Mobile & iTV gaming the current picture
Gambit on Licensing (Brands/Formats)
12th Feb 2009
- Report compiled by Sergii Portnov and James Bagley, independent
reporters for Gambit
Speakers on the night: (left to right), Tina Thakor-Rankin,
Operations Director (Virgin Games), Gareth Wong (Gambit &
GamBond® Founder), Jurian VanDerMeer, Head of Brand Exploitation
(Endemol UK), Paul Kanareck, Head of FremantleMedia Ventures,
and Tom Kenny, Commercial Director (Wagerworks/IGT).

With the convergence of entertainment and branding with gaming,
it is vital to get the best the industry has to offer, and
this is exactly what Gareth Wong indicates that we have tonight.
Speakers tonight include Tom Kenny, the commercial director
of Wagerworks/IGT, Jurian Van Der Meer of Endemol, Paul Kanarek
of Freemantle and last but not least, to offer an opinion
from the other side of the coin, Tina from Virgin Gaming.
Tom
Kenny Commercial Director of IGT The Rise and Rise of
online branded games.
Tom immediately states that with the mix of audience present
tonight its been a difficult presentation to pitch,
so he has chosen to go fairly high level with questions at
the end establishing any queries that may remain. IGT are
the biggest and most successful land based slots provider,
renowned for working with household brand names. They own
some of the top performing content in the market today, and
were one of the first to utilise monopoly, cluedo and other
such now famous brands in the gaming industry.
Tom Kenny immediately established the question of What
is a brand? A brand is a promise. Business is increasingly
seen as competing for a customers time as well as his money.
IGT wish to create a place and a deliberate experience where
a customer wants to spend a measure of time. The focus is
on the gaming product actually being relevant to that game,
and the promise must be kept a consumer will have expectations
when he plays a machine of a brand he knows, and they must
be matched. It makes intuitive sense that the best to work
with in online gaming are relevant to the market (the brand
features some form of gameplay), some sort of money or prize
element must clearly be added and finally to make sure the
promise/expectation has been kept. Features must be transparent
from real game to slot machine. Monopoly here and now
is one of their most successful machines and they have endeavoured
to keep it as close as possible to the original, from the
logo to Mr Monopoly to the use of the real board. A prime
example of the strictness of the brand and producer is Hasbros
unacceptance of an attractive model in a bikini being used
to add sex appeal to their previously family orientated game.
This feature was immediately rejected by the brand, who stated
that the values it portrayed were not acceptable with the
brand image that Monopoly has created.
Tom Kenny then spoke in detail of the benefits of branding;
Customer Recruitment
It offers a B2C marketing hook, as trusted brands attract
players.
Turnover is higher
Spill over is created
Once recruited, they play non-branded content. The issue of
acquisition is solved by the brand power, and conversion/internal
marketing is far simpler once the consumer is on your website.
Customer retention will stay when the experience is
premium.
Costs of Branding
Premium brand owners demand a guarantee
Benefits may be trivial and over-worried on.
Management with brand owner ;
Brand owners are stereotyped by Tom as fundamentally greedy,
always wanting to exploit you (luckily for Tom after the scathing
review it transpired that there were no brand owners in the
room); they may be inhibited by fear over the loss of control
and distortion of imagery of their brand. They may be worried
of legal issues in such a heavily legalised industry.
The information is available (brand bible) to maintain a
healthy long term relationship however; make sure the deal
you strike with the brand benefits both parties and the relationship
should be a happy one.

Branded content is no longer a nice to have, it is a must
have. Dont overdo it, just maintain enough to get them
in but enjoy the spill over. Finally Tom Kenny clarified the
importance to actively manage the relationship with the brand
owner.
Jurian Van Der Meer of Endemol
Gaming and gambling is a very important growth area for Endemol
as it follows the logical extension of a product; taking one
brand and exploiting it in every possible way is clearly the
goal.
The strategy is simple Act as just an IP rights holder.
Requesting that the producer creates a game out of your brand
is only the beginning, as to be successful and excel in the
industry the options are in place to personally distribute
and advertise a product, as well as sometimes producing it
themselves; Jan recommends to rarely operate a game however,
since the complications of such are vast. It is becoming increasingly
common for a producer of games to sell other, personalised
and individual games as tag-ons in bundles with
the requested branded content.
Other products covered by Endemol include live video feeds
to gambling occasions or to act as instructional videos; casual
gaming too, giving a consumer the option to play for fun.
These are easily accessible and of relatively low cost for
developers with very broad demographic appeal. The growth
industries of Mobile Gaming and Skill Gaming are to be exploited
in the future too.
However, gambling remains one of the biggest areas with the
vast amount of money in the industry. Endemol supply not only
online gaming but also land based slots and arcade machines.
Jurian then again repeated the importance of a healthy relationship
with the operators and the actively use portals, drive traffic,
cross promote and maintain good customer relationship management.
With the future, the potential for a partnership with Microsoft
allowing them to exploit the X-Box as a new niche in the market
gives interesting ideas for peer-to-peer skill games within
the gambling market as being possibly the next big thing.
Freemantle
Gaming Paul Kanareck
Freemantle are the global leader in content production. The
business divides into two one produces television,
creating brands around the world. The second half looks to
exploit squeeze value, derive value out of whatever platforms
they have. You dont just sell the finished product,
you sell the format.
Their vision combines gambling and entertainment. Their target
market is growing with regulatory change and broadband penetration,
giving new demographics to target. The growth of the female
demographic too is fascinating, therefore consumers demand
more excitement and quality products.
Essentially, they seek to produce the best game play and
a consistent brand experience for your customers.
Brand ownership ensures full integration. They are experts
in storytelling and creativity, and a partnership gives access
to brand creators. Executive production agents are available
from this company too.
The great thing about branding game shows is the relevancy,
as they are games (fitting the relevancy discussed by Tom
Kenny earlier). Even archived games, like Blankety Blank,
can be utilised to achieve new demographics. The associations
with winning and the family trust, makes them great tools
for achieving consumers.
Interesting about the future is that as broadband rolls out
and peoples expectations grow, slots will get more sophisticated
(although there is a limit in how many bells and whistles
the consumer wants); what comes next is more about live entertainment,
replicating the TV success. Where did gameshows start? Televison.
Whats the next generation of gameshows going to look like?
The shift could instead by to online viewing.

Tina Thakor-Rankin Virgin Games. The other side
of the coin.
Virgin
may not be the biggest company, but they have one of the biggest
brand umbrellas. Tina clarifies her views on each of the speakers
companies and explains what they offer to an operator such
as Virgin Games. Wagerworks have a monopoly on trusted, comfort
value brands. Freemantle exploits nostalgia. Whats interesting
from Endemol is its appeal to a completely different demographic,
as the audience for Big Brother is wholly different from that
of Monopoly. The competition is excellent as it means something
for everyone is offered. Where it becomes difficult for Virgin
is a brand clash; Virgin is more precious about its brand
in terms of what angle and how it comes across. This means
they have to be incredibly careful in terms of what brands
THEY are associated with. Their software provider, Wagerworks,
is known for its trust and family value. This may seem to
be a clash to the young and trendy Virgin, but the possibilities
to take something flat and make it modern and mainstream
the action packed monopoly that was used as an example by
Tom Kenny earlier for example more than compensates
for any possible distortion in imagery. The most contemporary
game is transformers, as they continue to roll with the times.
Tina finishes by clarifying that non-branded good games will
probably be your biggest earners eventually, despite the initial
popularity of branded content.
Questions and answers
Immediately Gareth pounces on a comment in Tinas closing
speech; Transformers is for kids, could CSR not be questioned?
The speakers acknowledge that it is a fair question as Transformers
undeniably started out as a toy, with a whole generation of
mainly boys having grown up with it. What will be done is
to proactively work with ASA in their advertising campaign,
player protections and ID verification will be utilised. They
are doing a game about a film that is based on a toy. This
industry is so good at re-inventing itself, at constantly
re-energising. The people that grew up in the 90s have
a lot of nostalgic appeal, and this cycle will keep evolving.
What is the trade off between price of the games and
the brand its associated with?
Assuming the question was associated with the costs paid
to a brand to secure the rights to use their products, the
speakers explain why the rates are so high. Third parties
are often 4th or 5th parties, an accumulation over time of
a lot of peoples rights. When they take their premium
fee, its because their ownership structure is complex
and money is distributed back.
The questioner re-articulates that it was not a criticism
on charges from brand owners, yet someone has to pay for this
and surely thats the customer. Whats the sensitivity
from the two games, can they not get the reputation that worse
deals are available for branded games, or are customers naive
enough to play a branded game despite having a less profitable
success rate?
The speakers clarify that customers are not going to suffer
on the return to payer as it is ludicrous to suggest the winrate
would differ from branded to un-branded content . However
after paying all the costs and lowering margins, its
getting thinner on whether branded content is profitable;
too many snouts in the trough. There is now a
pressure on game licensing deals. A balanced portfolio of
games is needed.
The key is, attracting with branded games, retain and maximise
profit with unbranded.
From Tinas experience, branded games outperform unbranded
games by 2 or 3x, despite the greater margin for unbranded
games. It comes down to the game as a gambling product; the
good ones will excel once customers are attracted to your
site. A combination of both is vital.
You need branded content but do it right, not just the shop
window. Mission Impossible on Party Gaming, its terrible.
The game is a dog. Tried to do branded content,
didnt work, now shopping around for other content.
The top performing game, Da Vinci Diamonds, is just a great
game despite the lack of exposure and branded content
Discussion moved onto how heavily advertised brands are, with
it being mentioned that few in the room have seen a Virgin
Games commercial; Tina states that they rely more on brand
awareness than anything else with the lack of a landbased
legacy.
Gareth asks for a comparisons via show of hands of who have
seen commercials for Jackpot Joy as opposed to Virgin games,
before humorously asking if there were any Jackpot Joy People
here.. before commenting jovially Their games look
horrible dont they!
The question was then raised of dealing with firms irritated
at being used simply for the spill over?
Brands only get paid for the revenue on their games,
however it makes intuitive sense that a brand would instead
request some share of lifetime value too. While clearly the
operators would not want this to come to light, it does raise
some questions in terms of the potential future demands for
brand owners.
Discussions are closed with a comment on just who is the
boss in the production line? Is it the brand, the operator,
the interlink? Who has the power of negotiation?
When this question is considered, all that can be looked
at is the market; in such a highly developing and growing
market, clearly the producer holds the power.
Some Networking photos:
The above event was sponsored by:

Drinks sponsored by:
hosted by:

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Speaker Profiles:
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if you have any suggestions of very senior speakers, proposing
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future Gambit event.
Speaker Profiles:
Paul Kanareck is Head of Ventures at FremantleMedia,
the global production business owned by RTL Group and Bertelsmann.
FM Ventures is responsible for driving business diversification
beyond FremantleMedia's core business.
FM Ventures launched a new business unit, FM Gaming, in September
2008. FM Gaming has been established to expand Fremantle's
presence in the online gaming industry through investment
and new product development..
Paul started his career as an investment banker at NM Rothschild
and then rode the dotcom wave as one of the first employees
at boo.com. He subsequently built new businesses at Vizzavi
(a Joint Venture between Vodafone and Vivendi) and Channel
4 Television. Most recently, Paul was founder and MD of TV
Nation.
Paul is a graduate of Cambridge University
Tom Kenny, Commercial Director, WagerWorks
Tom Kenny is Commercial Director at WagerWorks, the online
subsidiary of NYSE-listed IGT and the worlds most successful
slot machine company. Toms role is to grow WagerWorks
business by helping to maximize the performance of WagerWorks
operator partners including Sky (both internet &
iTV), Virgin, Paddy Power, Blue Square and Cashcade - and
developing new alliances and delivery channels.
Tom has worked in gambling since 2002, initially as a consultant
to remote operators including:Bet365, Betfair, Betinternet,
Global Bet Brokers, Victor Chandler, WBX
More recently Tom was Chief Operating Officer with Cantor
Gaming. During this time Tom played a leading role in Cantor
Gamings launch and rapid growth via corporate partners
including Las Vegas Sands, Emap PLC, Punch Taverns PLC and
Newcastle United Football Club.
Tom has chaired and presented at various international conferences
on gambling, and given interviews to national newspapers,
TV, radio and the trade press on a wide range of gaming related
subjects.
Before entering the gambling industry, Kenny was Vice President
eBusiness with Citibank. He has an MBA from ESADE (Barcelona),
and undergraduate degrees in Philosophy Politics & Economics
from Balliol College, University of Oxford. Married with 2
small children in his spare time Tom enjoys horseracing and
jazz music.
Jurian VanDerMeer, Head of Brand Exploitation, Endemol
UK
Jurian van der Meer is head of Brand Exploitation for Endemol
UK, in this role he is responsible for licensing and product
development of Endemol's intellectual property, for example
Deal or No Deal and Big Brother.
In addition to his UK role, Jurian is also responsible for
the international roll out of Endemol's gaming strategy.
Before joining Endemol, Jurian worked for Young & Rubicam
and Lowe as MD of their digital unit.
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