FT. Sep 2001. Gaming and Gambling on Interactive Television

The games people play

Games and gambling are shaping up as potentially significant revenue earners, says David Murphy

Sceptics could be forgiven for arguing that some of the games currently available on interactive television (iTV) barely warrant the name. The gameplay does not stand comparison with that available via a console, and some seem like little more than an excuse to entice the viewer into making a premium rate phone call to see what prize he has won.
In fact, however, says Rob Gray, managing director of integrated marketing agency Mercier Gray, which has worked with a number of games companies, including Infogrames and Codemasters, the simplicity of games on iTV is key to their appeal.
"Some of the console games have become so complex now that it's a breath of fresh air to play these quite simple games" he says. "They are still challenging and they are worth playing, but in a different way. They are really quite a quick fix compared to the time needed to play a typical console game."
He may have a point, for iTV gaming is immensely popular. According to statistics from the Broadcasters' Audience Research Board (BARB) the Playjam games channel on Sky Digital's interactive service in the UK consistently ranks among the top 10 most popular channels among the 16-34 age group. The channel averages 83 million gameplays per week, with users spending an average of seven minutes on each game session and 31 minutes on the channel.
On the back of figures like these, the analyst Datamonitor is predicting that iTV gaming (including both games and gambling) will generate revenues of $1.5 bn in Europe, and $2.7bn in the US and Europe by 2006. These revenues, it says, will come from betting via the television set, from standalone games (things like Tetris or Battleships), and from "enhanced TV" (eTV) shows, in which viewers are charged a small fee in order to participate in a broadcast programme from home, with the incentive of winning cash prizes.
According to Datamonitor technology analyst Jacob Hayler, it is these eTV shows which offer the greatest potential for revenue generation. He argues that programmes like Big Brother, whose second UK series recently generated 5 million votes via iTV (around 30% of the total) at a cost to the viewer of 25p per vote, prove the potential of the concept.
"Enhanced TV has a much greater opportunity to create cash" says Hayler. "People don't interact with the TV in the same way they do a games console, but as the Big Brother experience shows, they will play along with a TV show."
Two Way Television has more experience than most companies of developing this type of programming. Established in 1991, the company has spent the past decade developing its core proposition, described by managing director Matthew Tims as: "playing along live with TV programmes for fun and profit".
Having declined to launch on analogue TV, Two Way TV now appears on digital platforms in the UK, Australia and Israel. Its current line-up consists of standalone games and quizzes, and it will launch eTV shows later this year.
Despite the time spent developing iTV programming, however, Tims claims the company has learned little over the years: "Things we thought were true when we started out, we still think are true now" he says. "We always suspected that if you give people the opportunity to do something useful, learn something worthy, or to have a good time, they will tend to go for the good time, and so it has proved."
While eTV may have the greatest long term revenue-earning potential, Stuart Jackson, head of interactive television at the new media agency OgilvyInteractive, argues that standalone games are leading the way now in developing a solid revenue model.
He points to the success of games such as Tetris, which generated £1 million of revenue in the two weeks following its launch on Sky Digital in the UK, and Tetris, which clocked up 1 million plays at 25p per play in the two weeks after its launch. And the broadcasters, he says, like games for more than the direct revenue they bring in.
"In the digital TV market, people tend to skip from channel to channel" he says. "But gaming encourages viewers to stick with the channel they are watching or interacting with in order to complete the game. It discourages surfing and gives people an incentive to keep watching and participating so they don't lose their score."
Set-top box maker Pace Microelectronics says that although this "pay-per-play" business model is likely to survive, the development of set-top boxes with built-in hard drives will fuel the emergence of a subscription model, in which iTV viewers will pay a monthly subscription fee of around £10 in order to have access to around 20 good games, downloaded to the set-top box, with around half of the games refreshed each month.
The third leg of the iTV gaming stool is gambling, pure and simple. As on the web, gambling offers platform owners a relatively surefire way of generating revenues. Indeed, iTV arguably offers even greater opportunities for betting content providers.
A start-up, Global Interactive Gaming (GIG) wants to enable viewers in Europe to bet on "propositions" it presents during the course of a football match or other sporting events. Using money from a prepaid account, viewers could choose to take on bets offered during the game, on which team would score the next goal, or even something as random as whether there would be a throw-in in the next 10 seconds. It is currently negotiating with platform operators to adopt its technology. GIG chief executive officer Cees Zwaard refutes suggestions that he risks creating a nation of armchair gambling addicts.
"We will build in whatever we have to build in in terms of software to track where problem areas will be, but we don't expect any problems" he says. "(Viewers) can't lose what's not in their account, so if they open their account with £25 in it, that's all they can lose."
But Bill Goodland director of content development for NTL Home, which plans to roll out a similar service at the beginning of Q4 this year, admits: "we will need to take extreme care about all the obvious issues. There will be a number of consumer groups with perfectly reasonable and justifiable concerns about how intrusive the proposition is when it's presented."
Both, however, are offered some words of encouragement from
Datamonitor's Mr. Hayler, who says:
"I don't believe that all of a sudden, just because this service is there, everyone is going to start blowing their mortgage on watching the football. I don't think there is a dangerous social issue here."
Perhaps not, but those who get hooked on watching football this way will have to bet astutely if they are not to end up losing their replica shirt.

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