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I went to the Digital Entertainment World (DEW) 2-10th-12th-2015 and I had a very
productive and informative time. I felt DEWs second year at the Hyatt Regency Century
Plaza was more of a defining time because there was more networking and engaging with
various exhibitors than DEW 2014. Once you know what to expect around a particular
conference you can really focus on hearing the keynote speakers that most appeal to you.
The panels were again broken into the four tracks of (Video, TV, Movies); (Brands,
Advertising); (Games, Interactive) and (Music, Video, Rights). Which makes it very easy to
plan out your time most effectively at DEW. Some of the best panels that I went to were on
gaming and one in particular below was one I could say I enjoyed the most at DEW 2015.
(L-R) Terence Fung, Chief Strategy Officer, Storm8, Eric Ma, Director of User Acquisition, Scopely, Christine
Lee, Director of Business Development, Americas, Chartboost, Philip Hickey, VP, Marketing &
Communications, Seriously and Moderator: Scott Brovsky, Head of Marketing and Community, Muti Labs
I liked this gaming panel a lot because the panelists were talking mostly about the costs of
launching mobile games and the real time cost to acquire users. This was also a very timely
panel because it occurred only a week after Super Bowl XILX. There was a lot of talk
among the panelists about the merits of whether mobile game publishers should buy local
cable TV ads or instead shooting for the moon with expensive and flashy Super Bowl ad
campaigns like Machine Zones Game of War: Fire Age and Supercells Liam Nielson
Revenge ad for Clash of Clans. Phillip of Seriously Games was very impressed that Clash
of Clans was actually one of the best ads during the Super Bowl. And he thought Game of
War was very bad ad because it focused more on Kate Uptowns cleavage than the game
itself. He said, I guess they know their audience. Its not the way they would go. But we
are very interested in doing a super bowl ad and were looking at the economics because we
are still a startup. Phillip then said, If it scores well and the UA or user acquisition costs
make sense. And it must all go together with their overall marketing strategy. I strongly
agree that Liams AngryNeesom52 ad with Clash was about true gamer engagement and
made one really think that one could get so caught up playing Clash that even Liam would
resort to using his Taken 3 persona to threaten a fellow Clash gamer who dares challenges
him. It would have been more impressive if Game of War had given millions of Super Bowl
ad viewers a chance to enter a new promo code that unlocked a Kate Upton DLC character
that one could actually play in the game. Kate was just a sexy/silly prop for Game of War.
Game of War: Fire Age Super Bowl XILV Youtube Link: http://tinyurl.com/n99qezb
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Christine said when she first joined Chartboost three years ago iOS was probably 80% and
Android was 20% of the traffic of mobile games. She wouldnt talk about the exact revenue
of iOS or Android, but she said right before the 2014 Holidays we actually hit 50/50 traffic
between iOS and Android. Which she said is insane because that traffic is the actual
number of users who are opening their games and coming back. Which is the total amount
of traffic. And it really depends statistically where you are looking like what country and
what categories. For example, Christine said from a country standpoint who would have
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guessed that Russia is the number #1 highest bid for Android. And for iOS its Norway. Its
interesting to see by country where there is the most interest and then where developers are
willing to bid the highest to launch their new games. And Christine said when you
breakdown categories you get strategy, card and casino are top on Android while casual
games are more the leaders on iOS. It depends on how you approach the market. Android
is a no brainer its huge, said Christine. And I have to say now that it is a good thing for
the gaming Industry that developers and publishers are not making game development
decisions and investments no longer solely on revenue. We are only bound to get better
mobile and PC games when developers are aggressively engaged on both iOS and Android.
But I still do not think Android game developers in the U.S. are going to reach revenue
parity with iOS game developers anytime soon as long as Apple dominates the smart phone
market. And the Apple Watch will only increase the number of iOS games that will be
purchased and downloaded for free. And Android will only be an equal revenue alternative
to iOS when better Android devices and smart phones seriously can outsell iPhones/iPads.
I also have to say that during DEW this year I took part in an impromptu interview session
with other multicultural and diverse press and attendees. The interview show was
organized by Shirley Husar of the Washington Times and the focus was to discuss issues
like the digital divide in minority communities, Blacks in gaming and the importance of
more minorities attending important tech, marketing and gaming events like DEW 2015.
And I am sure I will find the interview link soon and get it posted on HHBmedia.com
because we all had a great discussion that was moderated by Shirley. What I nor Shirley
knew at the time of the interview was that two of our panelists were the app developers for
@Vendedy, described as Etsy meets eBay for street vendors globally, and ironically we
were discussing how to get more minorities in tech and Vendedy actually won the DEW
startup contest. Vendedy sounded like a great idea as soon as its CEO, Christine Souffrant
described it during our interview session. I could easily see how she was allowing or better
yet empowering millions of global street sellers to market their goods to billions of digital;
consumers. Vendedy which was I imagined expertly pitched by Christine as the first mobile
bidding marketplace for street vendors beat out some other top tech startups. Clearly and
esteemed panel of VC judges chose @Vendedy to win a prize of $75,000. Vendedy proved
at DEW 2015 that diversity in tech is much needed because a great idea really has no color.
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Vendedy Founder & CEO Christine Souffrant won the DEW 2015 Startup Pitchtest Competition.
Vendedy Founder & CEO Christine Souffrant received a $75,000 prize package, which
included a $25,000 investment in the company (in the form of a convertible note) and another
$25,000 in business consulting and legal services from MDM. Souffrant also received an
invitation to the San Francisco office of IDG Ventures for a two-hour consultation with senior
partners of the firm, along with a full year of free hosting service on Rackspace ($24,000
value).
In announcing its decision, the panel of judges cited Vendedy for, among other things,
encapsulating the power of "digital" with its global/borderless strategy; the impact of its
compelling visuals/images; the power of micro-transactions in a new digital "share economy"
world, where even those with little can connect due to deep mobile phone penetration; and, the
concept of social impact, which is increasingly important to millennials and older age groups
as well.
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Additionally, judges from leading VC firms tapped the Clinton Global Initiative - and IBMbacked Vendedy, described as Etsy meets eBay for street vendors globally, as the winner
of DEWs Manatt Digital Media (MDM)-sponsored Startup Pitchtest competition. Vendedy
Founder & CEO Christine Souffrant received a $75,000 prize package, which included a
$25,000 investment in the company (in the form of a convertible note) and another $25,000
in business consulting and legal services from MDM. Souffrant also received an invitation
to the San Francisco office of IDG Ventures for a two-hour consultation with senior
partners of the firm, along with a full year of free hosting service on Rackspace ($24,000
value).
In announcing its decision, the panel of judges cited Vendedy for, among other things ,
encapsulating the power of "digital" with its global/borderless strategy; the impact of its
compelling visuals/images; the power of micro-transactions in a new digital "share
economy" world, where even those with little can connect due to deep mobile phone
penetration; and, the concept of social impact, which is increasingly important to millennials
and older age groups as well.
The headline-generating conversations throughout the week, many related to monetization
challenges and opportunities, included:
Steve Mosko, President of Sony Pictures Television, discussing original content for
Crackle and Playstation, including the notion that, as people begin to unbundle and put
together personal bundles, free is a good option to have.
Ynon Kreiz, President, Maker Studios, on how Disney has embraced Maker and
revealed it has increased YouTube views by 11.5 billion, according to the Los Angeles
Times.
Antonio Lucio, Global Chief Marketing Officer, Visa, conversing with CNBCs
Julia Boorstin about the value he and other major advertisers see in the online world.
Eddy Moretti, CCO, VICE Worldwide, hinting at a Vice cable network,
commenting on the Brian Williams situation and how traditional medias sad state of
affairs gives VICE more credibility.
Thomas Gewecke, Chief Digital Officer, Warner Bros. Entertainment, outlining
how technology is leading an incredible pace of innovation that is changing all
distribution models, and how companies need to experiment to bring content to all
available channels.
Music also played a key role in the conference, with panelists describing how they see a
bright future for digital, with more and more artists adapting to it.
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Among the View from the Top participants taking part in a Music Leadership
Roundtable discussion were Bruce Flohr, Chief Strategy Officer/EVP, Red Light
Management, Partner, Greenlight Media and Partner, ATO Records; Ken Hertz, Senior
Partner, Hertz Lichtenstein & Young LLP; Bill Silva, President, Bill Silva Entertainment;,
Chris Stephenson, Chief Marketing Officer, SFX Entertainment; and moderator Ralph
Simon, Chairman & CEO, Mobilium Global. Interactive technologies also played a key
role in the View from the Top roundtable featuring Oren Boiman, CEO & Co-Founder,
Magisto; Chris DeWolfe, CEO, SGN; Will Keenan, President, Endemol BEYOND (USA);
and moderator Omar Shamout, Technology Reporter, Los Angeles Business Journal.
Pressing topics covered across the digital ecosystem at DEW included:
The changing definition of short-form
Charging for content vs. ad-supported models
What Snapchats entry into the original content and content distribution space
means for creators
The delicate balancing act between content and commerce
The future of console gaming in the wake of the mobile free-to-play gaming
phenomenon
Importance of distribution, content and collaboration in order to succeed in original
video content
Diversity in content and the importance of authenticity when partnering with
brands
Bundled content services vs. a la carte
Summarizing the media landscape in a discussion looking toward the future, Robert
Tercek, Chairman, Creative Vision, said, There are major differences between the old
20th century economy and new 21st century economy, and it is important for companies to
know which universe they are living in as these two alternate universes have completely
different business models.
Breaking news at DEW included Digital Citizens Alliances new statistical report disclosing
that piracy has shifted from file-sharing and downloading to now predominately being
online video streaming. Tom Galvin, Executive Director, Digital Citizens Alliance, said at
the groups panel, Good Money Gone Bad: Digital Thieves & The Hijacking of the Online
Business, that video streaming is the only platform generating more revenue than the year
before. Galvin said the annual revenue was up more than 50 percent.
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In addition, Kathleen Grace, CCO, New Form Digital announced Incubator Series 2 at the
Next Gen Content Producers: Paving the Way in the Digital Age panel at DEW on
Wednesday. The Incubator Series 2 will produce and distribute 10 short films that will be
unique to the digital viewing audience.
DEW also featured several Fireside Chats and Featured Presentations throughout the
conference, with each addressing a different segment of the digital entertainment
ecosystem, including:
Steve Comstock, SVP and CIO, CBS Interactive
Simon Waters, SVP, Global Brand Licensing & Publishing, Hasbro
Ahmed Abbas, COO, Qsoft Holding
Beth Murphy, CMO, Deezer
Meredith Valiando Rojas, Co-Founder & CEO, DigiTour Media LLC
Jeanie Han, CEO, LINE Euro-Americas Corp.
Jonanthan Azu, General Manager & Executive Vice President, Red Light
Val Boreland, Executive Vice President, Head of Programming and
Production, Revolt TV
Gene Hoffman, Chairman and Chief Executive Officer, Vindicia
Thomas Siegman, EVP Innovation, Strategy & Client Relations, RSG Media
Systems
Allison Stern, Co-Founder and Vice President, Enterprise, Tubular Labs
Nicolas Beraudo, EVP Worldwide Sales, GM US, App Annie
Patrick Eichmann, Senior Director of Sales, West, Fiksu
Michael Cai, SVP, Games & Digital, Interpret, LLC
Gary Greenstein, Partner, Wilson Sonsini Goodrich & Rosati
Zane Vella, CEO and Founder, Watchwith
Octvaio Flores, Country Manager, Paysafecard
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Thomas Gewecke was named Chief Digital Officer and Executive Vice President, Strategy
and Business Development, Warner Bros. Entertainment in May 2013. In this position, he
is responsible for driving the Studios worldwide digital growth and managing its global
business strategy. Gewecke is charged with coordinating the companys various digital
distribution strategies to maximize the value of Warner Bros. content across all current
and emerging digital exhibition platforms. He also oversees Warner Bros. Technical
Operations and Corporate Business Development as well as Warner Bros. Home
Entertainments Direct-to-Consumer, Business Development and Flixster groups.
Prior to his current role, Gewecke served as President of Warner Bros. Digital
Distribution, a position he had held since January 2008. Under Gewecke, WBDD expanded
its global footprint to make the Studios movie and television content available for
transactional purchase in every major market, through more than 100 digital retail
partners, and was consistently recognized as a leader and innovator in the distribution of
digital content.
WBDD led the industry in offering On Demand movies day-and-date with DVD release,
bundling digital copies with new physical releases worldwide and making movies available
directly to fans through new channels, including Facebook and as international App
Editions on the iOS platform. To expand consumer access to the Studios vast library,
WBDD launched Warner Archive, a groundbreaking service that makes more than 1,000
out of print classic movie and TV titles available online and through manufacturing-ondemand technology. WBDD also develops and distributes critically acclaimed digital
original programming and content, including H+ The Digital Series, named Best Action
or Sci-Fi Series at the 2013 Streamy Awards, and the Inside the Script series of digital
scripts, which received a 2013 Publishing Innovation Award. The division supported the
record-breaking 2013 Kickstarter campaign for the Veronica Mars feature film, which it
is distributing in 2014.
Gewecke oversaw the Studios May 2011 acquisition of Flixster and Rotten Tomatoes, a
leading mobile movie service and online aggregator of movie reviews. Flixster was the first
service to offer access to UltraViolet, the industry standard for storing digital movie
collections in the cloud, and is used on the web or mobile devices by more than 30 million
people every month, globally. Flixster serves as a leading provider of UltraViolet EST,
Digital Copy, and Disc to Digital services.
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Gewecke joined WBDD from Sony BMG Music Entertainment, where as Exe cutive Vice
President, Global Digital Business he was responsible for worldwide digital business
development efforts and oversaw the creation of new digital ventures. In addition, Gewecke
oversaw the companys online advertising, digital long-form video and direct-to-consumer
commerce businesses, and led its expansion into the US off-deck mobile market.
Prior to Sony BMG, Gewecke was Senior Vice President of Business Development in the
Digital Services Group for Sony Music Entertainment, Inc, where founded and led its
mobile business, building a leading market position for the company, launching the
industrys first U.S. master ringtone offering in mid-2003 and becoming the only record
label to create and operate a major U.S. on-deck, direct-to-consume r mobile
storefront. Gewecke also supervised Sony Musics interest in certain digital media
investments.
Gewecke also held the position of Publisher of the PC World Online Network at
International Data Group, a leading publisher of print and online technology
magazines. During his tenure with the company, he built IDGs largest online publishing
division and oversaw the launch of multiple Internet properties. He also played a major
role in the development of IDGs overall digital strategy.
Gewecke graduated from Harvard College in 1991 with a bachelors degree, magna cum
laude, in social studies.
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Session Description:
The majority of online Americans over 12 years of age use Internet radio, making it the
third most popular way that people discover new music, ahead of Amazon, YouTube,
Social Media and other sources, according to Edison Research. With the increase in its
popularity, there is a huge opportunity for advertisers who are increasing the allocation of
radio dollars to Internet radio platforms. As services move into the car, the opportunity is
expected to grow. This panel will discuss the future of Internet radio including marketing
and ad models.
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