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Animation. Broadcasting. Gaming.
                      On the Cusp of Growth




www.deloitte.com/in
Contents


    Message	                                                3

    About ASSOCHAM	                                         5

    Animation and Gaming	                                   6
    	 Introduction	                                         6
    	 Global Animation and Gaming Industry	                 6
    	 Indian Animation and Gaming Industry	                 8

    Animation	                                               9
    	 Introduction	                                          9
    	 Animation Entertainment	                               9
    	 Entertainment VFX	                                    16
    	 Custom Content Development	                           17

    Gaming	                                                 20
    	 Global Gaming Industry	                               20
    	 Indian Gaming Industry	                               20

    Indian Animation & Gaming Industry: Future Outlook	     23

    Television	                                             24
    	 Introduction	                                         24
    	 Television – Revenue Streams	                         24
    	 Television Channels in India 	                        27
    	 Television Genres in India – From Generic to Niche	   27
    	 Policy Framework	                                     30
    	 Future Outlook	                                       31

    Radio	                                                  32
    	 Introduction	                                         32
    	 Key Growth Drivers & Constraints	                     33
    	 Future Outlook	                                       34




2
Message


The three focus segments of this paper: Animation,          this growing phenomenon. It will be really interesting
Gaming and Broadcasting all have the potential to see       to see if the industry witnesses any consolidation in
near future as inflection points in their growth.           the coming 12-18 months. Another key thing that I am
                                                            really awaiting is the reaction of the content providers in
Animation and Gaming reminds me of the                      the industry to the oncoming 3G Wave.
transformation the IT-ITES Industry brought to the Indian
economy and populace some years back. The Indian            The future of radio in this country is primarily dependent
animation industry is well-geared to start grabbing a       upon change in the regulations and the mode of the
larger share of the increasing outsourcing pie. As the      much-awaited Phase 3 Licensing. The real potential of
economy moves out of tough times, there is hope that        the medium which lies in its local reach and interactivity
animation houses in India would take the initiative to      can never be realized unless radio broadcasting players       P N Sudarshan
develop the in-pipeline high budget high quality movies     find it commercially feasible to operate in small towns       Senior Director,
and animation content and showcase their capabilities.      and cities, with the freedom to broadcast multiple            Deloitte in India
Players are also expected to leverage the incoming 3G       genres.
technology and develop end-to-end mobile games (IPs).
Promoting gaming / animation as a career in India and       Our media spends are abysmally low (USD 4 per capita)
working with the Government for higher dissemination        compared to our neighbours, China (USD 27 per capita).
of related professional education hold the key.             There is enough demand in the Indian economy and
                                                            populace to propel the media industry to show a > 15%
As of now, Television, as evident from Indian and           growth per annum and slowly bridge this yawning gap.
global experiences, does not have a real substitute for
either the audience or the advertiser. However, with        I acknowledge the contribution of Sandip Biswas,
the unprecedented growth of channels in India, only         Director, Deloitte Touche Tohmatsu India Private Limited
the players who invest in understanding the consumer        to this report.
and target pre-determined segments with innovative
content and programming are slated to emerge winners,
leaving the others behind. Digitization will be the most
rapidly growing trend in this industry – Players need to    P N Sudarshan
understand the implications and adapt themselves to         Senior Director, Deloitte in India




                                                                                           Animation. Broadcasting. Gaming. On the Cusp of Growth | 3
Message


                     The Indian Media and Entertainment (M&E) industry           This White Paper, jointly prepared by ASSOCHAM and
                     stood at USD 12.9 billion in 2009 registering a 1.4 per     Deloitte Touche Tohmatsu India Private Limited, mainly
                     cent growth over last year. Over the next five years, the   deals with Animation, Broadcasting and Gaming and
                     industry is projected to grow at a compound annual          also the future roadmap for the Industry.
                     growth rate (CAGR) of 13 per cent to reach the size of
                     USD 24.04 billion by 2014. Additionally, the gaming         I sincerely hope that FOCUS 2010 will be beneficial to
                     segment is expected to be the fastest growing sector        the stakeholders in further promoting this Industry.
                     in the M&E industry. The sector showed a 22 per cent
                     growth in 2009 and is expected to grow at a CAGR of
                     32 per cent to reach USD 705.2 million by 2014, while
                     the animation segment is expected to record a CAGR of       (D S Rawat)
D S Rawat
                     18.7 per cent in the next five years.                       Secretary General, ASSOCHAM
Secretary General,
ASSOCHAM
                     We are pleased to organise the fourth edition of Global
                     Summit on Entertainment& Media: FOCUS 2010 with
                     the Official Support from the Ministry of Information
                     & Broadcasting, the major Film Trade Associations and
                     active participation from the Industry.




4
About ASSOCHAM


The Associated Chambers of Commerce and Industry         These encompass areas such as: Domestic &
of India (ASSOCHAM), India's premier apex chamber        International Trade, Commerce, Industry, Services,
covers a membership of over 300,000 companies and        Agriculture, Education, Food Processing, IT & BPO,
professionals across the country. It was established     Economic Affairs, TQM, Energy, Environment,
in 1920 by promoter chambers (Bombay Chamber of          Capital Market, Banking & Finance, Direct & Indirect
Commerce & Industry, Cochin Chamber of commerce          Taxation, WTO & IPR, Infrastructure, Pharma, Health,
& Industry, India Merchants Chamber, Mumbai, The         Biotechnology & Nanotechnology , Tourism and
Madras Chamber of Commerce & Industry, PHD               Telecom.
Chamber of Commerce & Industry) representing all
regions of India.                                        Leading Corporates like Aditya Birla Management
                                                         Corporation Ltd., Boeing, DLF, IBM, Reliance
As an apex industry body, ASSOCHAM represents            Communications, Reliance Industries, TATA, Northrop
the interests of industry and trade, interfaces with     Grumman, Cable & Wireless, Warburg Pincus, SREI
Government on policy issues and interacts with           Infocom, Ernst & Young, Huawei Telecommunications,
counterpart international organizations to promote       ZTE Telecom, Qualcomm, Centurion Bank of Punjab
bilateral economic issues. ASSOCHAM is represented       Limited, Diageo India Pvt. Ltd., DSP Merrill Lynch,
on all national and local bodies and is, thus, able      Geojit Financial Services Ltd., GMR Infrastructure Ltd,
to pro-actively convey industry viewpoints, as also      ITC Limited, Jet Airways (India) Private Limited, Kotak
communicate and debate issues relating to public-        Mahindra Asset Management Co. Ltd, Microsoft, Spice
private partnerships for economic development.           Communications Pvt. Ltd., Videocon Ltd., Vodafone are
                                                         some of the Esteemed Members of ASSOCHAM.
ASSOCHAM members represent the following sectors:
•	 Trade (National and International)                    About ASSOCHAM please log on www.assocham.org
•	 Industry (Domestic and International)
•	 Professionals (e.g. CAs, lawyers, consultants)
•	 Trade and Industry Associations and other Chambers
   of Commerce

ASSOCHAM operates through 90 Expert Committees
that provide an interactive platform to Members for
interaction and aid formulating Policy recommendations
so as to facilitate Economic, Industrial and Social
Growth.




                                                                                      Animation. Broadcasting. Gaming. On the Cusp of Growth | 5
Animation and Gaming


Introduction                                                Global Animation and Gaming Industry
Animation, briefly described, is a rapid display of time    The Global Animation and Gaming industry, growing at
sequenced frames to create an illusion of continuous        12% p.a. (2005-2009) is a USD 115 Billion industry
movement. The sub-segments within Animation and             (CY 2009). The industry is estimated to continue its
Gaming may be defined as follows:                           growth rate at 10% p.a. to reach USD 170 Billion by
                                                            CY2013.
Animation                                                   Figure 2: Global Animation and Gaming Market
•	 Animation Entertainment: Custom animation devel-         Revenues (USD Bn)
   opment for television, movies, or DVD
                                                                                                             170
•	 Visual Effects (VFX): Special effects development
                                                                                                    %
   used mainly in movies and ad productions                                                      10
•	 Custom Content Development: Development of                                                   140
   custom content catering to multiple segments,
   including Corporate, Higher Education etc.                                      115
                                                                           %




Gaming
                                                                         12




•	 PC Games: Games played on the personal computer;
   can be single-player or multi-player                             74

•	 Mobile Games: Games played exclusively on the
   mobile handset. Currently consists of mostly single-
   player short games
•	 Console Games: Games played on dedicated gaming
   consoles. These boast of better graphics, and
   controllers than other types of games
•	 Online Games: Games played over the internet. The
                                                                    2005         2009E*         2011P**      2013P
   platform can be PC, Mobile, Console                                                                                    * Estimated
                                                            Source: Nasscom Industry Report 2006, 2009                    ** Projected


Figure 1: Animation & Gaming Industry Segments


                                                               Animation and
                                                               Gaming Industry




                             Animation                                                                       Gaming



                                                        Cust om
  Animation                  Visual Effe cts
                                                        Content                  PC                 Mobile            Console            Online
 Entertainment                   (VFX)
                                                      Development




6
Worldwide, US is the largest market for animation. US                 contributor to the revenues of leading game publishers/
has the largest number of animation movie releases                    developers in the world viz. Nintendo, Electronic Arts
(29 in 2008) and houses the 2 largest animation                       (Refer Figure 3). However, China is the fastest growing
movie studios in the world, namely Disney Pixar and                   market for gaming. Most of the animation and gaming
Dreamworks. Major markets for gaming are US, Europe                   intellectual properties originate from these countries.
and Japan, US being the leader. US is the highest


Figure 3: Region-wise revenue contribution for leading game publishers




        North America
 Nintendo                    45%
 EA                          55%
 Activision Blizzard 61%

                                                                            Europe                                Asia
                                                                 Nintendo              34%            Nintendo               17%
                                                                 EA                    39%            EA                     6%
                                                                 Activision Blizzard   36%            Activision Blizzard    3%
Source : Analyst Reports
Note : Activision Blizzard figures are for 2008; Rest for 2010




                                                                                                   Animation. Broadcasting. Gaming. On the Cusp of Growth | 7
The Indian animation and gaming industry derives
                                                                                           its revenues majorly from outsourcing. International

Indian outsourcing share of the                                                            production houses outsource work to Indian studios
                                                                                           while international game publishers outsource work to

global market for animation
                                                                                           Indian game development companies. For animation,
                                                                                           India caters primarily to US and UK. The domestic share
                                                                                           of the Indian animation revenues was only 30% as of

and gaming industry is very                                                                2009.


low as compared to the                                                                     Macro indicators suggest an exponential scope for
                                                                                           growth, both on the domestic and the outsourcing

corresponding share in the IT
                                                                                           front:

                                                                                           Domestic: Indian domestic animation and gaming is a

and BPO Industry                                                                           miniscule 0.6% of the worldwide animation and gaming
                                                                                           market, thus indicating a huge scope for growth.

                                                                                           Outsourcing: India has the inherent advantages of
                                  Indian Animation and Gaming Industry: High               outsourcing, which is evident from its success in the IT/
                                  Potential for Growth                                     ITES outsourcing sector. However, Indian outsourcing
                                  The Indian Animation and Gaming industry, in spite of    share of the global market for animation and gaming
                                  a robust growth rate of 32% p.a. (2005-2009) is only a   industry is very low as compared to the corresponding
                                  USD 739 million industry.                                share in the IT and BPO Industry. (Refer Figure 5)

                                                                                           Figure 5: India’s share of global outsourcing market
Figure 4: Indian Animation and Gaming Industry Revenues (USD Mn)


                                                                                           IT Outsourcing and BPO        51%

                                                      35%                1316


                                                                                             Animation & Gaming <10%
                                                       533
                        32%
                                    239                                   1161             Source: Secondary Research
                                                       735
     64                             500
     177
            2005                 2009E                2011P               2013P            This shows the immense potential that the Indian
                                                                                           animation and gaming industry holds, especially from
    Animation          Gaming
                                                                                           overseas outsourcing.
Source: Nasscom Industry Report, Secondary Research




8
Animation


Introduction
Animation, as mentioned in the previous section, includes Animation Entertainment, Entertainment VFX and Custom
Content Development.

Figure 6: Animation Segments by Share



                                                                      India: Animation



                                  Animation                                                            Custom Content
                                                                   Visual Effects (VFX)
                                Entertainment                                                           Development


Revenues (2009E)                   122 (24%)                                83 (17%)                      295 (59%)
(USD Mn)




Animation Entertainment
Indian animation entertainment industry is highly fragmented, with top 10 players contributing less than 15% of
the overall revenues. Indian players are primarily involved in the labour-intensive production and post-production
activities, as a ‘Service Provider’ (Refer Figure 8), working on the revenue model of ‘Work-For-Hire’.

Figure 7: Animation Entertainment Value Chain

                                                                                                                                        Marketing
                          IPR and Content                         Pre                                              Post                  Distribution
                                                                                       Production
                            Development                        Production                                       Production              and Exhibition

                       •	 Identification of         •	 Preparation              •	 Development           •	 Final sound            •	 Promotion,
                          an existing IP or            of the script,              of specifica-            recording, color          distribution video
                          generation of a              character design,           tions regarding          editing, testing          DVD release and
                          new idea                     storyboard layout           the character,           and special sound         cinema and TV
   Activities
                       •	 Involves asset               development                 background               effects                   screening
                          procurement,                                             paint, inking and
                          fund scheduling,                                         painting and
                          and integration                                          visual effects
                          of resources


  Percentage
                                  5%                            10%                      45%                     30%                         –
    Effort


 Outsourcing                  Emerging                     Emerging                      High                   Medium                       –



   Domestic                   Emerging                         Medium                    High                    High                        –


Source: Nasscom Industry Report 2009, Deloitte Understanding

                                                                                                    Animation. Broadcasting. Gaming. On the Cusp of Growth | 9
Content Development and pre-production activities are nascent in India, both for the domestic and the outsourcing
market.

Figure 8 : Animation Entertainment Service Models

                                                                                                            Marketing
IPR and Content                                                                                Post
                           Pre Production                     Production                                 Distribution and
Development                                                                                 Production
                                                                                                            Exhibition


 Content Creation                                                        Service Provider
                                              Integrated Studio – Offshore Facility

                                                                     Co-Production
                                                Integrated Studio Owned Content

Source: Animation & Gaming Report, Secondary Research




10
Size, Growth & Segments
Animation Entertainment segment consists of custom animation development for television, DVD, or theatrical
movies.
Figure 9: Animation Entertainment Size (USD Mn), Growth & Segmental Split

                                                     253

                                        20%                                         20%

                                       170

                                                                                                     55%
            14%         122
                                                                                25%

    72




   2005             2009E              2011P         2013P        Television        Direct to DVD          Movies for theater

Source: Nasscom Industry Report 2009                          Source: Nasscom Industry Report 2009


Figure 10: Domestic Animation Entertainment Split             This segment is estimated at USD 122 Million (CY 2009)
                                                              and is expected to show a CAGR of 20% (2009-2013)
                                                              to reach USD 253 million by 2013. TV contributes to
                    14%                                       majority (~55%) of the overall Animation Entertainment
                                                              market, followed by approximately equal share for
                                                              Movies and Direct-to-DVD.


                  32%
                                       54%                    Recent Trends and Growth Indicators
                                                              The Animation Entertainment Industry in India is
                                                              expected to be shaped by both domestic (Current
                                                              Contribution: 25%) and Outsourcing (Current
                                                              Contribution : 75%) trends and growth drivers.

   Television           Movies for theater     DVD            Domestic Market
                                                              TV contributes the largest (~55%) of the domestic
                                                              animation entertainment market in India, followed by
                                                              movies.




                                                             Animation. Broadcasting. Gaming. On the Cusp of Growth | 11
Both demand and supply drivers are expected to shape             Moreover, the share of kids’ genre in overall TV
     up the domestic animation entertainment market in                Viewership has been rising significantly, which indicates
     India:                                                           the growing demand for animation content in India.

     Indian Viewership Maturity                                       Demand For Original Indian Content
     In India there has been a cultural mindset that animation        The demand for original Indian content has been
     is meant for kids only. This has restricted the viewership       increasing over the years. For example, Pogo, a leading
     of animation content till now. However, this mindset is          channel for kids has increased its original Indian content
     gradually changing, leading to increased viewership of           from 50 hours in 2004 to more than 200 hours in 2009.
     animation content among adults. % viewership of kids             Similar is the case with Nickelodeon who, inspired by
     channels in 2009 indicates substantial viewership of             the success of Little Krishna, is looking to expand its
     kids channels among the 14+ age group category (Refer            local content. Other channels are expected to follow the
     Figure 11). Moreover, almost 30-35% viewership across            same trend.
     Cartoon Network and Pogo have been found to be in
     the 15+ age group.                                               Comics’ Players : Monetization Of Existing Content
                                                                      Comics’ players are looking to monetize their
     Figure 11: Percentage viewership across age groups               content libraries through both TVs and Theatres.
     of kids channels                                                 Indian publishers like Diamond, Raj, Vimanika and
                                                                      Chandamama have announced plans to enter the movie
       15.7%
                                                                      space with their famous comic characters:



                                                                      Table 2: Increasing influence of comics’ players in
                                                                      the animation industry
                                  3.5%         3.9%
                     3.0%                                  2.7%
                                                                       Diamond comics has announced plans to launch a TV
                                                                       channel targeted at the 4 to14 year age group with
     4 to 14       15 to 24      25+ Male    25+ Female     45+        both animation and live action content
     Source: FICCI-KPMG Indian Media & Entertainment                   Large production houses are also buying rights from
     Industry Report 2010                                              these publishers to produce animated TV series - Big
                                                                       Animation Pvt. Ltd has bought rights from publishers
     Growing Demand for Kids’ Genre                                    of Chandamama to produce an animated TV series.
     The number of TV channels dedicated to animation and              Toonz Animation India Pvt. Ltd is producing a full-
     kids has been steadily increasing in India (Refer Table 1).       length animated feature film based on a prime
     In 2009 itself, 3 channels for kids were launched. This           property from the library of Chandamama for an
     trend is expected to continue, which bodes well for the           estimated amount of USD 4.5 million,
     animation entertainment industry in India.
                                                                       Filmmaker Anurag Kashyap has bought the rights of
                                                                       Raj Comics’ popular character – Doga.

     Table 1: TV channels dedicated to animation and kids

        Year       No. of TV Channels Launched            Name of channels
        1995                         1                    Cartoon Network
        1999                         1                    Nick
        2004                         5                    Hungama, Pogo, Toon Disney (Jetix), Disney Channel, Animax
        2007                         1                    Chutti TV
        2009                         3                    Spacetoon, Khushi TV, Chintu TV




12
Animation in TV Advertising
The Indian TV advertisement industry size is expected to increase from USD 1.9 billion in 2009 to USD 3.3 billion in
2013, growing at a rate of 13% p.a. This, coupled with growing popularity of animated characters is expected to
boost the industry. Animation commercials cost far lower compared to advertisements with celebrities and establish
a connect with the target group of children and young adults. They relate to audiences irrespective of language and
cultural barriers. All this points to increased usage of animation in TV Advertising.

Figure 12: Examples of animation used in Indian TV advertising




Animation Movies For Theatres
India lags the global market significantly in terms of number of animation movies produced in India. The box-office
failure of Roadside Romeo, coupled with the effects of recession, made Indian filmmakers shelve their projects on
Indian animation movies. However, Hollywood films such as Ice Age 3 and Monsters vs. Aliens enjoyed success
on Indian screens. The release of ‘Avatar’, a movie that is a hybrid of live action and computer generated animated
characters became the largest grosser in India indicating that Indian audience is interested in animated content. The
Hindi, Tamil and Telugu dubbed versions of the film did equally well, highlighting the extremely responsive regional
market for animated content in India. As the country moves out of recession and Indian audience matures, animation
movies in the pipeline are expected to see execution.(Refer Table 3 )

Table 3: Animation movies in the pipeline for 2010

 Movie Name                                Produced by
 Sultan                                    Soundarya Rajnikant
 Toonpur Ka Superhero                      Kumar Mangat, krishika Lulla
 Kuchi Kuchi Hota Hai                      Karan Johar
 Delhi Safari                              Krayon Pictures
 Arjun                                     UTV
 Alpha and Omega                           Crest Animation
 EKEH 2.0                                  Motion Pixel Corporation and PNC motion entertainment




                                                                                         Animation. Broadcasting. Gaming. On the Cusp of Growth | 13
Outsourcing Market                                           Figure 13: Split of outsourcing revenues across its
Similar to the domestic market, TV contributes the           sub-segments
largest (~55%) of the outsourcing animation entertain-
ment market in India, followed by Direct-to-DVD.

Outsourcing work to India is dependent on the
•	 Animation Content Worldwide                                                  28%
•	 % of Content Outsourced Globally and
•	 % Outsourced to India
                                                                                                      55%

                                                                               17%
Trends and growth drivers for each of these param-
eters need to be understood / analysed to estimate the
direction of the ‘Animation Entertainment’ Outsourcing
pie.

Animation Content                                                Television           Movies for theater    DVD
Animation movies in the largest animation market i.e.
US have been growing (US produced 29 animation
movies in 2009). This is primarily propelled by the high     % Outsourced
box-office earnings of these movies                          The recent recession has forced the production houses
                                                             worldwide to step up their focus on cost savings
Table 4: Box Office Earnings of certain animation            measures. Comparison of production costs coupled
films worldwide                                              with their increased focus on cost savings is expected
                                                             to translate into higher % of work outsourced globally.
                                                             Table 5 provides an indication of India’s advantage over
 Animation       Year of     Worldwide Box Office
                                                             other countries.
 Film            Release     Earnings (USD Mn)
 Shrek 3           2007                  799
                                                             Table 5: Estimated costs for 30 minutes of animated content
 Wall E            2008                  533
 UP                2009                  711
                                                                                         India               Korea, Philippines    North America

Plans of the two largest animation houses in the world        2D Hand drawn                   USD 45,000             USD 60,750         USD 180,000
Disney Pixar and DreamWorks point to a similar growth                                            - 50,000               - 67,500           - 200,000
for future. Disney Pixar released 8 movies in the last two    3D                              USD 90,000           USD 121,500          USD 360,000
years. It plans to increase the number to 13 movies from      Backend                        USD 200,000           USD 270,000          USD 800,000
2009-2012. Similarly, DreamWorks plans to produce             production
5 movies every two years from 2009 compared to 2              Flash Animation                 USD 20,000             USD 27,000          USD 80,000
movies a year previously. However, in wake of the recent
economic recession, the budgets for these movies are         Source: Analyst Report
expected to stagnate.




14
% Outsourced to India                                        Indian Animation Entertainment Industry:
Animation Services outsourced to India is not only a         Overall Outlook
function of the cost but also depends on the capability      Indian Animation Entertainment Industry is expected
of the Indian players and its recognition world-wide.        to witness a significant growth, both in terms of
Indian animation players are surely moving up the value      revenue and participation in the value chain. The Indian
chain with their experience and are gradually getting        animation industry started by doing work for foreign
recognized as well. This is evident from the large no. of    companies. Increasingly, it is developing characters,
recent co-production deals:                                  lines and voices of its own. Studios are looking at new
                                                             business models, including partnerships, to produce
Table 6: Co-production deals in India                        films and shows. Sometimes, the partnership may just
                                                             be an investment. In return, they get to own a big
 DQ Entertainment: 30+ global Co-productions deals           chunk of merchandising rights. Some are even nego-
 with many leading companies like BBC UK, American           tiating distribution rights. This ensures flow of money
 Greetings Properties, M6 etc.                               even if there is no cash flow in the short term. Today,
                                                             global companies are looking at India for co-production.
 Sanraa Media: Deal with UK based Endemol for the
 co-production of animated series – The 99
                                                             As the industry gains expertise and tries to move up the
 Toonz Animation: Co-production deal with Spectra
                                                             value chain, it faces a few daunting challenges, which
 Animation of Canada to co-produce 52 episodes of a
                                                             it needs to overcome to come close to realizing its
 Malayalam animated TV serial ‘Paddy’s Pages’
                                                             potential:

Improved capability and perception of the Indian players     Skilled Manpower
is encouraging for the outsourcing pie of the animation      Similar to IT Services, skilled manpower is the basic
services in India.                                           requirement for producing quality animated content. As
                                                             per Nasscom Industry Report 2009, manpower require-
                                                             ment for animation in India is expected to grow from
                                                             17,500 in 2009 to 29,500 by 2012. However, lack of
                                                             employable resources poses a large constraint, which is
                                                             primarily due to the following reasons: Low awareness
                                                             of animation as a career and non-existence of a stand-
                                                             ardized and quality curriculum across the handful of
                                                             institutes in India.




                                                            Animation. Broadcasting. Gaming. On the Cusp of Growth | 15
Lack of Government Support                                    The Entertainment VFX Industry has shown a very high
     Indian Government has been providing support to the           growth rate of 53% over 2005-2009 and is estimated at
     IT and IT Enabled Services industry in India, thus leading    USD 83 million in 2009. 60% of the market is for work
     to its growth. Indian animation players lack any such         done for overseas clients.
     Government support either through tax rebates or
     grants. Moreover, competing outsourcing destinations          Recent Trends and Growth Indicators
     e.g.Canada, UK have signed tax treaties with the US.          Domestic and overseas markets are expected to shape
                                                                   the Entertainment VFX Industry in India
     Tight Budgets
     Indian animation movie is a low budget INR 10-12              Domestic Market
     crore movie, primarily meant to hedge the involved
     financial risks. In doing so, the quality takes a beating     VFX in Movies
     and the movie fails to compete with a USD 100-200             The use of VFX in live action films has seen a steady and
     Mn Hollywood Production. As production houses                 significant growth over the years. Many live action films
     grow bigger and financially stronger, the budgets are         today include a VFX sequence and the sheer duration of
     expected to improve.                                          these screen shots has also risen substantially.

     IP Protection                                                 Usage in Broadcast and Advertising
     Piracy of DVD-based videos is rampant in India, which         Usage of VFX in broadcast helps in significant reduction
     eats into the revenues for the producers and distribu-        of costs. Its usage brings down the set creation costs for
     tors. Weak IP Regulation and ineffective enforcement          a broadcast by almost 60-65%, particularly for mytho-
     discourage animation players in India to produce their        logical shows. It also helps in costs savings of 30-40%
     own IP. Moreover, it also discourages International           for commercials.
     Players, who are generally very protective of their IPs, to
     outsource to India.                                           Pre-Visualization Trend
                                                                   Pre-Visualization trend is a technique where-in the shots
     Entertainment VFX                                             can be visualized on computers before they are actually
     Similar to Indian animation entertainment industry,           shot. This increases the efficiency of production and
     Indian animation VFX industry is a highly fragmented          reduces cost of production. Growth of this trend would
     industry with the top 5 players contributing to ~20%          contribute to increased overall usage of visual effects.
     of the overall market. The revenue model used in
     animation VFX is ‘Work for Hire’, where revenues accrue       Overseas Market
     on a per hour basis.
                                                                   VFX in Movies
     Figure 14 : Animation Entertainment VFX Market                The whopping success of VFX extensive movies at the
     Revenues (USD Mn)                                             box office overseas is expected to drive the VFX usage
                                                                   in other movies as well. This, coupled with the cost
                                                          222      savings through outsourcing is expected to lead to
                                                                   greater outsourcing.
                                          28%

                                                                   In addition to the demand drivers, players have taken
                                            135
                                                                   supply side initiatives, which will certainly boost the
                                                                   market in India
                          83
                  %
                53
                                                                   Initiatives of Players
                                                                   The Indian players are also increasing their presence
          15
                                                                   overseas to tap the international market and build an
                                                                   outsourcing pipeline for their Indian studios:
        2005             2009E            2011P          2013P     •	  ixion has acquired two London-based studios,
                                                                       P
     Source: Nasscom Industry Report 2006, 2009                        Men-From-Mars and Molinare

16
•	  ixion also plans to acquire a studio in Los Angeles
   P
•	  ata Elxsi has launched a new facility of Visual
   T
   Computing Labs (VCL) in Los Angeles
                                                               Indian Entertainment
                                                               VFX industry faces
Indian Entertainment VFX Industry: Overall Outlook
Indian Entertainment VFX Industry, similar to the
Indian Animation Entertainment industry is on the
cusp of significant growth, both on the domestic and
outsourcing front. However, as the Indian industry
players take initiatives to boost their presence on the
                                                               numerous challenges :
global map, they face similar challenges : Lack of Skilled
Manpower, low budgets for VFX in a movie and no
                                                               Lack of skilled manpower,
Government support / incentives.

Custom Content Development
                                                               Low budgets, Little
Custom content development, estimated at ~ USD 295
Million (2009) has grown at 35% p.a. (2005-09) and
is expected to continue its growth at a healthy rate of
                                                               Government support
24% p.a. (2009-13) to reach USD 685 Million by 2013.           Corporate (for their training requirements), K-12, Higher
                                                               Educational Institutes and industries such as Defence,
As per leading players in the industry, 90% of custom         Aviation for their training requirements are customers
content development in India is outsourcing work.              of this segment. Similar to the animation entertain-
                                                               ment industry, it is the production and post-production
                                                               activities which are primarily outsourced to countries like
Figure 15: Indian Custom Content Development
                                                               India.
Market Revenues (USD Mn)
                                                    685        Recent Trends and Growth Indicators
                                     24%                       Domestic and overseas markets are expected to shape
                                                               the Custom Content Development in India
                                      429
                                                               Domestic Market
             %        295                                      E-Learning Demand from Corporate Sector
           35
                                                               As the corporate sector expands its distribution and
                                                               adopts IT increasingly, demand for custom content
     90                                                        development is expected to increase. Most of the
                                                               increased demand is expected to come from the small
    2005             2009E            2011E       2013E        and medium enterprises (SMEs) who are currently low
Source: Nasscom Industry Report 2006, 2009
                                                               users of e-Learning, but are willing to adopt the cost-
                                                               effective high-quality channel.


Figure 16: Custom Content Development Value Chain


           Content Owner/ Sourcing                           Animation Content Developer                                 Platform Owner

  Content can be for educational                       This can be done in-house or by an                 Can publish onto:
  institutions, corporate or talent                    integrated studio or outsourced in part of         •	 CD/ DVD
  development companies                                full to an animation developer                     •	 Website
                                                                                                          •	 Learning Management System

Source: Secondary Research


                                                                                            Animation. Broadcasting. Gaming. On the Cusp of Growth | 17
Demand From Higher Education
                                    Compared to the US where  90% of the institutes
                                    leverage e-Learning, current adoption of e-Learning by
                                    higher education institutes in India is very poor. This has   The Indian mindset
                                    large scope for growth and can only go up, given the
                                    current status.                                               emphasises significantly
                                    Overseas Market                                               on human interactions
                                    Major markets for e-Learning globally are the US and
                                    select European nations across both educational institu-      and face-to-face
                                    tions and Corporate Sector for training purposes.
                                                                                                  sessions, which has
                                    Increased requirement for content
                                    Content requirement for corporate e-Learning is to            impeded the growth of
                                    grow at 11% p.a. (2009-13).
                                                                                                  e-Learning in India
Figure 17: Worldwide Corporate e-Learning Content Revenue (USD Bn)

                                                                                                  Indian Custom Content Development Industry:
                                                                                       16.0
                                                                                                  Overall Outlook
                                                11%                    14.0
                                                        13.5                                      Indian Custom Content Development Industry is slated
                                        12.5                                                      to show robust growth, both on the domestic and
                            10.5                                                                  outsourcing front. However, ‘Change in the Indian
      9.0
                                                                                                  Mindset’ and ‘Government Thrust’ can go a long way in
                                                                                                  developing the industry:

                                                                                                  Cultural Constraint
                                                                                                  The Indian mindset emphasises significantly on human
                                                                                                  interactions and face-to-face sessions. This has impeded
                                                                                                  the growth of e-Learning in India.
     2008                  2009 E      2010 P          2011 P          2012 P          2013 P

Source: Skillsoft report
                                                                                                  Government Thrust
                                                                                                  Government Aided Institutes do not enjoy any incentive
                                    Increased outsourcing                                         for adoption of e-Learning in the institute. The fee for
                                    Increased pressure on bottomline for the corporate            these institutes is capped, thus restricting the authorities
                                    and higher education institutes is expected to increase       to pass on the extra cost of an e-Learning initiative to
                                    the focus on cost savings, thus leading to higher             the students. This impedes adoption of e-Learning even
                                    outsourcing.                                                  among willing insititues to adopt e-Learning.




18
Animation. Broadcasting. Gaming. On the Cusp of Growth | 19
Gaming


Global Gaming Industry                                       •	 Console Gaming: Sale of hardware e.g. gaming
The global gaming industry has been growing at ~21%             consoles
p.a. (2005-2009) to reach ~ USD 40 billion (CY2009).         •	 Online Gaming: Advertising and subscription of
This growth is expected to reduce to 10% p.a. and is            online games
expected to reach USD 59 billion by 2013.
                                                             Gaming services market in India comprises:
Figure 18: Global Gaming Market (USD Bn)
                                                             •	 Outsourcing development services
                                                             •	 Ancillary services such as voice and email BPO
                                       10%            59        support, porting, testing, etc.

                                        49
                                                             Gaming industry in India is a fragmented industry,
               %       40
            21                                               with players present across the value chain. It is the
                                                             development and post development activities (Refer
      19                                                     Figure 21) which are outsourced. Concept creation,
                                                             feasibility testing and pre-production are still limited to
                                                             only the online and mobile platforms in India, that too
     2005           2009E             2011P          2013P   done only by a handful of players.
Source: Nasscom Industry Report 2006, 2009
                                                             Figure 20: Gaming Value Chain
Key segments for gaming are Console Gaming, PC
                                                             Concept                                                     Post                               Final
Gaming, Mobile Gaming and Online Gaming. North               creation                Pre                                                 Gold
                                                                                                    Development       production                          Testing /      Consumer
America, Western Europe and Japan lead the gaming            feasibility           Production                                            release
                                                                                                                        testing                           Porting
                                                             testing
market. However, China is the fastest growing market
                                                             •  nvolves  
                                                                I             •   reation of
                                                                                 C               •   rogramming •  nvolves
                                                                                                    P               I           •   he final
                                                                                                                                   T               •   ame made
                                                                                                                                                      G
especially for online gaming.                                   concept          story board 3-D •   -D Art asset  final sound    build is           compatible
                                                                                                    3
                                                                creation         Pre-production,    building:       recording,     delivered          with various
                                                                                 character                          color          to the             graphic
Indian Gaming Industry Overview                              •   ublisher
                                                                P
                                                                                 drawing
                                                                                                    This includes
                                                                                                                    testing        publisher          cards/ mobile
                                                                validates the                       character
The Indian gaming market is estimated at ~ USD 239              concept and •   ame engine
                                                                                 G                  modeling,       and special                       handsets
                                                                                                                    sound                             (for mobile
million (CY 2009) and expected to grow rapidly to reach         identifies       decision (for      se design 
                                                                                                                    effects                           games)
                                                                the market       console, PC        modeling
~ USD 1.3 billion by 2013, showing a CAGR of ~53%.              opportunity      and online)        texturing
Consumer market in India comprises revenues from:

Figure 19: Indian Gaming Consumer and Services               Figure 21: Presence of Indian Gaming Players Across the Value Chain
Market (USD Mn)
                                                                              Concept Creation           Pre                                         Post 
                                                                                                                               Development                             Final Testing
                                                                               Feasibility              Production                                  Testing
                                                      328                                                                                                              / Porting
                                                                              Testing                                                                Production

                                        %                       Console
                                      53
                                                                 Mobile


                                                                   PC
                                                      988
                                       150
                                                                 Online
            21%
                       80              380                   Note: For Mobile, PC, and Online Games, concept creation and feasibility testing            Limited Presence
29
                      158                                    and pre-production are done only for domestic clients while the other steps
35                                                                                                                                                       Moderate Presence
                                                             are done for both domestic and overseas clients. For Console Games, all stages
     2005           2009E             2011P          2013P   except content creation are done only for overseas clients                                  No Presence

Source: Nasscom Industry Report Secondary Research
                                                             Source: Nasscom Industry Report 2009
     Consumer          Services

•	 PC Gaming: Sale of CD-based gaming software
•	 Mobile Gaming: Sale of software through mobile
   downloads

20
•	 Integrated companies that have presence in the              Mobile Gaming
   complete gaming value-chain – from conceiving a             •	 Growing mobile subscribers  Introduction of
   gaming idea, publishing it, developing the complete            3G-enabled handsets
   game and distributing it across geographies are             	 Mobile phone is the most widely owned screen in
   again limited to a few companies, that too only for            India today and is expected to continue its growth,
   mobile gaming.                                                 given the large scope for further penetration of
                                                                  mobile phones in India. As the Indian populace’
Among the various segments                                        exposure to mobiles increases, higher downloads on
•	 Mobile and Online Gaming are the largest                       the mobile phones are expected. Moreover, it is the
   contributor to gaming service revenues                         introduction of 3G in the country, which will enable
•	 Consoles are the largest contributor to Gaming                 the user experience a high quality game and demand
   Consumer Revenues. However, one needs to note                  more. Such a demand will foster innovation in games
   that a large % of the consumer revenues is shared              on the mobile and encourage an ecosystem for
   with international players viz. Sony, Nintendo,                greater development of mobile games.
   Microsoft, Electronic Arts, etc.
                                                               •	 Telecom operators : Declining ARPU and Need for
Figure 22: Consumer and Services revenues across
                                                                  Differentiation
type of games (USD Mn) (2009)
                                                               	 Telecom sector in India has been experiencing an
      7                                                           increase in competitiveness between operators as
                                                                  well as handset manufacturers, which has resulted
                                                                  in a greater need to differentiate themselves from
                                                                  their competitors through Mobile Value Added
                     23                                           Applications and Services. Moreover, the ARPUs of
     90                                                           telecom operators have been declining: Telcos are
                                                                  looking forward to Mobile Value Added Services
                                                  34              as an alternate revenue source. Mobile gaming is
                     43               16
                                                                  expected to significantly grow on account of this
                                      12          14              supply driver: Mobile Entertainment being considered
  Console         Mobile              PC         Online           as a means to differentiate and a channel for
                                                                  increased revenues per user.
 	 Consumer                  	 Services
Source: Nasscom Industry Report 2006, 2009


                                                               Figure 23: Non-voice Revenues per country
•	 Moreover, the margins involved in this distribution
   business are very low. This high revenue share model
                                                                  China                               27
   applies to PC and Online Gaming as well, where
   Indian presence in creating games is limited.                  Japan                               27

Distribution business (Low revenue share, Low margins)            Korea                          26
is not a significant contributor to growth of gaming
industry in India. Hence, in this report, trends related to          UK                     21
consumer business of consoles or distribution of games
of foreign players have not been considered. Both              Germany                      21

domestic and outsourcing trends and growth drivers
                                                                   Italy               17
have been analysed to understand the future of gaming
market in India:
                                                                   India       8

Domestic Market
                                                               Source : IAMAI Paper, Deloitte Analysis
Domestic market is expected to witness high growth,            Notes : Data is approximate and is based on the data % of large
both from the demand and supply side:                          telcos in respective countries


                                                              Animation. Broadcasting. Gaming. On the Cusp of Growth | 21
Online Gaming                                               Trends and growth drivers for each of these parameters
Increasing internet penetration in India, introduction of   need to be understood / analysed to estimate the
Broadband Wireless Access (BWA) and growing trend           direction of the outsourcing for gaming services in India
of Massive Multi-player Online Role Playing Games           •	 Increase in production of console games overseas
(MMORGs ) are expected to grow the online gaming                and MMORGs
market in India significantly.                              	 Currently, revenues from console game development
                                                                services are completely derived by providing
•	 Increased internet penetration and Broadband                 services to international companies. Global console
   Wireless Access Introduction                                 software market is expected to grow at 11% p.a.
	 Internet penetration in India has increased from a            This indicates a greater need for console game
   mere 0.7% in 2003-04 to a 1.2% in 2008-09. This              development services. Similarly, the trend of growing
   growing penetration, along with introduction of              MMORGs worldwide is expected to continue.
   BWA, which would lead to increased broadband                 Both these are expected to lead to higher need for
   penetration would facilitate playing of high end             development of games on the respective platforms.
   online games in India.
                                                            •	 Cost Savings
Figure 24: Internet Penetration in India                    	 There is a significant cost differential between the
                                                               production costs in India and that in US. As per
                            23%                                Nasscom, game development in India saves  50%,
                                  1.10%         1.16%
                                                               compared to the US.
                  1.00%

                                                            Figure 25: Production Cost Indices (India Vs US)
     0.60%
                                                                 100                               100




     2005-06      2006-07         2007-08       2008-09

Source: TRAI
                                                                         41                              40
•	 Growing trend of MMORGs
	 All types of games in India can be broadly classified
   into: Single Player Single Session Games, Multi Player
   Single Session Games and Multi-Player Online Role
   Playing Games. Currently in India, Single Player                 Console                         Mobile
   Games dominate the market with 80% of the active
   Internet using gamers playing such games. Only              US                 India

   27% of Indian online gaming populace is playing          Source: Nasscom Industry Report 2009
   MMORGs. However, it is the fastest growing among
   the three, not only in India but worldwide as well.      •	 Growing expertise and recognition from Indian
   Growing MMORGs is expected to boost the online              Players
   gaming in India.                                         	 As the Indian Players gain expertise across the
                                                               multiple gaming platforms, they are also earning
Outsourcing Market                                             recognition from global publishers. This is
Today, majority of gaming services revenues in India           evident from the recent co-publishing (Revenue
comes from outsourcing, especially for Console, PC and         Sharing) deals between Indian players e.g.
Online Gaming. Outsourcing work to India is dependent          Trine Entertainment and foreign publishers for
on the development of games worldwide and the %                development of games.
outsourced to India.



22
Indian Gaming Industry: Overall Outlook                          by lack of budgets and quality manpower have not
         Indian Gaming industry is expected to witness large              been successful with development of PC / Console
         changes, primarily in the domestic market. Introduction          Games.
         of 3G and telco’s focus on Value Added Services are           •	 Revenues Sharing with Telecom Operators: Telecom
         expected to lead to exponential growth for mobile                operator keeps a large % of the revenue (60% -
         gaming in India. This will also lead to the Indian gaming        70%) that accrues from mobile game downloads.
         players moving up the value chain and getting involved           This revenue-sharing agreement does not foster
         in end-to-end game development and publishing. As                the right ecosystem for mobile game developers to
         the Indian market matures and gains expertise, Indian            develop their own IPs and distribute them.
         players will gain confidence of their foreign counterparts
         and attract greater % share of the outsourcing pie and        Indian Animation  Gaming Industry : Future
         co-publishing deals.                                          Outlook
                                                                       The Indian Animation and Gaming industry is today at a
         However, realizing the potential of the Indian gaming         nascent stage, but holds significant potential for growth,
         industry is constrained by factors very similar to the        both in terms of its size and moving up along the value
         animation industry in India:                                  chain. While the abysmally low current share (0.6%) of
         •	 Lack of Skilled Manpower: Lack of employable               the worldwide animation and gaming market points
            manpower, primarily arising out of high quality            to Indian industry’s potential for domestic growth, the
            institutes, lack of perception of gaming as a potential    10% share of the outsourced market indicates the
            career is a key challenge for the industry.                large scope for growth from the outsourcing market.
         •	 Mindset of Indian Populace:  Gaming is considered          Increasing number of co-production deals, increasing
            to be just a means of entertainment and even a             focus on development of original content and own IPs,
            worthless activity by a large section of the Indian        setting up overseas offices, recent investments from
            population. This is the largest factor impeding the        Private Equity / Other Funds – All these developments
            growth of the domestic market in India.                    are evident of its demonstrated capability and growing
         •	 High Standards of Foreign Games: Indian gamer is           confidence. However, regular availability of employ-
            already exposed to the best quality games globally         able talent needs to be ensured for the potential to
            and would expect similar quality games from Indian         be realized. Certain Government incentives could also
            games as well. Indian gaming players, constrained          encourage the industry and help it go a long way.




Increasing number of co-production deals,
development of own IPs, recent investments from
Private Equity – All these developments are
evident of the demonstrated capability and
growing confidence of the Indian Animation and
Gaming Industry
                                                                      Animation. Broadcasting. Gaming. On the Cusp of Growth | 23
Television


      Introduction                                              The television sector in India has grown at a CAGR of
      Television plays a significant role in dissemination of   ~14% (2005-2009) and is estimated to continue to
      information and is equipped with an innate power to       grow. By the end of 2011, the industry is estimated to
      influence people, their beliefs and their opinions. A     reach USD 7.8 billion. While the media  entertainment
      global Deloitte study on ‘Media democracy’ in 2009        market in India is relatively small when compared
      across over 2000 respondents offers some interesting      with other Asian countries, India has the third largest
      insights about the popularity of television in current    television market in the world after China and the US.
      times. TV remains a favorite media source for most        TV continues to dominate the sector followed by print
      consumers – 72% of the respondents rank ‘watching         and filmed entertainment.
      TV’ as their top media source. 84% respondents
      consider ‘advertising on TV’ as the most influential      Figure 27: TV Revenue Streams
      media source to impact their buying decisions. Online
      TV matters to a minority of viewers, though the share     Television
      of such viewers has gradually increased as compared to    content
                                                                4%
      2008.

      Indian entertainment today has a far more global                       Television
      audience across South Asia, the Middle East, and                       advertising           Television
                                                                             34%                   distribution
      Africa. The large base of expatriates ensures that
                                                                                                   62%
      Indian TV channels and films are a premier medium of
      entertainment. Indian films and TV channels have been
      able to attract audience beyond expatriates in the US
      and the UK – an audience that enjoys and identifies
      more with the contemporary Indian culture.


      Figure 26: Size of TV Industry in India (USD Bn)          Source: IBEF, Industry estimates



                                         17%
                                                                Television – Revenue Streams
                                                       10.7     In 2009, subscription revenues contributed around
                 14%
                                          7.8                   62% to the total television revenues and stood at
                             5.7                                USD 3.5 billion; while advertising constituted 34%
           3.4
                                                                at USD 1.9 billion. The television content constitutes
          2005              2009E        2011P         2013P    approximately 4% to the total television market at
      Source: IBEF, Secondary Research                          USD 250 million.




24
Figure 28: TV Value Chain


                               Content Creators/
                                                              Broadcasters                  Distributors                  End Users
                               Content Aggregators



                            •	 Content providers         •	 Further, content is          •	 The distribution              •	 End users get access
                               operating directly or        distributed through             companies, using                 to the content after
Role in the TV                 through aggrega-             audio and video signals         various technologies,            paying a subscription
Value Chain                    tors who re-package          to transmit programs            make the content                 fee
                               content                      to an audience                  available to audience




Key players




                            •	 In the next 2-3 years     •	 Competition among            •	 Lack of transparency in       •	 Consumers are experi-
                               the companies can            broadcasters leading            sharing of revenues by           menting and open
Challenges/
                               expect to look beyond        to drop in Gross Rating         distributors has been a          to new technologies,
Consideration
                               and target local             Points (GRPs) especially        challenge. Local Cable           content and offers
                               viewers with custom-         for channels in Hindi           Operators still garner
                               ized content in markets      GEC space                       75% of the subscrip-
                               like North America,                                          tion revenues
                               Europe, Middle East,
                               and Africa

Source: Deloitte analysis




i.	Television Distribution                                     the DTH platform. DTH is an upcoming segment even in
India’s television distribution industry is the world’s        rural India, increasing its share among all DTH homes to
second largest with over 105 million cable and satellite       64% in 2010 as compared to 34% in 2008. Digitization
(CS) homes in 20091. New digital mediums are                  is expected to speed up, not only in Direct-to-home but
emerging – DTH, Digital Cable and IPTV. DTH is being           also in the hitherto-analog cable segment. An industry
instrumental in the growth of television industry in India.    report by IDFC suggests that total digital homes are
There are multiple organized players that are providing        expected to increase four times to 86 million by 2015 –
satellite signals directly to the homes. There are 22          which would potentially address the ‘under-reporting’
million digital homes – 18 million out of these are on         of revenues earned by local cable operators. DTH would



                                                                                                                           1  elevision distribution report
                                                                                                                             T
                                                                                                                             2009, IDFC


                                                                                           Animation. Broadcasting. Gaming. On the Cusp of Growth | 25
constitute 48 million homes (18 million in 2009) and cable would be 38 million homes (as against 4 million in 2009).
                              This indicates digitization is underway and the television distribution is moving towards being more organized.

                              Figure 29: Digital TV Homes in India


                                      Total potential
                                  (in millions of homes)

                                                                                                                                Undeclared
                                                                                                                                homes
                                             Undeclared         Declared        105                                              51 mn
                                                                                                      140
                                             homes              homes
                                             82 mn              23 mn                                                               Declared
                                                                                                                                     homes
                                                                                                                                     89 mn


                                                                                30
                                                                                                      20

                                                                                2009                 2015E
                                                                               Non CS Home	        CS Home	

                                       Digital homes                         22 million             86 million

                              Source: IDFC, Deloitte analysis



                              India is an extremely cluttered cable and DTH market: The cable distribution industry in India is extremely fragmented,
                              with the presence of over 7000 MSOs and more than 50,000 LCOs.


                              Figure 30 : Cable  DTH Market in India




                              Source: IDFC


                              ii.	 elevision Advertising
                                 T
                              Television advertising in India stood at USD 1.90 billion in 2009 – seeing a marginal growth of 2% over 20082. In
                              2010, the overall advertising industry is expected to see a y-o-y growth of 13% over 2009.

2 BEF, Industry estimates,
  I
                              Until recently, the growth in TV advertising was largely driven by significant advertising spends by fast growing
  Pitch-Madison, Edelweiss
  Research                    sectors such as banking and financial services, telecom etc. As a result of the economic slowdown, players in these

26
sectors trimmed their advertising spends especially in the         volumes. Players such as HUL, Reckitt Benckiser and
first half of 2009.                                                PG intensely compete with each other on television
                                                                   advertising. Many other leading FMCG players have
Figure 31 : Leading Advertising Categories on TV                   also joined the TV advertising battle; given that
                                                                   TV broadcasting has historically been an effective
Top 10 TV advertising sectors in 2009                              advertising vehicle for consumer products. Apart from
                                                                   FMCG, sectors such as telecom, automobile, banking
 Top Categories                                 % share
                                                                    financial services and consumer durables have also
 Food  beverages                                 14
                                                                   joined the TV advertising bandwagon.
 Personal care/ personal hygiene                  11
 Services                                           6              iii. Television Content
 Telecom/internet service providers                 5              Most channels produce their own television content.
 Hair Care                                          5              Given the increasing demand for differentiated content,
                                                                   a handful of content creators have emerged who sell
 Auto                                               4
                                                                   television content to channels. This contributed about
 Banking/finance/investment                         4              4% of the overall television industry in 2009 at USD 250
 Personal accessories                               4              million. Since the number of channels is growing by the
 Personal healthcare                                3              day and there is a need for differentiation, television
 Household products                                 3              content segment is expected to surge further.

Source: TAM Media                                                  Television Channels in India – the Problem of
                                                                   Plenty
Food and Beverages leads the charts in advertising                 The last few years witnessed a near explosion of the
on television in 2009 with ~ 14% share, followed by                number of television channels in India. From the black
Personal care / Personal Hygiene at 11%. FMCG firms                and white television broadcasting on a single national
such as PG, HUL, Coca Cola, Pepsi, ITC were the                   television channel (Doordarshan) in 1980s to over 500
leading television advertisers in 2009.                            channels spanning various genres – Indian television
                                                                   industry has truly come a long way.
A win-win for TV Advertising
Let’s have a look at some interesting advertising spend            Television Genres in India – From Generic to Niche
insights. 9 of the Top 10 advertisers on TV are from               The Indian television broadcasting segment currently
FMCG. FMCG accounts for over 45% of TV advertising                 has more than six genres. High number of genres is

Figure 32 : Evolution of TV Channels in India
                                                                                                                   2010: Over
                                                                                                                   500 channels
                                                                                                                                         2015: Annual growth
 Doordarshan was           1992: 5 new                    2003: Entry of                                           already in India
                                                                                                                                         rate for the television
 the single national       channels                       authentic news                                           and another
                                                                                                                                         industry is projected
 broadcaster               introduced by                  channels such                                            100 waiting to
                                                                                  2006: 2                                                to be15% over the
                           Hong Kong                      as AajTak and                                            go live
                                                                                  million                                                next 5 years
                           based Star TV                  Star News
                                                                                  digital TV
                                                                                  households




                                                2002-03: More
     Ramayan and              1996: More than                                        2009: 394 TV channels in
                                                international channels such
     Mahabharat were the      50 channels                                            2009. Non-news  current
                                                as Nickelodeon, Cartoon
     popular shows with       available to                                           affairs TV channels grew
                                                Network, VH1, Disney
     record viewership        Indian viewers                                         from 0 to 183; news 
                                                were launched in India.
                                                                                     current affairs TV channels
                                                The number of channels
                                                                                     grew to 211
                                                increased to ~ 100



                                                                                                 Animation. Broadcasting. Gaming. On the Cusp of Growth | 27
primarily driven by the growing need for more and more
differentiated and niche content. Since the viewers
today have far greater choice in terms of content, varied
national and regional channels have emerged across          Regional GECs are
                                                            almost matching the
genres.

I.	GEC (General Entertainment Channels)

Figure 33: Viewership across TV Genres in India             strength of their national
                                                            counterparts, and have
                                                            emerged as a key focus
                                                            area for most players
                                                            Here are some key highlights of emerging changes in
                                                            the Hindi GEC space in the last calendar year:
                                                            •	 Increasing popularity of reality shows and fiction
                                                               addressing social and realistic issues
                                                            •	 Advertisement rates nose-diving in the IPL month
                                                            •	 Channels such as Colors, Imagine going global as
                                                               they also strongly race for the top slot in the highly
                                                               competitive TV broadcasting battlefield
                                                            •	 Leading GECs acquiring broadcasting rights for new
                                                               movies for sprucing up the ratings and adding to
                                                               their viewer base, by reducing the gap between
                                                               theatre release and time-to-market through television

                                                            b. Regional GECs: Gaining rigor
                                                            Regional GECs are almost matching their strength with
                                                            the national GECs and have emerged as a key focus
Source: TAM Media                                           area for most players. The number of regional channels
                                                            has increased from 114 in 2008 to 135 in 20093. While
a. National GEC: Cutthroat and competitive                  the share of advertising on genres such as Hindi News,
2009 was a roller-coaster ride when it comes to the         Hindi GECs and Hindi Movies almost remained constant,
top hindi GEC slot. While Star TV was at the top till the   it increased for regional GEC from 22% in 2008 to 24%
first half of the year, Colors occupied the top position    in 20094. High demand for regional content by viewers
and got the highest gross ratings points (GRPs) of 325      settled outside India, low cost of production (relatively
in September 2009. This was also the highest among          low talent cost, no carriage and placement fee, low
all Hindi GECs in a span of over a year – 50 GRPs ahead     acquisition cost), affordable local advertisement reaching
of its closest competitor Star TV and 70 GRPs over Zee      the right audience are some factors contributing to the
TV. Differentiated content such as its flagship drama       success of regional channels.
‘Balika Vadhu’ and ‘Utaran’, second season of stunt-
                                                                                                                         3 Going native’, article
                                                                                                                           ‘
based reality show Fear Factor-Khataron Ke Khiladi and      Regionalization has caught the eyes of most established
                                                                                                                           published in Financial Times
BigBoss; coupled with meticulous distribution strategy      broadcasters, catering to specific interests of the            in Oct 2010
worked wonders for Colors.                                  viewers:                                                     4 TAM Media


28
•	 Tamil, Malayalam, Telugu, Kannada, Bengali and             specific type of content. TV Today launched an English
                                    Marathi are the key languages in the regional GEC          Channel, Headlines Today; and then another Hindi
                                    space                                                      channel, Tez (meaning fast). Both these channels were
                                 •	 Sun TV Networks has been a leading TV broadcaster          aimed at the busy viewer who does not have time for
                                    in the South Indian television market                      long and detailed news bulletins.
                                 •	 Zee Networks that established a strong presence
                                    in northern and eastern India with channels in             III. Music: Journey away from music
                                    Bengali, Gujarati, Marathi and Punjabi by 2004; also       Music channels in Indian television are facing winds
                                    commands a significant present in South India with         of change. Four years ago, there were 12 pure music
                                    their first South Indian channel launch - Zee Telugu in    channels. Today, there are only four - 9XM, ETC, Music
                                    2005, Zee Kannada in 2006, Zee Tamil in 2008               India and VH1. Audience viewership for music channels
                                                                                               is dipping across all age groups. Most traditional music
                                 Other broadcasters such as Sony, NDTV, UTV are eyeing         channels are also embracing non-music content since
                                 the growing regional channel space, intensifying the          these channels are finding it increasingly difficult to
                                 need for more and more specialized content targeted at        retain and attract interest of audience due to growing
                                 the regional viewers.                                         competition from GEC and other genres.

                                 II.	 ews channels: Losing steam
                                    N                                                          IV. Sports: Creating its own niche
                                 India currently has about 250 news channels as                Sports channels in India have increased manifold over
                                 against 215 in 20085– highest as compared to any              the last few years. The Indian cricket fans constitute the
                                 other country. 42 new news channels were permitted            primary viewers of the Indian sports channels. Events
                                 in 2009 and 2010. Except for a handful of leading             such as Twenty20 World Cup and IPL have offered
                                 news channels such as AajTak, most national as well           exactly what the Indian cricket fans look for. Games
                                 as regional news channels are losing steam to the             such as hockey and football are also gaining more
                                 GECs. While the GECs are fast catching up with their          importance – increased demand and viewership for live
                                 differentiated content, the news channels struggle            telecasts, along with attracting sponsorships from bigger
                                 to strike the right balance between traditional               brands. For example, initiatives such as ESPN Star Sports
                                 news content such as politics, current affairs; and           association with the Indian Hockey Federation to create
                                 entertainment content. The news channels also grapple         the Premier Hockey league can offer further growth of
                                 with holding the viewer’s attention. Some channels have       this genre.
                                 tried to address this by creating dedicated channels for




5  inistry of Information and
  M
  Broadcasting. March 2010


                                                                                              Animation. Broadcasting. Gaming. On the Cusp of Growth | 29
Animation and gaming (1)
Animation and gaming (1)
Animation and gaming (1)
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Animation and gaming (1)

  • 1. Animation. Broadcasting. Gaming. On the Cusp of Growth www.deloitte.com/in
  • 2. Contents Message 3 About ASSOCHAM 5 Animation and Gaming 6 Introduction 6 Global Animation and Gaming Industry 6 Indian Animation and Gaming Industry 8 Animation 9 Introduction 9 Animation Entertainment 9 Entertainment VFX 16 Custom Content Development 17 Gaming 20 Global Gaming Industry 20 Indian Gaming Industry 20 Indian Animation & Gaming Industry: Future Outlook 23 Television 24 Introduction 24 Television – Revenue Streams 24 Television Channels in India 27 Television Genres in India – From Generic to Niche 27 Policy Framework 30 Future Outlook 31 Radio 32 Introduction 32 Key Growth Drivers & Constraints 33 Future Outlook 34 2
  • 3. Message The three focus segments of this paper: Animation, this growing phenomenon. It will be really interesting Gaming and Broadcasting all have the potential to see to see if the industry witnesses any consolidation in near future as inflection points in their growth. the coming 12-18 months. Another key thing that I am really awaiting is the reaction of the content providers in Animation and Gaming reminds me of the the industry to the oncoming 3G Wave. transformation the IT-ITES Industry brought to the Indian economy and populace some years back. The Indian The future of radio in this country is primarily dependent animation industry is well-geared to start grabbing a upon change in the regulations and the mode of the larger share of the increasing outsourcing pie. As the much-awaited Phase 3 Licensing. The real potential of economy moves out of tough times, there is hope that the medium which lies in its local reach and interactivity animation houses in India would take the initiative to can never be realized unless radio broadcasting players P N Sudarshan develop the in-pipeline high budget high quality movies find it commercially feasible to operate in small towns Senior Director, and animation content and showcase their capabilities. and cities, with the freedom to broadcast multiple Deloitte in India Players are also expected to leverage the incoming 3G genres. technology and develop end-to-end mobile games (IPs). Promoting gaming / animation as a career in India and Our media spends are abysmally low (USD 4 per capita) working with the Government for higher dissemination compared to our neighbours, China (USD 27 per capita). of related professional education hold the key. There is enough demand in the Indian economy and populace to propel the media industry to show a > 15% As of now, Television, as evident from Indian and growth per annum and slowly bridge this yawning gap. global experiences, does not have a real substitute for either the audience or the advertiser. However, with I acknowledge the contribution of Sandip Biswas, the unprecedented growth of channels in India, only Director, Deloitte Touche Tohmatsu India Private Limited the players who invest in understanding the consumer to this report. and target pre-determined segments with innovative content and programming are slated to emerge winners, leaving the others behind. Digitization will be the most rapidly growing trend in this industry – Players need to P N Sudarshan understand the implications and adapt themselves to Senior Director, Deloitte in India Animation. Broadcasting. Gaming. On the Cusp of Growth | 3
  • 4. Message The Indian Media and Entertainment (M&E) industry This White Paper, jointly prepared by ASSOCHAM and stood at USD 12.9 billion in 2009 registering a 1.4 per Deloitte Touche Tohmatsu India Private Limited, mainly cent growth over last year. Over the next five years, the deals with Animation, Broadcasting and Gaming and industry is projected to grow at a compound annual also the future roadmap for the Industry. growth rate (CAGR) of 13 per cent to reach the size of USD 24.04 billion by 2014. Additionally, the gaming I sincerely hope that FOCUS 2010 will be beneficial to segment is expected to be the fastest growing sector the stakeholders in further promoting this Industry. in the M&E industry. The sector showed a 22 per cent growth in 2009 and is expected to grow at a CAGR of 32 per cent to reach USD 705.2 million by 2014, while the animation segment is expected to record a CAGR of (D S Rawat) D S Rawat 18.7 per cent in the next five years. Secretary General, ASSOCHAM Secretary General, ASSOCHAM We are pleased to organise the fourth edition of Global Summit on Entertainment& Media: FOCUS 2010 with the Official Support from the Ministry of Information & Broadcasting, the major Film Trade Associations and active participation from the Industry. 4
  • 5. About ASSOCHAM The Associated Chambers of Commerce and Industry These encompass areas such as: Domestic & of India (ASSOCHAM), India's premier apex chamber International Trade, Commerce, Industry, Services, covers a membership of over 300,000 companies and Agriculture, Education, Food Processing, IT & BPO, professionals across the country. It was established Economic Affairs, TQM, Energy, Environment, in 1920 by promoter chambers (Bombay Chamber of Capital Market, Banking & Finance, Direct & Indirect Commerce & Industry, Cochin Chamber of commerce Taxation, WTO & IPR, Infrastructure, Pharma, Health, & Industry, India Merchants Chamber, Mumbai, The Biotechnology & Nanotechnology , Tourism and Madras Chamber of Commerce & Industry, PHD Telecom. Chamber of Commerce & Industry) representing all regions of India. Leading Corporates like Aditya Birla Management Corporation Ltd., Boeing, DLF, IBM, Reliance As an apex industry body, ASSOCHAM represents Communications, Reliance Industries, TATA, Northrop the interests of industry and trade, interfaces with Grumman, Cable & Wireless, Warburg Pincus, SREI Government on policy issues and interacts with Infocom, Ernst & Young, Huawei Telecommunications, counterpart international organizations to promote ZTE Telecom, Qualcomm, Centurion Bank of Punjab bilateral economic issues. ASSOCHAM is represented Limited, Diageo India Pvt. Ltd., DSP Merrill Lynch, on all national and local bodies and is, thus, able Geojit Financial Services Ltd., GMR Infrastructure Ltd, to pro-actively convey industry viewpoints, as also ITC Limited, Jet Airways (India) Private Limited, Kotak communicate and debate issues relating to public- Mahindra Asset Management Co. Ltd, Microsoft, Spice private partnerships for economic development. Communications Pvt. Ltd., Videocon Ltd., Vodafone are some of the Esteemed Members of ASSOCHAM. ASSOCHAM members represent the following sectors: • Trade (National and International) About ASSOCHAM please log on www.assocham.org • Industry (Domestic and International) • Professionals (e.g. CAs, lawyers, consultants) • Trade and Industry Associations and other Chambers of Commerce ASSOCHAM operates through 90 Expert Committees that provide an interactive platform to Members for interaction and aid formulating Policy recommendations so as to facilitate Economic, Industrial and Social Growth. Animation. Broadcasting. Gaming. On the Cusp of Growth | 5
  • 6. Animation and Gaming Introduction Global Animation and Gaming Industry Animation, briefly described, is a rapid display of time The Global Animation and Gaming industry, growing at sequenced frames to create an illusion of continuous 12% p.a. (2005-2009) is a USD 115 Billion industry movement. The sub-segments within Animation and (CY 2009). The industry is estimated to continue its Gaming may be defined as follows: growth rate at 10% p.a. to reach USD 170 Billion by CY2013. Animation Figure 2: Global Animation and Gaming Market • Animation Entertainment: Custom animation devel- Revenues (USD Bn) opment for television, movies, or DVD 170 • Visual Effects (VFX): Special effects development % used mainly in movies and ad productions 10 • Custom Content Development: Development of 140 custom content catering to multiple segments, including Corporate, Higher Education etc. 115 % Gaming 12 • PC Games: Games played on the personal computer; can be single-player or multi-player 74 • Mobile Games: Games played exclusively on the mobile handset. Currently consists of mostly single- player short games • Console Games: Games played on dedicated gaming consoles. These boast of better graphics, and controllers than other types of games • Online Games: Games played over the internet. The 2005 2009E* 2011P** 2013P platform can be PC, Mobile, Console * Estimated Source: Nasscom Industry Report 2006, 2009 ** Projected Figure 1: Animation & Gaming Industry Segments Animation and Gaming Industry Animation Gaming Cust om Animation Visual Effe cts Content PC Mobile Console Online Entertainment (VFX) Development 6
  • 7. Worldwide, US is the largest market for animation. US contributor to the revenues of leading game publishers/ has the largest number of animation movie releases developers in the world viz. Nintendo, Electronic Arts (29 in 2008) and houses the 2 largest animation (Refer Figure 3). However, China is the fastest growing movie studios in the world, namely Disney Pixar and market for gaming. Most of the animation and gaming Dreamworks. Major markets for gaming are US, Europe intellectual properties originate from these countries. and Japan, US being the leader. US is the highest Figure 3: Region-wise revenue contribution for leading game publishers North America Nintendo 45% EA 55% Activision Blizzard 61% Europe Asia Nintendo 34% Nintendo 17% EA 39% EA 6% Activision Blizzard 36% Activision Blizzard 3% Source : Analyst Reports Note : Activision Blizzard figures are for 2008; Rest for 2010 Animation. Broadcasting. Gaming. On the Cusp of Growth | 7
  • 8. The Indian animation and gaming industry derives its revenues majorly from outsourcing. International Indian outsourcing share of the production houses outsource work to Indian studios while international game publishers outsource work to global market for animation Indian game development companies. For animation, India caters primarily to US and UK. The domestic share of the Indian animation revenues was only 30% as of and gaming industry is very 2009. low as compared to the Macro indicators suggest an exponential scope for growth, both on the domestic and the outsourcing corresponding share in the IT front: Domestic: Indian domestic animation and gaming is a and BPO Industry miniscule 0.6% of the worldwide animation and gaming market, thus indicating a huge scope for growth. Outsourcing: India has the inherent advantages of Indian Animation and Gaming Industry: High outsourcing, which is evident from its success in the IT/ Potential for Growth ITES outsourcing sector. However, Indian outsourcing The Indian Animation and Gaming industry, in spite of share of the global market for animation and gaming a robust growth rate of 32% p.a. (2005-2009) is only a industry is very low as compared to the corresponding USD 739 million industry. share in the IT and BPO Industry. (Refer Figure 5) Figure 5: India’s share of global outsourcing market Figure 4: Indian Animation and Gaming Industry Revenues (USD Mn) IT Outsourcing and BPO 51% 35% 1316 Animation & Gaming <10% 533 32% 239 1161 Source: Secondary Research 735 64 500 177 2005 2009E 2011P 2013P This shows the immense potential that the Indian animation and gaming industry holds, especially from Animation Gaming overseas outsourcing. Source: Nasscom Industry Report, Secondary Research 8
  • 9. Animation Introduction Animation, as mentioned in the previous section, includes Animation Entertainment, Entertainment VFX and Custom Content Development. Figure 6: Animation Segments by Share India: Animation Animation Custom Content Visual Effects (VFX) Entertainment Development Revenues (2009E) 122 (24%) 83 (17%) 295 (59%) (USD Mn) Animation Entertainment Indian animation entertainment industry is highly fragmented, with top 10 players contributing less than 15% of the overall revenues. Indian players are primarily involved in the labour-intensive production and post-production activities, as a ‘Service Provider’ (Refer Figure 8), working on the revenue model of ‘Work-For-Hire’. Figure 7: Animation Entertainment Value Chain Marketing IPR and Content Pre Post Distribution Production Development Production Production and Exhibition • Identification of • Preparation • Development • Final sound • Promotion, an existing IP or of the script, of specifica- recording, color distribution video generation of a character design, tions regarding editing, testing DVD release and new idea storyboard layout the character, and special sound cinema and TV Activities • Involves asset development background effects screening procurement, paint, inking and fund scheduling, painting and and integration visual effects of resources Percentage 5% 10% 45% 30% – Effort Outsourcing Emerging Emerging High Medium – Domestic Emerging Medium High High – Source: Nasscom Industry Report 2009, Deloitte Understanding Animation. Broadcasting. Gaming. On the Cusp of Growth | 9
  • 10. Content Development and pre-production activities are nascent in India, both for the domestic and the outsourcing market. Figure 8 : Animation Entertainment Service Models Marketing IPR and Content Post Pre Production Production Distribution and Development Production Exhibition Content Creation Service Provider Integrated Studio – Offshore Facility Co-Production Integrated Studio Owned Content Source: Animation & Gaming Report, Secondary Research 10
  • 11. Size, Growth & Segments Animation Entertainment segment consists of custom animation development for television, DVD, or theatrical movies. Figure 9: Animation Entertainment Size (USD Mn), Growth & Segmental Split 253 20% 20% 170 55% 14% 122 25% 72 2005 2009E 2011P 2013P Television Direct to DVD Movies for theater Source: Nasscom Industry Report 2009 Source: Nasscom Industry Report 2009 Figure 10: Domestic Animation Entertainment Split This segment is estimated at USD 122 Million (CY 2009) and is expected to show a CAGR of 20% (2009-2013) to reach USD 253 million by 2013. TV contributes to 14% majority (~55%) of the overall Animation Entertainment market, followed by approximately equal share for Movies and Direct-to-DVD. 32% 54% Recent Trends and Growth Indicators The Animation Entertainment Industry in India is expected to be shaped by both domestic (Current Contribution: 25%) and Outsourcing (Current Contribution : 75%) trends and growth drivers. Television Movies for theater DVD Domestic Market TV contributes the largest (~55%) of the domestic animation entertainment market in India, followed by movies. Animation. Broadcasting. Gaming. On the Cusp of Growth | 11
  • 12. Both demand and supply drivers are expected to shape Moreover, the share of kids’ genre in overall TV up the domestic animation entertainment market in Viewership has been rising significantly, which indicates India: the growing demand for animation content in India. Indian Viewership Maturity Demand For Original Indian Content In India there has been a cultural mindset that animation The demand for original Indian content has been is meant for kids only. This has restricted the viewership increasing over the years. For example, Pogo, a leading of animation content till now. However, this mindset is channel for kids has increased its original Indian content gradually changing, leading to increased viewership of from 50 hours in 2004 to more than 200 hours in 2009. animation content among adults. % viewership of kids Similar is the case with Nickelodeon who, inspired by channels in 2009 indicates substantial viewership of the success of Little Krishna, is looking to expand its kids channels among the 14+ age group category (Refer local content. Other channels are expected to follow the Figure 11). Moreover, almost 30-35% viewership across same trend. Cartoon Network and Pogo have been found to be in the 15+ age group. Comics’ Players : Monetization Of Existing Content Comics’ players are looking to monetize their Figure 11: Percentage viewership across age groups content libraries through both TVs and Theatres. of kids channels Indian publishers like Diamond, Raj, Vimanika and Chandamama have announced plans to enter the movie 15.7% space with their famous comic characters: Table 2: Increasing influence of comics’ players in the animation industry 3.5% 3.9% 3.0% 2.7% Diamond comics has announced plans to launch a TV channel targeted at the 4 to14 year age group with 4 to 14 15 to 24 25+ Male 25+ Female 45+ both animation and live action content Source: FICCI-KPMG Indian Media & Entertainment Large production houses are also buying rights from Industry Report 2010 these publishers to produce animated TV series - Big Animation Pvt. Ltd has bought rights from publishers Growing Demand for Kids’ Genre of Chandamama to produce an animated TV series. The number of TV channels dedicated to animation and Toonz Animation India Pvt. Ltd is producing a full- kids has been steadily increasing in India (Refer Table 1). length animated feature film based on a prime In 2009 itself, 3 channels for kids were launched. This property from the library of Chandamama for an trend is expected to continue, which bodes well for the estimated amount of USD 4.5 million, animation entertainment industry in India. Filmmaker Anurag Kashyap has bought the rights of Raj Comics’ popular character – Doga. Table 1: TV channels dedicated to animation and kids Year No. of TV Channels Launched Name of channels 1995 1 Cartoon Network 1999 1 Nick 2004 5 Hungama, Pogo, Toon Disney (Jetix), Disney Channel, Animax 2007 1 Chutti TV 2009 3 Spacetoon, Khushi TV, Chintu TV 12
  • 13. Animation in TV Advertising The Indian TV advertisement industry size is expected to increase from USD 1.9 billion in 2009 to USD 3.3 billion in 2013, growing at a rate of 13% p.a. This, coupled with growing popularity of animated characters is expected to boost the industry. Animation commercials cost far lower compared to advertisements with celebrities and establish a connect with the target group of children and young adults. They relate to audiences irrespective of language and cultural barriers. All this points to increased usage of animation in TV Advertising. Figure 12: Examples of animation used in Indian TV advertising Animation Movies For Theatres India lags the global market significantly in terms of number of animation movies produced in India. The box-office failure of Roadside Romeo, coupled with the effects of recession, made Indian filmmakers shelve their projects on Indian animation movies. However, Hollywood films such as Ice Age 3 and Monsters vs. Aliens enjoyed success on Indian screens. The release of ‘Avatar’, a movie that is a hybrid of live action and computer generated animated characters became the largest grosser in India indicating that Indian audience is interested in animated content. The Hindi, Tamil and Telugu dubbed versions of the film did equally well, highlighting the extremely responsive regional market for animated content in India. As the country moves out of recession and Indian audience matures, animation movies in the pipeline are expected to see execution.(Refer Table 3 ) Table 3: Animation movies in the pipeline for 2010 Movie Name Produced by Sultan Soundarya Rajnikant Toonpur Ka Superhero Kumar Mangat, krishika Lulla Kuchi Kuchi Hota Hai Karan Johar Delhi Safari Krayon Pictures Arjun UTV Alpha and Omega Crest Animation EKEH 2.0 Motion Pixel Corporation and PNC motion entertainment Animation. Broadcasting. Gaming. On the Cusp of Growth | 13
  • 14. Outsourcing Market Figure 13: Split of outsourcing revenues across its Similar to the domestic market, TV contributes the sub-segments largest (~55%) of the outsourcing animation entertain- ment market in India, followed by Direct-to-DVD. Outsourcing work to India is dependent on the • Animation Content Worldwide 28% • % of Content Outsourced Globally and • % Outsourced to India 55% 17% Trends and growth drivers for each of these param- eters need to be understood / analysed to estimate the direction of the ‘Animation Entertainment’ Outsourcing pie. Animation Content Television Movies for theater DVD Animation movies in the largest animation market i.e. US have been growing (US produced 29 animation movies in 2009). This is primarily propelled by the high % Outsourced box-office earnings of these movies The recent recession has forced the production houses worldwide to step up their focus on cost savings Table 4: Box Office Earnings of certain animation measures. Comparison of production costs coupled films worldwide with their increased focus on cost savings is expected to translate into higher % of work outsourced globally. Table 5 provides an indication of India’s advantage over Animation Year of Worldwide Box Office other countries. Film Release Earnings (USD Mn) Shrek 3 2007 799 Table 5: Estimated costs for 30 minutes of animated content Wall E 2008 533 UP 2009 711 India Korea, Philippines North America Plans of the two largest animation houses in the world 2D Hand drawn USD 45,000 USD 60,750 USD 180,000 Disney Pixar and DreamWorks point to a similar growth - 50,000 - 67,500 - 200,000 for future. Disney Pixar released 8 movies in the last two 3D USD 90,000 USD 121,500 USD 360,000 years. It plans to increase the number to 13 movies from Backend USD 200,000 USD 270,000 USD 800,000 2009-2012. Similarly, DreamWorks plans to produce production 5 movies every two years from 2009 compared to 2 Flash Animation USD 20,000 USD 27,000 USD 80,000 movies a year previously. However, in wake of the recent economic recession, the budgets for these movies are Source: Analyst Report expected to stagnate. 14
  • 15. % Outsourced to India Indian Animation Entertainment Industry: Animation Services outsourced to India is not only a Overall Outlook function of the cost but also depends on the capability Indian Animation Entertainment Industry is expected of the Indian players and its recognition world-wide. to witness a significant growth, both in terms of Indian animation players are surely moving up the value revenue and participation in the value chain. The Indian chain with their experience and are gradually getting animation industry started by doing work for foreign recognized as well. This is evident from the large no. of companies. Increasingly, it is developing characters, recent co-production deals: lines and voices of its own. Studios are looking at new business models, including partnerships, to produce Table 6: Co-production deals in India films and shows. Sometimes, the partnership may just be an investment. In return, they get to own a big DQ Entertainment: 30+ global Co-productions deals chunk of merchandising rights. Some are even nego- with many leading companies like BBC UK, American tiating distribution rights. This ensures flow of money Greetings Properties, M6 etc. even if there is no cash flow in the short term. Today, global companies are looking at India for co-production. Sanraa Media: Deal with UK based Endemol for the co-production of animated series – The 99 As the industry gains expertise and tries to move up the Toonz Animation: Co-production deal with Spectra value chain, it faces a few daunting challenges, which Animation of Canada to co-produce 52 episodes of a it needs to overcome to come close to realizing its Malayalam animated TV serial ‘Paddy’s Pages’ potential: Improved capability and perception of the Indian players Skilled Manpower is encouraging for the outsourcing pie of the animation Similar to IT Services, skilled manpower is the basic services in India. requirement for producing quality animated content. As per Nasscom Industry Report 2009, manpower require- ment for animation in India is expected to grow from 17,500 in 2009 to 29,500 by 2012. However, lack of employable resources poses a large constraint, which is primarily due to the following reasons: Low awareness of animation as a career and non-existence of a stand- ardized and quality curriculum across the handful of institutes in India. Animation. Broadcasting. Gaming. On the Cusp of Growth | 15
  • 16. Lack of Government Support The Entertainment VFX Industry has shown a very high Indian Government has been providing support to the growth rate of 53% over 2005-2009 and is estimated at IT and IT Enabled Services industry in India, thus leading USD 83 million in 2009. 60% of the market is for work to its growth. Indian animation players lack any such done for overseas clients. Government support either through tax rebates or grants. Moreover, competing outsourcing destinations Recent Trends and Growth Indicators e.g.Canada, UK have signed tax treaties with the US. Domestic and overseas markets are expected to shape the Entertainment VFX Industry in India Tight Budgets Indian animation movie is a low budget INR 10-12 Domestic Market crore movie, primarily meant to hedge the involved financial risks. In doing so, the quality takes a beating VFX in Movies and the movie fails to compete with a USD 100-200 The use of VFX in live action films has seen a steady and Mn Hollywood Production. As production houses significant growth over the years. Many live action films grow bigger and financially stronger, the budgets are today include a VFX sequence and the sheer duration of expected to improve. these screen shots has also risen substantially. IP Protection Usage in Broadcast and Advertising Piracy of DVD-based videos is rampant in India, which Usage of VFX in broadcast helps in significant reduction eats into the revenues for the producers and distribu- of costs. Its usage brings down the set creation costs for tors. Weak IP Regulation and ineffective enforcement a broadcast by almost 60-65%, particularly for mytho- discourage animation players in India to produce their logical shows. It also helps in costs savings of 30-40% own IP. Moreover, it also discourages International for commercials. Players, who are generally very protective of their IPs, to outsource to India. Pre-Visualization Trend Pre-Visualization trend is a technique where-in the shots Entertainment VFX can be visualized on computers before they are actually Similar to Indian animation entertainment industry, shot. This increases the efficiency of production and Indian animation VFX industry is a highly fragmented reduces cost of production. Growth of this trend would industry with the top 5 players contributing to ~20% contribute to increased overall usage of visual effects. of the overall market. The revenue model used in animation VFX is ‘Work for Hire’, where revenues accrue Overseas Market on a per hour basis. VFX in Movies Figure 14 : Animation Entertainment VFX Market The whopping success of VFX extensive movies at the Revenues (USD Mn) box office overseas is expected to drive the VFX usage in other movies as well. This, coupled with the cost 222 savings through outsourcing is expected to lead to greater outsourcing. 28% In addition to the demand drivers, players have taken 135 supply side initiatives, which will certainly boost the market in India 83 % 53 Initiatives of Players The Indian players are also increasing their presence 15 overseas to tap the international market and build an outsourcing pipeline for their Indian studios: 2005 2009E 2011P 2013P • ixion has acquired two London-based studios, P Source: Nasscom Industry Report 2006, 2009 Men-From-Mars and Molinare 16
  • 17. • ixion also plans to acquire a studio in Los Angeles P • ata Elxsi has launched a new facility of Visual T Computing Labs (VCL) in Los Angeles Indian Entertainment VFX industry faces Indian Entertainment VFX Industry: Overall Outlook Indian Entertainment VFX Industry, similar to the Indian Animation Entertainment industry is on the cusp of significant growth, both on the domestic and outsourcing front. However, as the Indian industry players take initiatives to boost their presence on the numerous challenges : global map, they face similar challenges : Lack of Skilled Manpower, low budgets for VFX in a movie and no Lack of skilled manpower, Government support / incentives. Custom Content Development Low budgets, Little Custom content development, estimated at ~ USD 295 Million (2009) has grown at 35% p.a. (2005-09) and is expected to continue its growth at a healthy rate of Government support 24% p.a. (2009-13) to reach USD 685 Million by 2013. Corporate (for their training requirements), K-12, Higher Educational Institutes and industries such as Defence, As per leading players in the industry, 90% of custom Aviation for their training requirements are customers content development in India is outsourcing work. of this segment. Similar to the animation entertain- ment industry, it is the production and post-production activities which are primarily outsourced to countries like Figure 15: Indian Custom Content Development India. Market Revenues (USD Mn) 685 Recent Trends and Growth Indicators 24% Domestic and overseas markets are expected to shape the Custom Content Development in India 429 Domestic Market % 295 E-Learning Demand from Corporate Sector 35 As the corporate sector expands its distribution and adopts IT increasingly, demand for custom content 90 development is expected to increase. Most of the increased demand is expected to come from the small 2005 2009E 2011E 2013E and medium enterprises (SMEs) who are currently low Source: Nasscom Industry Report 2006, 2009 users of e-Learning, but are willing to adopt the cost- effective high-quality channel. Figure 16: Custom Content Development Value Chain Content Owner/ Sourcing Animation Content Developer Platform Owner Content can be for educational This can be done in-house or by an Can publish onto: institutions, corporate or talent integrated studio or outsourced in part of • CD/ DVD development companies full to an animation developer • Website • Learning Management System Source: Secondary Research Animation. Broadcasting. Gaming. On the Cusp of Growth | 17
  • 18. Demand From Higher Education Compared to the US where 90% of the institutes leverage e-Learning, current adoption of e-Learning by higher education institutes in India is very poor. This has The Indian mindset large scope for growth and can only go up, given the current status. emphasises significantly Overseas Market on human interactions Major markets for e-Learning globally are the US and select European nations across both educational institu- and face-to-face tions and Corporate Sector for training purposes. sessions, which has Increased requirement for content Content requirement for corporate e-Learning is to impeded the growth of grow at 11% p.a. (2009-13). e-Learning in India Figure 17: Worldwide Corporate e-Learning Content Revenue (USD Bn) Indian Custom Content Development Industry: 16.0 Overall Outlook 11% 14.0 13.5 Indian Custom Content Development Industry is slated 12.5 to show robust growth, both on the domestic and 10.5 outsourcing front. However, ‘Change in the Indian 9.0 Mindset’ and ‘Government Thrust’ can go a long way in developing the industry: Cultural Constraint The Indian mindset emphasises significantly on human interactions and face-to-face sessions. This has impeded the growth of e-Learning in India. 2008 2009 E 2010 P 2011 P 2012 P 2013 P Source: Skillsoft report Government Thrust Government Aided Institutes do not enjoy any incentive Increased outsourcing for adoption of e-Learning in the institute. The fee for Increased pressure on bottomline for the corporate these institutes is capped, thus restricting the authorities and higher education institutes is expected to increase to pass on the extra cost of an e-Learning initiative to the focus on cost savings, thus leading to higher the students. This impedes adoption of e-Learning even outsourcing. among willing insititues to adopt e-Learning. 18
  • 19. Animation. Broadcasting. Gaming. On the Cusp of Growth | 19
  • 20. Gaming Global Gaming Industry • Console Gaming: Sale of hardware e.g. gaming The global gaming industry has been growing at ~21% consoles p.a. (2005-2009) to reach ~ USD 40 billion (CY2009). • Online Gaming: Advertising and subscription of This growth is expected to reduce to 10% p.a. and is online games expected to reach USD 59 billion by 2013. Gaming services market in India comprises: Figure 18: Global Gaming Market (USD Bn) • Outsourcing development services • Ancillary services such as voice and email BPO 10% 59 support, porting, testing, etc. 49 Gaming industry in India is a fragmented industry, % 40 21 with players present across the value chain. It is the development and post development activities (Refer 19 Figure 21) which are outsourced. Concept creation, feasibility testing and pre-production are still limited to only the online and mobile platforms in India, that too 2005 2009E 2011P 2013P done only by a handful of players. Source: Nasscom Industry Report 2006, 2009 Figure 20: Gaming Value Chain Key segments for gaming are Console Gaming, PC Concept Post Final Gaming, Mobile Gaming and Online Gaming. North creation Pre Gold Development production Testing / Consumer America, Western Europe and Japan lead the gaming feasibility Production release testing Porting testing market. However, China is the fastest growing market • nvolves I • reation of C • rogramming • nvolves P I • he final T • ame made G especially for online gaming. concept story board 3-D • -D Art asset final sound build is compatible 3 creation Pre-production, building: recording, delivered with various character color to the graphic Indian Gaming Industry Overview • ublisher P drawing This includes testing publisher cards/ mobile validates the character The Indian gaming market is estimated at ~ USD 239 concept and • ame engine G modeling, and special handsets sound (for mobile million (CY 2009) and expected to grow rapidly to reach identifies decision (for se design effects games) the market console, PC modeling ~ USD 1.3 billion by 2013, showing a CAGR of ~53%. opportunity and online) texturing Consumer market in India comprises revenues from: Figure 19: Indian Gaming Consumer and Services Figure 21: Presence of Indian Gaming Players Across the Value Chain Market (USD Mn) Concept Creation Pre Post Development Final Testing Feasibility Production Testing 328 / Porting Testing Production % Console 53 Mobile PC 988 150 Online 21% 80 380 Note: For Mobile, PC, and Online Games, concept creation and feasibility testing Limited Presence 29 158 and pre-production are done only for domestic clients while the other steps 35 Moderate Presence are done for both domestic and overseas clients. For Console Games, all stages 2005 2009E 2011P 2013P except content creation are done only for overseas clients No Presence Source: Nasscom Industry Report Secondary Research Source: Nasscom Industry Report 2009 Consumer Services • PC Gaming: Sale of CD-based gaming software • Mobile Gaming: Sale of software through mobile downloads 20
  • 21. • Integrated companies that have presence in the Mobile Gaming complete gaming value-chain – from conceiving a • Growing mobile subscribers Introduction of gaming idea, publishing it, developing the complete 3G-enabled handsets game and distributing it across geographies are Mobile phone is the most widely owned screen in again limited to a few companies, that too only for India today and is expected to continue its growth, mobile gaming. given the large scope for further penetration of mobile phones in India. As the Indian populace’ Among the various segments exposure to mobiles increases, higher downloads on • Mobile and Online Gaming are the largest the mobile phones are expected. Moreover, it is the contributor to gaming service revenues introduction of 3G in the country, which will enable • Consoles are the largest contributor to Gaming the user experience a high quality game and demand Consumer Revenues. However, one needs to note more. Such a demand will foster innovation in games that a large % of the consumer revenues is shared on the mobile and encourage an ecosystem for with international players viz. Sony, Nintendo, greater development of mobile games. Microsoft, Electronic Arts, etc. • Telecom operators : Declining ARPU and Need for Figure 22: Consumer and Services revenues across Differentiation type of games (USD Mn) (2009) Telecom sector in India has been experiencing an 7 increase in competitiveness between operators as well as handset manufacturers, which has resulted in a greater need to differentiate themselves from their competitors through Mobile Value Added 23 Applications and Services. Moreover, the ARPUs of 90 telecom operators have been declining: Telcos are looking forward to Mobile Value Added Services 34 as an alternate revenue source. Mobile gaming is 43 16 expected to significantly grow on account of this 12 14 supply driver: Mobile Entertainment being considered Console Mobile PC Online as a means to differentiate and a channel for increased revenues per user. Consumer Services Source: Nasscom Industry Report 2006, 2009 Figure 23: Non-voice Revenues per country • Moreover, the margins involved in this distribution business are very low. This high revenue share model China 27 applies to PC and Online Gaming as well, where Indian presence in creating games is limited. Japan 27 Distribution business (Low revenue share, Low margins) Korea 26 is not a significant contributor to growth of gaming industry in India. Hence, in this report, trends related to UK 21 consumer business of consoles or distribution of games of foreign players have not been considered. Both Germany 21 domestic and outsourcing trends and growth drivers Italy 17 have been analysed to understand the future of gaming market in India: India 8 Domestic Market Source : IAMAI Paper, Deloitte Analysis Domestic market is expected to witness high growth, Notes : Data is approximate and is based on the data % of large both from the demand and supply side: telcos in respective countries Animation. Broadcasting. Gaming. On the Cusp of Growth | 21
  • 22. Online Gaming Trends and growth drivers for each of these parameters Increasing internet penetration in India, introduction of need to be understood / analysed to estimate the Broadband Wireless Access (BWA) and growing trend direction of the outsourcing for gaming services in India of Massive Multi-player Online Role Playing Games • Increase in production of console games overseas (MMORGs ) are expected to grow the online gaming and MMORGs market in India significantly. Currently, revenues from console game development services are completely derived by providing • Increased internet penetration and Broadband services to international companies. Global console Wireless Access Introduction software market is expected to grow at 11% p.a. Internet penetration in India has increased from a This indicates a greater need for console game mere 0.7% in 2003-04 to a 1.2% in 2008-09. This development services. Similarly, the trend of growing growing penetration, along with introduction of MMORGs worldwide is expected to continue. BWA, which would lead to increased broadband Both these are expected to lead to higher need for penetration would facilitate playing of high end development of games on the respective platforms. online games in India. • Cost Savings Figure 24: Internet Penetration in India There is a significant cost differential between the production costs in India and that in US. As per 23% Nasscom, game development in India saves 50%, 1.10% 1.16% compared to the US. 1.00% Figure 25: Production Cost Indices (India Vs US) 0.60% 100 100 2005-06 2006-07 2007-08 2008-09 Source: TRAI 41 40 • Growing trend of MMORGs All types of games in India can be broadly classified into: Single Player Single Session Games, Multi Player Single Session Games and Multi-Player Online Role Playing Games. Currently in India, Single Player Console Mobile Games dominate the market with 80% of the active Internet using gamers playing such games. Only US India 27% of Indian online gaming populace is playing Source: Nasscom Industry Report 2009 MMORGs. However, it is the fastest growing among the three, not only in India but worldwide as well. • Growing expertise and recognition from Indian Growing MMORGs is expected to boost the online Players gaming in India. As the Indian Players gain expertise across the multiple gaming platforms, they are also earning Outsourcing Market recognition from global publishers. This is Today, majority of gaming services revenues in India evident from the recent co-publishing (Revenue comes from outsourcing, especially for Console, PC and Sharing) deals between Indian players e.g. Online Gaming. Outsourcing work to India is dependent Trine Entertainment and foreign publishers for on the development of games worldwide and the % development of games. outsourced to India. 22
  • 23. Indian Gaming Industry: Overall Outlook by lack of budgets and quality manpower have not Indian Gaming industry is expected to witness large been successful with development of PC / Console changes, primarily in the domestic market. Introduction Games. of 3G and telco’s focus on Value Added Services are • Revenues Sharing with Telecom Operators: Telecom expected to lead to exponential growth for mobile operator keeps a large % of the revenue (60% - gaming in India. This will also lead to the Indian gaming 70%) that accrues from mobile game downloads. players moving up the value chain and getting involved This revenue-sharing agreement does not foster in end-to-end game development and publishing. As the right ecosystem for mobile game developers to the Indian market matures and gains expertise, Indian develop their own IPs and distribute them. players will gain confidence of their foreign counterparts and attract greater % share of the outsourcing pie and Indian Animation Gaming Industry : Future co-publishing deals. Outlook The Indian Animation and Gaming industry is today at a However, realizing the potential of the Indian gaming nascent stage, but holds significant potential for growth, industry is constrained by factors very similar to the both in terms of its size and moving up along the value animation industry in India: chain. While the abysmally low current share (0.6%) of • Lack of Skilled Manpower: Lack of employable the worldwide animation and gaming market points manpower, primarily arising out of high quality to Indian industry’s potential for domestic growth, the institutes, lack of perception of gaming as a potential 10% share of the outsourced market indicates the career is a key challenge for the industry. large scope for growth from the outsourcing market. • Mindset of Indian Populace: Gaming is considered Increasing number of co-production deals, increasing to be just a means of entertainment and even a focus on development of original content and own IPs, worthless activity by a large section of the Indian setting up overseas offices, recent investments from population. This is the largest factor impeding the Private Equity / Other Funds – All these developments growth of the domestic market in India. are evident of its demonstrated capability and growing • High Standards of Foreign Games: Indian gamer is confidence. However, regular availability of employ- already exposed to the best quality games globally able talent needs to be ensured for the potential to and would expect similar quality games from Indian be realized. Certain Government incentives could also games as well. Indian gaming players, constrained encourage the industry and help it go a long way. Increasing number of co-production deals, development of own IPs, recent investments from Private Equity – All these developments are evident of the demonstrated capability and growing confidence of the Indian Animation and Gaming Industry Animation. Broadcasting. Gaming. On the Cusp of Growth | 23
  • 24. Television Introduction The television sector in India has grown at a CAGR of Television plays a significant role in dissemination of ~14% (2005-2009) and is estimated to continue to information and is equipped with an innate power to grow. By the end of 2011, the industry is estimated to influence people, their beliefs and their opinions. A reach USD 7.8 billion. While the media entertainment global Deloitte study on ‘Media democracy’ in 2009 market in India is relatively small when compared across over 2000 respondents offers some interesting with other Asian countries, India has the third largest insights about the popularity of television in current television market in the world after China and the US. times. TV remains a favorite media source for most TV continues to dominate the sector followed by print consumers – 72% of the respondents rank ‘watching and filmed entertainment. TV’ as their top media source. 84% respondents consider ‘advertising on TV’ as the most influential Figure 27: TV Revenue Streams media source to impact their buying decisions. Online TV matters to a minority of viewers, though the share Television of such viewers has gradually increased as compared to content 4% 2008. Indian entertainment today has a far more global Television audience across South Asia, the Middle East, and advertising Television 34% distribution Africa. The large base of expatriates ensures that 62% Indian TV channels and films are a premier medium of entertainment. Indian films and TV channels have been able to attract audience beyond expatriates in the US and the UK – an audience that enjoys and identifies more with the contemporary Indian culture. Figure 26: Size of TV Industry in India (USD Bn) Source: IBEF, Industry estimates 17% Television – Revenue Streams 10.7 In 2009, subscription revenues contributed around 14% 7.8 62% to the total television revenues and stood at 5.7 USD 3.5 billion; while advertising constituted 34% 3.4 at USD 1.9 billion. The television content constitutes 2005 2009E 2011P 2013P approximately 4% to the total television market at Source: IBEF, Secondary Research USD 250 million. 24
  • 25. Figure 28: TV Value Chain Content Creators/ Broadcasters Distributors End Users Content Aggregators • Content providers • Further, content is • The distribution • End users get access operating directly or distributed through companies, using to the content after Role in the TV through aggrega- audio and video signals various technologies, paying a subscription Value Chain tors who re-package to transmit programs make the content fee content to an audience available to audience Key players • In the next 2-3 years • Competition among • Lack of transparency in • Consumers are experi- the companies can broadcasters leading sharing of revenues by menting and open Challenges/ expect to look beyond to drop in Gross Rating distributors has been a to new technologies, Consideration and target local Points (GRPs) especially challenge. Local Cable content and offers viewers with custom- for channels in Hindi Operators still garner ized content in markets GEC space 75% of the subscrip- like North America, tion revenues Europe, Middle East, and Africa Source: Deloitte analysis i. Television Distribution the DTH platform. DTH is an upcoming segment even in India’s television distribution industry is the world’s rural India, increasing its share among all DTH homes to second largest with over 105 million cable and satellite 64% in 2010 as compared to 34% in 2008. Digitization (CS) homes in 20091. New digital mediums are is expected to speed up, not only in Direct-to-home but emerging – DTH, Digital Cable and IPTV. DTH is being also in the hitherto-analog cable segment. An industry instrumental in the growth of television industry in India. report by IDFC suggests that total digital homes are There are multiple organized players that are providing expected to increase four times to 86 million by 2015 – satellite signals directly to the homes. There are 22 which would potentially address the ‘under-reporting’ million digital homes – 18 million out of these are on of revenues earned by local cable operators. DTH would 1 elevision distribution report T 2009, IDFC Animation. Broadcasting. Gaming. On the Cusp of Growth | 25
  • 26. constitute 48 million homes (18 million in 2009) and cable would be 38 million homes (as against 4 million in 2009). This indicates digitization is underway and the television distribution is moving towards being more organized. Figure 29: Digital TV Homes in India Total potential (in millions of homes) Undeclared homes Undeclared Declared 105 51 mn 140 homes homes 82 mn 23 mn Declared homes 89 mn 30 20 2009 2015E Non CS Home CS Home Digital homes 22 million 86 million Source: IDFC, Deloitte analysis India is an extremely cluttered cable and DTH market: The cable distribution industry in India is extremely fragmented, with the presence of over 7000 MSOs and more than 50,000 LCOs. Figure 30 : Cable DTH Market in India Source: IDFC ii. elevision Advertising T Television advertising in India stood at USD 1.90 billion in 2009 – seeing a marginal growth of 2% over 20082. In 2010, the overall advertising industry is expected to see a y-o-y growth of 13% over 2009. 2 BEF, Industry estimates, I Until recently, the growth in TV advertising was largely driven by significant advertising spends by fast growing Pitch-Madison, Edelweiss Research sectors such as banking and financial services, telecom etc. As a result of the economic slowdown, players in these 26
  • 27. sectors trimmed their advertising spends especially in the volumes. Players such as HUL, Reckitt Benckiser and first half of 2009. PG intensely compete with each other on television advertising. Many other leading FMCG players have Figure 31 : Leading Advertising Categories on TV also joined the TV advertising battle; given that TV broadcasting has historically been an effective Top 10 TV advertising sectors in 2009 advertising vehicle for consumer products. Apart from FMCG, sectors such as telecom, automobile, banking Top Categories % share financial services and consumer durables have also Food beverages 14 joined the TV advertising bandwagon. Personal care/ personal hygiene 11 Services 6 iii. Television Content Telecom/internet service providers 5 Most channels produce their own television content. Hair Care 5 Given the increasing demand for differentiated content, a handful of content creators have emerged who sell Auto 4 television content to channels. This contributed about Banking/finance/investment 4 4% of the overall television industry in 2009 at USD 250 Personal accessories 4 million. Since the number of channels is growing by the Personal healthcare 3 day and there is a need for differentiation, television Household products 3 content segment is expected to surge further. Source: TAM Media Television Channels in India – the Problem of Plenty Food and Beverages leads the charts in advertising The last few years witnessed a near explosion of the on television in 2009 with ~ 14% share, followed by number of television channels in India. From the black Personal care / Personal Hygiene at 11%. FMCG firms and white television broadcasting on a single national such as PG, HUL, Coca Cola, Pepsi, ITC were the television channel (Doordarshan) in 1980s to over 500 leading television advertisers in 2009. channels spanning various genres – Indian television industry has truly come a long way. A win-win for TV Advertising Let’s have a look at some interesting advertising spend Television Genres in India – From Generic to Niche insights. 9 of the Top 10 advertisers on TV are from The Indian television broadcasting segment currently FMCG. FMCG accounts for over 45% of TV advertising has more than six genres. High number of genres is Figure 32 : Evolution of TV Channels in India 2010: Over 500 channels 2015: Annual growth Doordarshan was 1992: 5 new 2003: Entry of already in India rate for the television the single national channels authentic news and another industry is projected broadcaster introduced by channels such 100 waiting to 2006: 2 to be15% over the Hong Kong as AajTak and go live million next 5 years based Star TV Star News digital TV households 2002-03: More Ramayan and 1996: More than 2009: 394 TV channels in international channels such Mahabharat were the 50 channels 2009. Non-news current as Nickelodeon, Cartoon popular shows with available to affairs TV channels grew Network, VH1, Disney record viewership Indian viewers from 0 to 183; news were launched in India. current affairs TV channels The number of channels grew to 211 increased to ~ 100 Animation. Broadcasting. Gaming. On the Cusp of Growth | 27
  • 28. primarily driven by the growing need for more and more differentiated and niche content. Since the viewers today have far greater choice in terms of content, varied national and regional channels have emerged across Regional GECs are almost matching the genres. I. GEC (General Entertainment Channels) Figure 33: Viewership across TV Genres in India strength of their national counterparts, and have emerged as a key focus area for most players Here are some key highlights of emerging changes in the Hindi GEC space in the last calendar year: • Increasing popularity of reality shows and fiction addressing social and realistic issues • Advertisement rates nose-diving in the IPL month • Channels such as Colors, Imagine going global as they also strongly race for the top slot in the highly competitive TV broadcasting battlefield • Leading GECs acquiring broadcasting rights for new movies for sprucing up the ratings and adding to their viewer base, by reducing the gap between theatre release and time-to-market through television b. Regional GECs: Gaining rigor Regional GECs are almost matching their strength with the national GECs and have emerged as a key focus Source: TAM Media area for most players. The number of regional channels has increased from 114 in 2008 to 135 in 20093. While a. National GEC: Cutthroat and competitive the share of advertising on genres such as Hindi News, 2009 was a roller-coaster ride when it comes to the Hindi GECs and Hindi Movies almost remained constant, top hindi GEC slot. While Star TV was at the top till the it increased for regional GEC from 22% in 2008 to 24% first half of the year, Colors occupied the top position in 20094. High demand for regional content by viewers and got the highest gross ratings points (GRPs) of 325 settled outside India, low cost of production (relatively in September 2009. This was also the highest among low talent cost, no carriage and placement fee, low all Hindi GECs in a span of over a year – 50 GRPs ahead acquisition cost), affordable local advertisement reaching of its closest competitor Star TV and 70 GRPs over Zee the right audience are some factors contributing to the TV. Differentiated content such as its flagship drama success of regional channels. ‘Balika Vadhu’ and ‘Utaran’, second season of stunt- 3 Going native’, article ‘ based reality show Fear Factor-Khataron Ke Khiladi and Regionalization has caught the eyes of most established published in Financial Times BigBoss; coupled with meticulous distribution strategy broadcasters, catering to specific interests of the in Oct 2010 worked wonders for Colors. viewers: 4 TAM Media 28
  • 29. • Tamil, Malayalam, Telugu, Kannada, Bengali and specific type of content. TV Today launched an English Marathi are the key languages in the regional GEC Channel, Headlines Today; and then another Hindi space channel, Tez (meaning fast). Both these channels were • Sun TV Networks has been a leading TV broadcaster aimed at the busy viewer who does not have time for in the South Indian television market long and detailed news bulletins. • Zee Networks that established a strong presence in northern and eastern India with channels in III. Music: Journey away from music Bengali, Gujarati, Marathi and Punjabi by 2004; also Music channels in Indian television are facing winds commands a significant present in South India with of change. Four years ago, there were 12 pure music their first South Indian channel launch - Zee Telugu in channels. Today, there are only four - 9XM, ETC, Music 2005, Zee Kannada in 2006, Zee Tamil in 2008 India and VH1. Audience viewership for music channels is dipping across all age groups. Most traditional music Other broadcasters such as Sony, NDTV, UTV are eyeing channels are also embracing non-music content since the growing regional channel space, intensifying the these channels are finding it increasingly difficult to need for more and more specialized content targeted at retain and attract interest of audience due to growing the regional viewers. competition from GEC and other genres. II. ews channels: Losing steam N IV. Sports: Creating its own niche India currently has about 250 news channels as Sports channels in India have increased manifold over against 215 in 20085– highest as compared to any the last few years. The Indian cricket fans constitute the other country. 42 new news channels were permitted primary viewers of the Indian sports channels. Events in 2009 and 2010. Except for a handful of leading such as Twenty20 World Cup and IPL have offered news channels such as AajTak, most national as well exactly what the Indian cricket fans look for. Games as regional news channels are losing steam to the such as hockey and football are also gaining more GECs. While the GECs are fast catching up with their importance – increased demand and viewership for live differentiated content, the news channels struggle telecasts, along with attracting sponsorships from bigger to strike the right balance between traditional brands. For example, initiatives such as ESPN Star Sports news content such as politics, current affairs; and association with the Indian Hockey Federation to create entertainment content. The news channels also grapple the Premier Hockey league can offer further growth of with holding the viewer’s attention. Some channels have this genre. tried to address this by creating dedicated channels for 5 inistry of Information and M Broadcasting. March 2010 Animation. Broadcasting. Gaming. On the Cusp of Growth | 29