| DAY 1 – Tuesday, January 17th |
| 7.30-8.55 - REGISTRATION |
| 9.00-9.30 - CLOUD GAMING - A NATURAL PROGRESSION FOR THE INDUSTRY |
As one of the industry’s leading associations, the IGDA bears witness to all the developments in video games. Hear their president speak about why he is excited about cloud gaming and what we should expect from the sector in the years to come.
- Explore how cloud gaming is set to revolutionise the industry through greater access to players and devices
- Gain a unique insight into the direction of the games industry and get a comprehensive breakdown of what publishers and developers are doing and why
- Understand how the rapidly growing number of cloud gaming services are set to increase core games publishers share of the social/casual games market
Gordon Bellamy, President, IGDA |
| 9.35-10.05 - INDUSTRY OVERVIEW - GAMERS MIGRATE TO THE CLOUD |
The growth of connected devices, social media and broadband availability has seen online game-play boom and console game sales stagnate. This session will provide an overview of the factors behind online growth and what implications this will have on core games going forward.
- Understand factors behind the growth of online gaming as  social and MMO have boomed
- Hear how recent shifts in demand have led to the creation of over a dozen cloud gaming services
- Does the ubiquity of connected devices mean the only way for core games publishers to retain customers is through the cloud?
Nick Parker, CEO & Founder, Parker Consulting |
| 10.05-10.45 - NETWORKING COFFEE BREAK |
| 10.45-11.30 - THE INTERACTIVE CLOUD IS COMING - KEYNOTE |
|
Gaikai have been generating a lot of noise
with their unique business model and use of
the cloud in the video-games Industry. This
session will see their CEO talk about their
cloud strategy and how it will allow you to
reach more players and increase profits.
- Hear how Gaikai has built one of the
fastest interactive “cloud gaming” networks
in the world (24 data centres and growing)
- Find out how low friction, high-speed,
bidirectional, proximity cloud networks can
be used to disrupt many industries, not just
gaming.
- Understand the Gaikai ecosystem, and the
thinking behind the numerous decisions
made along the way
David Perry, CEO, Gaikai |
| 11.35-12.25 - THE SHIFT FROM BOXED-PRODUCT TO THIN-CLIENT |
|
The shift to online is in full swing, but
what impact will this have on traditional
publishers, how are traditional retailers
adapting and why are telcos pouncing on
the cloud gaming opportunity?
- Evaluate how publishers can capitalise
on the shift towards digital distribution
and maximise revenue generation
opportunities
- Hear how telcos are getting in on the act,
maximising the service offerings to their
clients
- Gain expert insight into the direction
digital and bricks-and-mortal retailers
are taking as online gaming continues to
boom
Moderator: Nicholas Lovell, Founder, GamesBrief
Panellists: Andy Payne, Managing
Director, Mastertronic Group
Paul Sulyok, Managing Director, Green Man Gaming
John Clark, UK Managing Director, Sega
Graham Clemie, CEO, T5 Labs |
| 12.25-13.55 - LUNCH |
| 13.55-14.25 - SHAPING CONTENT FOR THE CLOUD |
|
As cloud technology developments offer publishers broader access to the consumer, how are these content delivery channels influencing traditional routes to the consumer?
- Understand how cloud gaming could generate game appeal across a wider demographic and maximise your games' reach
- Get expert insight into the relationship between cloud gaming and traditional trading
John Clark, UK Managing Director, Sega |
| 14.30-15.20 - PLAYER ACQUISITION IN THE CLOUD |
|
As core games make it onto the cloud, new
marketing strategies are needed to hook
players in and different gameplay to keep
them interested. This session will explore
how games can be built and marketed to
maximise the cloud gaming opportunity
- Discover how you can take advantage of
over 12bn connected devices by 2014 and
take your games to a magnitude of new
players
- Understand how to engage a broad
demographic across multiple platforms and
maximise your games’ reach and revenue
- Gain expert insight into gameplay
characteristics you need to build into your
cloud games and keep customers coming
back for more
Moderator: Nicholas Lovell, Founder, GamesBrief
Panellists: David Perry, CEO, Gaikai
Julien Merceron, Worldwide Technical
Director, Square-Enix
Dylan Collins, Chairman, Fight My Monster Ltd. |
| 15.20-16.00 - NETWORKING COFFEE BREAK |
| 16.00-16.30 -
NEXT-GEN BALANCED HD CLOUD GAMING |
- Existing cloud gaming topologies are incomplete, too capital intensive and not scalable
- Contrary to common wisdom, endpoints are in fact becoming fatter, conveniently giving an opportunity for balanced Cloud Gaming with local GPU rendering to solve current scalability, latency and bandwidth shortcomings
- Publishers need to engage with their customers directly, and the Cloud enables a degree of disintermediation
- As in any paradigm shift, disruptive IP consolidation will take place in Cloud Gaming
Osman Kent, Technical Advisory Board Member, Approxy |
| 16.35-17.05 - CLOUD GAMING - THE KEY LEGAL ISSUES |
Cloud gaming presents some unique legal challenges for both service providers and publishers. This session will provide an essential guide to the legal and regulatory framework for cloud gaming in Europe.
- Understand the essentials in online marketing and selling to consumers in Europe and how far you can (and cannot) address these issues in a EULA
- Find out how data privacy law and regulation in Europe applies to cloud gaming services and the practical steps involved in ensuring compliance
- Take a look over the horizon at the upcoming and potential legal and regulatory developments in Europe and the possible impact for cloud gaming services
Paul Gardner, Partner, Osborne Clarke |
|
Day One | Day Two
Back to Top
|
| DAY 2 – Wednesday, January 18th |
| 8.15-8.55 - REGISTRATION |
| 9.00-9.30 - SERVICE PROVIDERS BECOME PART OF THE VALUE CHAIN |
|
OnLive have launched with BT Vision, G-Cluster with SFR and Playcast with Portugal Telecom. Now, other service providers are scrambling to include streaming gaming as part of their IPTV offering. This session will cover how this new service can be offered with maximum ease and minimum investment, ensuring content owners and telcos get the most out of this emerging revenue stream.
- Understand how telcos can use cloud gaming to create gaming as a service and maximise the value proposition to their customers
- Hear how already deployed IPTV boxes can be transformed into gaming consoles – no additional hardware necessary
- Cloud gaming is different: choose the right game content for your audience and maximise uptake
- The future is a convergent gaming service – from TV to tablets
Erik Piehl, President, G-Cluster |
| 9.35-10.35 - THE BUSINESS OF CLOUD GAMING: ALL-YOU-CAN-EAT OR MICRO-TRANSACTIONS? |
With the shift to the cloud comes a different approach to business models. This session will cover how MMO’s have embraced the different models and applied them to games. How does this relate to core games migrating to the cloud?
- With revenue structures for core titles built on a game-by-game basis, understand how tailoring monetisation models to specific titles allows you to maximise your profits
- Understand how best to monetise your games in the cloud and take advantage of the rapidly growing number of cloud gaming platforms
- Explore the different payment options available including F2P, subscriptions and retail, and identify the best solution for your business
Moderator: Nicholas Lovell, Founder, GamesBrief
Panellists: Mark Gerhard, CEO, Jagex
Hilmar Pétursson,
CEO, CCP Games
Nils Henning, CCO/CMO, Bigpoint
Olivier Comte, SVP, Namco Bandai Partners
|
| 10.35-11.15 - NETWORKING COFFEE BREAK |
| 11.15-12.00 - MMOGS & CONSOLE GAMES CONVERGE - KEYNOTE |
As digital distribution grows and cloud gaming with it, MMOG are becoming increasingly more complex and resource intensive. This session will look at how CCP intend to combine new technology with online experience and expertise to deliver stronger than ever products to the end user.
- Understand how technology has advanced since the early MMOG’s to the point where highly resource intensive games are now possible in fully virtual worlds
- Get the low down on how cloud gaming allows you to take your games straight to the consumre, whilst they are still in development – slashing risk and investment and maximising ROI
Hilmar Pétursson,
CEO, CCP Games |
| 12.05-12.55 - TELECOMS INDUSTRY EVOLVES – CLOUD GAMING EXPONENTIALLY MORE ACCESSIBLE |
Moderator: Nicholas Lovell, Founder, GamesBrief
Jonathan Wood, Head of Digital Media, Interxion
Cedric Génin, Head of New Services, SFR
Derek Gough, Director, EMEA Content Product Management,
Level 3 Communications
Jas Purewal, Lawyer, Osborne Clarke |
| 12.55-14.25 - LUNCH |
| 14.25-14.55 -
UNDERSTANDING THE CLOUD GAMING USER |
Cloud gaming is hailed by some as the inevitable end of the console based value chain of the video game industry. This session will focus on the most important part of this new revenue shift – the end user.
- Learn about the economics of cloud gaming and maximise the opportunity for publishers and distributors
- Understand who the cloud gaming user is and what drives the consumption patterns, maximising your success in this new market
- Mining the cloud gaming databases: Demographics, Genres and Titles
Guy de Beer, CEO, Playcast Media Systems Ltd. |
15.00-15.30 - COMPELLING CONTENT & CONSISTENT DELIVERY - BRIDGING THE GAP BETWEEN CONTENT OWNERS AND SERVICE PROVIDERS
|
| Content owners may worry about barriers to getting their games on a cloud-gaming service and ensuring that the end-user experience is high. Service providers may worry about the type and availability of content they could provide. Both worry about profitability.
- Understand how to get existing games onto the cloud with minimum effort and maximise ROI
- Gain an expert insight into the key issues publishers and service providers face when taking premium PC content into the cloud
- Cloud gaming services are still new and expensive, learn about the value chain and how money can be made
Graham Clemie, Founder & CEO, T5 Labs |
| 15.35-16.05 - MANAGED SERVICE OPERATORS REGAINING CONTROL OF THE LIVING ROOM |
The dominance of Managed Service
Operators (MSOs) is increasingly being
challenged as digital media continues
to grow. This session will look at how
cloud gaming can be embraced so
that MSOs such as cable companies
can differentiate themselves in a
rapidly evolving market.
- Hear how the growth of the
connected world is threatening
to move control of the living room
away from MSOs
- Understand how MSOs can utilize
television connectivity to provide
the limitless interactive content
customers have come to expect
- Discover the key sustainable value
that MSOs can gain by embracing
cloud gaming in order to deliver the
interactive content that will win over
the digital living room
Vikas Gupta, CEO, TransGaming Inc. |
If you have any questions about the conference or the agenda, don't hesitate to drop Alex, producer, a note on the following coordinates: