Tag Archives: Games

Show review: impressive tech from IFA 2019

PCR IFA blog

Wow, what another great IFA. In its 59th year, the show exceed last year’s 1,800+ exhibitors and 244,000+ attendees and continued to be cemented in the calendar as the leading showcase of the technology industry for trade and consumers.

The consumer goods market in Europe is significant and for the first half of 2019 was worth €450bn, down 2% and forecasted to remain flat in the second half at €1.011tn. However, the stats still define Europe as the second largest technology market with a 25% share, behind China at 27% with North America third with a 19% share.

The speed of change in product innovation, and the increase in channels to sell these products in line with customer needs, is not losing pace. While there was no great fanfare of a new technology announcement, what was evident was how innovation and invention are evolving into the mainstream. This included the next generation of Web Operating Systems, 5G devices and AI developments, all designed to achieve a more proactive ecosystem which enables all devices and appliances in the home to be connected more efficiently.

One of the key focuses this year more than ever was the prevalence of voice control / AI controlled products. Almost every brand and category has either one or both of the two leading voice assistants becoming inbuilt and connected, increasing the smart home ecosystem across almost every device, MDA and wearable.

The adoption of AI amongst all age groups is on the increase with 31% of millennials owning three or more connected devices and rapidly increasing across all generations as ‘our’ trust increases in the technology and privacy fears are addressed through tougher regulatory measures. Apparently it would take you on average 73 days to read all the Ts & Cs you’ve signed up for online and even then we don’t have a clue what we’ve agreed to. Tougher regulation is essential to protect our data and how brands use the data we willingly offer up.

The smart home market is growing, but for many, the smartphone is still key when controlling smart home elements. However, when looking at energy and lighting controls, 32% use a smart speaker. Whilst 15% of UK consumers say it is “essential” for new smart home devices to connect with a smart speaker/ home hub, 32% say “I would be open to trying shopping via voice and a smart speaker”, whereas only 20% say “shopping by voice with a smart speaker would be much more convenient than the ways I shop currently”.

JBL who have shipped over 100 million speakers globally and launched the #100mSmiles campaign made clear their intentions to dominate by understanding the market better than many, having identified that 70% of consumers would like an audio device with the possibility to control their environment to create the right ambience while listening to music. They also had a nod with ‘green’ credentials in the smart device category, which may be a first, launching the Flip 5 Ocean & Forest, a connected speaker made from 90% recycled plastic.

LG were really rather forward thinking at this year’s IFA Future Talk and identified the ‘silver generation’ as a potential growth area for technology, however it accepts that trust within this generation is a barrier. It also focused on the need for simplicity, which is self-evident from products that were once considered cutting edge and are now defunct. Thinking about how difficult it was to program a VCR. It was a challenge and now this challenge is eradicated because we just talk to the devices to fulfil the same function.

The connected market is on the increase, no question and this extends to white goods with 11.4% of all MDA’s sold in Western Europe being connected, up from 4.8% in the same period back in 2016. When you consider that in Q4 2018 connected MDAs in Asia Pacific accounted for 26.5% of all MDAs sold, there is still growth opportunities for brands and retailers in the European market.

There’s been a lot of hype around 5G and this was also evident at IFA 2019, and while autonomous vehicles will rely on the technology in the future, more immediately 5G is a transformative technology for the home. As it’s spearheading a multi-dimensional world connecting appliances, brands and people in real time with its fast bandwidth and reduced latency. Take a look around your home. There’s already numerous appliances that rely on a strong wireless connection to work, from virtual assistants to laptops – and without it everything comes to a halt. 5G will provide an alternative to fixed wireless internet making things connect quickly, nicely and simply. From rural areas where broadband speeds are poor to urban areas where speeds can suffer from congestion; 5G will enhance the possibilities for a smarter home, streets, towns and cities.

Autonomous vehicles were more evident this year and as we draw closer to the reality that we may get driven rather than drive ourselves, acceptance is increasing. In essence cars will become more than a means to get from A to B, enabling the passenger to do more. An interesting take on this reality, again by LG, was asking what are we going to do with our time whilst being transported? Well LG want to entertain you by making that now redundant windscreen become a TV screen that you can cast to and watch, work, play or shop. Imagine being driven autonomously and be surrounded by the convenience of technology that enables you to carry on as you would do at home or in the office. The safety concerns are evident as highlighted by Tyron Louw, Research Fellow at the Institute for Transport Studies, University of Leeds: “Nobody knows for sure how the world will look in five years, yet we are all under pressure to prepare for that future. Driverless cars merge two imperfect systems – humans and automation – to anticipate new types of road accidents.”

However, with the advent of 5G, autonomous vehicles on our streets, not just in major cities, is certainly not fantasy and definitely reality within the next decade.

The consensus at SHIFT, the two-day convention at IFA Berlin exploring the Future of Mobility was clear: “Electric vehicles will be a key part of the future of mobility, but they are not the only solution. Instead, smart cities and autonomous vehicles will be key components of our “mobility-as-a-service” future, where cars are just one component of a broad mix of transport modes that we are using.

“While there was no doubt among participants that autonomous vehicles would soon become reality, they were split on how this would affect the world’s car culture.”

Other trends away from true innovation saw many brands tapping into the increasing esports market. Acer launched Planet9, an open gaming community platform and others have negotiated tenuous link ups such as Beko with League of Legends and Samsung with Fortnite. All no doubt designed with a view to ride the increasing esports wave and appeal to Millennials and Generations Z and Alpha. The global market for gaming hardware is on the rise as a result of its appeal and new ease of access assisting in a forecasted 14% increase in 2019 with an estimated value of €12.4bn.

Whilst IFA is all about innovation and showcasing the future, I must admit I do enjoy a bit of nostalgia and my favourite throwback product came from Sony with the Walkman 40th Anniversary edition. A welcome reminder from Sony on how they as the innovators once changed how we listened on the move and created a category in the process that everybody copied and developed to be better or worse depending on your opinion.

IFA is not just about showcasing technology, it’s also about defining how we as human beings could or will live better lives through the adoption and acceptance of innovation. Long may IFA continue to enable and encourage the creativity of brands to define the technology of the future.

To read the full article please visit PCR.
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Tapping into the booming esports market

Gekko Retail Marketing Group Selfie

In July 2019, spanning three days, the largest gathering of gamers from around the world – 40 million – took part in the Fortnite World Cup tournament. Hailed as a monumental moment for esports, the winner, a 16-year-old, took home £2.42 million. The prize sum overshadowed the £1.6 million Shane Lowry won at this year’s Golf Open Championship in Portrush. The esports industry is becoming increasingly popular, rivalling many traditional sporting events with the Fortnite tournament watched by 23,000 people in a sold out New York stadium and millions more through live streams.

This highlights how the gaming industry and its place in culture has evolved, with gamers stepping away from their own consoles to watch others play their favourite games. And not surprisingly, this is reflected in the size of the gaming market which continues to grow rapidly. According to Newzoo, there are reportedly 2.3 billion active gamers globally and 46% of those (1.1 billion) spending, the financial impact to the establishment is significant. More so with the forecasted growth of gaming from $137.9 billion in 2018 to more than $180.1 billion by 2021. Looking just at the UK, the gaming market is now worth a record £5.7 billion thanks in part to the strong foundations in place for innovative games and entrepreneurial developers.

The next 12-18 months looks set to be a very interesting for the sector with some of the big names in gaming hardware expected to reveal their next generation platforms. Expectation is that Sony, who have sold 525 million consoles since launching PlayStation in 1994, will start to ship their latest console in the second half of 2020. And of course both Nintendo and Microsoft will be in the mix too. Microsoft officially announced its next generation hardware, codenamed Project Scarlett, during its E3 2019 conference and it’s due for release in time for “Holiday 2020”.

Before that is the exciting debut of Stadia in Q4 this year which may be a potential fly in the ointment for the established gaming brands. Google’s launch of Stadia is a game-changer, and a move that will have Nintendo, Microsoft and Sony quite concerned. No downloads, no patches and no console makes this the cloud gamers dream, and Google is delivering this incredible service without compromising on graphics quality.

As Phil Harrison VP and general manager at Google stated when launching Stadia: “It’s a new generation platform, rather than a next generation platform”. In evolving the concept of platforms, rather than recreating them, Stadia will be a tough act to follow, with sharing options via YouTube, which has 63 million daily viewers worldwide, Google Assistant built in, 4K resolution games at 60 frames per second with HDR (High Dynamic Range), and a plan to support 8K resolution in the future.

The excellent features are great news to those who have grown up used to on-demand web-based entertainment, app-based games and instant updates to technology, but for generations who are familiar with buying physical consoles and games, this could be a transition they may not make because nostalgia can come into play. Owning a console and saving up to buy the latest must have game and completing it before trading it in to buy the next release, has been a pleasure to many.

The generational changes in consumers has seen Millennials identify with nostalgia and they recapture their youth through console gaming just as they have been doing for over 20 years. There is a shared enjoyment amongst social groups in getting together and playing a multiplayer game on Mario Kart on the original Wii. It’s also interesting to see how the retro gaming sector tapping into this and making headlines. Available to buy this Christmas will be a reimagined full-sized reissue of the Commodore 64.

Giving this generation a chance to either buy or play the consoles and games of their youth could open up a new opportunity for gaming retailers, because a streaming service is not great news for those retailing the hardware to eager gamers needing to upgrade to access the dream being sold by the platforms. Indeed, GAME has been battling tough high street conditions and has seen in the past three months a successful take over by Sports Direct. The British sports gear retailer said it did not believe that, as a standalone business, GAME was “able to weather the pressures that it is facing”.

Furthermore, the introduction of streaming could see the resale market suffer too, again a blow to high street stores such as GAME and CEX.

This is an evolving and exciting market with opportunities and pitfalls for the whole supply chain. I started this piece discussing the phenomenon that was the Fortnite World Cup and for retailers, this presents a huge opportunity to tap into this ‘experience’ economy and revive their fortunes by using empty high street spaces to create purpose-built gaming arenas for live gaming where the community can come together. But there’s no doubt that we’re going to see a ferocious battle between Stadia and the console manufacturers – so let the games begin.

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How 5G will boost the smart home market

gekko-retail-marketing-smart-home

Over the last few years, smart home technology has revolutionised the way we live at home and according to PWC’s white paper, ‘Connected Home 2.0’, £10.8bn will be spent on smart home devices in the UK in 2019. But despite this, a recent survey we carried out into the connected home highlighted consumer frustration with smart home technology, with consumers citing that they can’t get their smart home technology to connect to each device and talk to each other, they have no idea how it all works, they are worried about security and there’s little perceived benefit or value.

Whilst this may sound negative, this presents a huge opportunity for 5G to boost further device adoption and showcase the future possibilities in the home.

There’s been a lot of hype around 5G – from downloading a full HD movie in under five seconds to making fully automated vehicles a reality – but I believe 5G will be a transformative technology for the home, as it’s spearheading a multi-dimensional world connecting devices, brands and people in real time with its fast bandwidth and reduced latency. Take a look round your home, count up the numerous devices that rely on a strong wireless connection to stream, to work, to secure, to survive – tablets, mobiles, TVs, voice assistants, PCs, thermostats, light-bulbs, alarms, cameras, and gaming right through to connected appliances. Without a good connection, they can all come to a grinding halt.

Stadia by Google is an example of where 5G and gaming complement each other. No downloads, no patches and no console makes this the cloud gamers dream, and Google is delivering this incredible service without compromising on graphics quality. With 2.3bn active gamers globally and 46% of those (1.1bn) spending, the financial impact to the establishment is significant. Stadia will be a tough act to follow, with sharing options via YouTube, which has 63m daily viewers worldwide, Google Assistant built in, 4K resolution games at 60 frames per second with HDR (High Dynamic Range), and a plan to support 8K resolution in the future. Now with Stadia, the internet – accessed increasingly via 5G – will be your store, with the network and data centre as your platform.

The innovation that is 5G will provide an alternative to fixed wireless internet making things connect quickly, faster, nicely and simply. From rural areas where broadband speeds are poor to urban areas where speeds can suffer from congestion, 5G will enhance the possibilities for entire communities and not only the smart home.

This will pave the way for 5G enabled fully integrated living spaces that adjust to the needs of each member of the family, changing the way people entertain, consume media, use their utilities, communicate and cook. Virtual assistants like Alexa and Google Home are only the start and we’ve seen just a fraction of what personal assistants are capable of. Google announced at CES earlier this year that it wants to make its assistant the focal point of a consumer’s life; in the home, in the car and on mobile devices. 5G will be that enabler.

Layer on top of this the possibilities of 5G enabled in-home augmented and virtual reality for cooking. Imagine at the touch of a button, Delia or Jamie standing next to you showing you how to cook one of their recipes. Sit down with your friends and family to watch a tennis match and image real time sports data appearing over tennis players as they hit the ball. 5G will make smart homes even smarter by unshackling developers from the speed restrictions and other issues that exist with today’s solutions where devices rely on Wi-Fi networks or Bluetooth connections.

For those who feel security could be an issue, the good news is that mobile operators are ensuring security is built into the fabric of their 5G networks and there’s no reason for 5G networks to be any less secure to use than 4G. When connecting a device to a 5G network the same protocols you’d apply to security software, passwords etc. should be applied as normal, however it is worth noting that all data sent over 5G is encrypted and 5G devices will offer increasingly advanced security options. Interestingly, according to research from Ericsson, 29% of people would like DNA authentication to be a biometric security option.

The reality is that 5G can provide a more consistent approach, making things easier to setup and thus encouraging product development through to subsequent consumer adoption and increased usage of the vastly developed Internet of Things. With inbuilt future proofing, one of the most interesting effects will be the societal impact 5G will have for our ageing population, assisting those who are fit but may be less able to manage themselves. This may blur the lines between hospital and home. For many, it’s more effective to manage the healthcare of patients who require the most resources from home rather than via our currently overloaded NHS. In addition, its adoption can reduce loneliness and speed of response in the event of an emergency.

We’ve already seen how sensor operated smart home tech can alert families to movement, so they know their elder relatives are up and about in the house and not lying there injured. There are also remote surgeries where doctors see patients by video call, however buffering is often an issue in remote locations, which makes the service more difficult for vulnerable people to use. The implementation of 5G will take this to a whole new level; real-time remote monitoring of medication usage; food intake levels and exercise; connecting the vulnerable to seamlessly operated telehealth services and tracking indicators from sleep to blood pressure and insulin levels.

It can help power personalised, preventative and smarter care capabilities and elevate connected medicine to an unprecedented level, helping elderly people live fulfilling and productive lives on their terms. This is exciting times for a growing societal issue here in the UK but let’s not underestimate the understanding we need of the health ecosystem and what it will take to implement the systems to connect to these technologies.

The opportunities 5G technology offers all generations extends beyond the home and to the streets through autonomous vehicles, traffic management and the smart monitoring of the environment around you, telling you in real-time, for example, where best to avoid pollution on your daily run. Moreover, everything you would currently expect to be able to access or control in the home will be available to you wherever you are, without any comprises imposed on you by being away from regular Wi-Fi based connectivity.

Ericsson forecasts that by 2024, 5G subscriptions will reach 1.9bn, and that coverage could blanket up to 65% of the world’s population.

The UK’s largest network operator, EE, was the first to launch 5G in the UK on 30th May, 2019, beaten by the Swiss who launched in April. Service started in London, Cardiff, Edinburgh, Belfast, Birmingham, and Manchester, with several other cities joining before 2020. Vodafone also launched on 3rd July 2019 in seven cities with 12 other cities to be included before 2020. Three will join the 5G race in August in London. A total of 25 other locations will get 5G in the UK via Three before 2020. Lastly O2, with no published launch date, announced its plans to roll out its 5G network in 2019 in Cardiff, London, Belfast, and Edinburgh to start, with more areas getting 5G in 2020.

Whilst the UK is already partially 5G enabled, devices are limited and we’re not that far ahead of the vast majority of developed nations whom all plan to launch in 2019/2020 such as Germany, Italy and Norway all behind Vodafone Spain who are ahead of all EU nations having launched on 15th June in 15 cities.

To read the full article please visit PCR.

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Why Google’s launch of Stadia is a game-changer for the gaming industry

Stadia Blog

Google’s launch of Stadia is a game-changer, and a move that will have Nintendo, Microsoft and Sony quite concerned. No downloads, no patches and no console makes this the cloud gamers dream, and Google is delivering this incredible service without compromising on graphics quality. With 2.3bn active gamers globally and 46 per cent of those (1.1bn) spending, the financial impact to the establishment is significant. More so with the forecasted growth of gaming from $137.9bn (£105.3bn) in 2018 to more than $180.1bn by 2021.

Generational changes in consumers have seen Millennials identify with nostalgia, and they recapture their youth through console gaming, just as they have been doing for over 20 years. Back in 1994 PlayStation appeared on the market and having sold 525m consoles. It’s by far the most successful gaming platform ever.

Sony, together with Nintendo and Microsoft, has attempted to evolve the proposition and gaming to a digital platform with some degree of success. The most successful here is again PlayStation, with 80m active users on its PlayStation Network, up from 70m only a year ago.

However, PlayStation 4 Sony’s most up-to-date platform, is now six years old and accounts for a third of the total Sony turnover and profit. It’s no understatement to describe PlayStation as the jewel in Sony’s portfolio and that may just be about to be disrupted.

“A new generation platform”
Enter Google with its Stadia solution. As Phil Harrison VP and general manager at Google stated when launching Stadia: “It’s a new generation platform, rather than a next generation platform” which is what perhaps Sony, Microsoft and Nintendo have failed to achieve. Instead they’re merely evolving the concept of their platforms, rather than recreating them. Stadia will be a tough act to follow, with sharing options via YouTube, which has 63m daily viewers worldwide, Google Assistant built in, 4K resolution games at 60 frames per second with HDR (High Dynamic Range), and a plan to support 8K resolution in the future.

It may be game over for the business of selling hardware and encouraging gamers to ‘upgrade’ to a new console. This is not great for retailers who make a good margin on selling the hardware to eager gamers needing to upgrade to access the dream being sold by the platforms. For the platforms, success relies heavily on the hardware sales as the portal to the business end of the operation, the games themselves. Much like the print industry, brands sell the hardware at little or no margin to acquire users to the platform, tying them in to facilitate access to the gaming titles which deliver the true spoils and profit to the platforms.

Now with Stadia the internet is your store, with the network and data centre as your platform. So perhaps the paradigm is about to shift and the gaming industry will see a new emperor wear the clothes.

Generation Alpha

Consider Generation Alpha, the generation born after 2012, who as future consumers have been born into an era where minimalism in hardware drives digital innovation. This is the generation whom Stadia speaks to in volumes, and it may well turn out to be the only gaming platform this generation ever knows. Given that many 10 year olds become avid gamers, mobile phone, tablet and computer users, with no concept of physical media, this seismic shift could make the gaming establishment obsolete, unless their platforms evolve quickly.

To read the full article please visit Mobile Marketing.

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2014 Is the Year of Sport

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I don’t know about you, but I can’t wait for the year of sport that will be 2014. It’s any marketer’s dream and brings boundless opportunities for brands, whether officially or unofficially linked to the Sochi 2014 Winter Olympics, 2014 FIFA World Cup Brazil and Glasgow 2014 Commonwealth Games. It will be the year of sporting endeavour, which some may argue can only be made possible with the support of partners, sponsors and suppliers; but is there a return beyond the cache of being associated with the event? I’d argue a lot. After all, there is the index-linked effect on sales, which can’t be ignored, as well as the value of a brand’s stock and overall stature in today’s economic climate. The blue chips of this world are index-linked to our livelihoods, through the people they employ and effect on the local economy, regardless of whether we are consumers of their products or not. We simply cannot escape the loop.

P&G, Visa, Longines, Omega, Toshiba, Panasonic, VW, Emirates, Ford, Sony, McDonald’s and Coca-Cola are just some of the great and good that make these events possible. London 2012 secured 80% of its £700m target from sponsors and Sochi 2014 is predicted to have raised the same amount from sponsors. These sporting events really do light up the eyes of brands who know the positive effect a global event can have on their brand equity, recall and awareness.

Those who argue that Coca-Cola or McDonald’s shouldn’t take part in such gigs have every right to expose the ironic discrepancy in dubious health benefits of their products against a landscape of sport and genuine health. However, as demonstrated by Jeremy Paxman on Newsnight with James Quincey, President of Coca-Cola Europe, this argument is weak. Most nations would certainly fight against a Nanny State where consumer lifestyle choices are controlled. I agree we shouldn’t glamorise smoking and alcohol above-the-line, but when it comes to what we eat, who has the right to tell us to stop?

Like it or not, these brands are the ones with the resources to prop up good causes and keep major sporting events alive through sponsorship. As consumers, we have the choice to decide for ourselves what is good for us to eat. A brand has the moral obligation of encouraging a healthy lifestyle for both mind and body, but is it acceptable for a brand to be told that it cannot be a sponsor because of its relevance to the event in question? Without the exposure which sponsorship allows these brands to develop, thousands of employees worldwide face the risk of losing their jobs because a dictate stated we can no longer drink sugary beverages or that sugary beverage brands cannot support good causes. The worst case scenario is that the stock market declines on the back of poor trading statements and share prices fall to affect the economy. Brands are vital to general wellbeing in our economy and societies, which finishes with our consumption.

Let’s remember what makes a brand great. It is how we, the consumers, perceive it. You may not like every brand, but there will always be others that do. Every brand has the right to be philanthropic and give back no matter how evil you may consider them to be. The reality is that we need these global brands as much as the global events they sponsor which serve to inspire us, our children, our nations and create a bubble where for several weeks of the year, the world unites around one event. I still have fond memories of the electricity running through the UK during the Olympics last year. It was infectious and generated a unique sense of national pride in all, facilitated perhaps in part by these brands supporting and creating a buzz through ATL. You have the choice to buy or not to buy – that is your democratic right – but let’s allow those brands who want to spend their invaluable money on these events to do just that. Through our choices, we control the consequences.

Read the full article at http://www.brandingmagazine.com/2013/12/19/2014-year-sport/

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