic stats:
  • Over 100m unique viewers and 1.7m ‘broadcasters’ per month use the site
  • 16bn minutes are viewed per month
  • 106 minutes are viewed per person per day
  • There are more than 2m concurrent viewers at peak times.
Twitch ‘broadcasters’ can apply for the Twitch partnership program, which enables them to get a cut of advertising and subscription revenue. Acceptance onto the program requires approval, which is based on requirements including a minimum number of viewers, and a minimum number of broadcasts per week. There are currently more than 13,000 members of the Twitch Partner Program.
Every major video game publisher and developer has a Twitch channel, as do all of the top video game media sites. It also hosts user generated programming: original content created by community members such as casual gaming between friends; subcultures like speedrunning (in which players race through games as quickly as possible); and ‘Twitch Plays’, in which a chat forum is used to control the progress of a character through a game.
Twitch's biggest competitor is Google’s YouTube Gaming. Facebook has begun promoting itself as an esports destination. MLG plans to stream on its Facebook page to reach viewers who would not visit the dedicated MLG.tv site. Notable others include Akubu, Hitbox and Dingit.
All generate revenue in a similar way: from advertising and subscription, with ‘broadcasters’ revenue sharing with the platform. Advertisers most frequently include gaming companies, game portals, game developers, and game event organisers.
(ix) Traditional media
Currently only 4 per cent of the total esports market value comes from media rights sold in the traditional way, according to Newzoo. In traditional sport, media rights accounts for about 50 per cent of revenues.
But traditional TV networks have begun covering esports in a bid to reach its valuable audience:
  • US sports broadcaster ESPN began its esports focus several years ago by streaming coverage on its website. It expanded its offer recently to include blocks of esports programming on its linear television channels ESPN2 and ESPNU.
  • European pay-television broadcaster Sky recently launched esports television channel Ginx.TV, with a studio based in King’s Cross, London, from which it covers events live. It is not Sky's first foray into esports. In 2007 it launched the Championship Gaming Series in partnership with US pay-television operator DirecTV, but the venture folded a year later.
  • American pay-television broadcaster Turner Broadcasting has rekindled the Sky/DirecTV strategy: if you don't acquire rights to air an esports competition, then create your own. With global entertainment marketing agency WME | IMG it launched the Eleague this year, with competitions hosted at Turner’s Atlanta studios, distributed on TV channel TBS TV and simulcast on Twitch.
  • An alternate strategy is to acquire a league. Swedish media group Modern Times Group did so with ESL.