Cloud Gaming Europe Agenda

Day One | Day Two

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
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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.

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If you have any questions about the conference or the agenda, don't hesitate to drop Alex, producer, a note on the following coordinates:

Alex Manessi
Director
Cloud Gaming Insider
T: +44 207 375 7547
Toll free US: 1800 814 3459 ext 7547
E:
alex@cgconfeurope.com

 
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Contact: Alex Manessi
+44 207 375 7547         alex@cgconfeurope.com