Gesture-Control is going Mass Market

Casual Connect Europe
Feb 2012
DISTRIBUTION
HARDWARE
OS
CONTENT
The Digital Household Playing-field
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Revolution by Evolution…
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Microsoft Kinect set a Guinness record
The Fastest Selling CE device !
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The Home Entertainment Opportunity
Today
2014
Home Entertainment
Gesture
Gesture
Control
Control
Home
Entertainment
Gesture-controlled Ux and apps, are going to be a major differentiating
factor, in the evolution of the digital household entertainment market
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Gesture-Control is going Mass Market
Xbox, Windows 8
Apple TV -> gesture-controlled
Gesture-control in 1st gen. ultrabooks
Gesture-controlled SmartTV launch in H2
Gesture-controlled SmartTV launch in Nov 2011
End-users trial
Xtion launch in Feb 2012
Next Gen STBs
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Low Cost Sensors
SmartTVs
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All in One
Market Opportunity
 From $144B on "digital living
room" devices in 2010 to
$226B by 2015 (BCG)
 155M SmartTVs in 2015 (NPD)
 From 27%->54% of
shipments
 300M motion- controlled
gaming devices in 2015 (IDC)
 Kinect success and installed
base – 18M – is only the
beginning
 2012 will be the roll-out
year of the additional
players
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appside at a glance
 World’s 1st marketplace for gesture-controlled entertainment
 An OpenNI founding member and outlet for the OpenNI developer
community
 Private-label service for CE hardware manufacturers and service
providers; Pre-installed, on-device appstore
 Ecosystem-in-a-box: Ux, game and app catalog, developer community ,
store management, appstore business platform etc.
the gesture-controlled entertainment
marketplace-of-choice
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Core Tech
Providers
Gesture-control/Recognition
Technology Providers
Partner with Us
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Developers
Publishers and developers
partner with us
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Porting casual games to gesture-control
“Initially, we were unsure how well Luxor would port to the gesturecontrolled world. When we first saw it, we were surprised how well
the gesture controls work; Luxor with gesture-control on SmartTV
introduces an innovative user-experience that is better than
traditional motion-controlled gaming consoles”.
Ron Diamant, Chairman of MumboJumbo Games
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Our First Distribution Partner --
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Our Feb. 2012 Launch
 Asus Xtion world-wide roll-out
 China, US, EU and Asia
 Pre-installed, appside powered marketplace
 games, apps; sports, action, casual, music, art
 Jointly building the developer eco-system
 Via a dev. community
(MSA - Motion Sensing Alliance),
Regional Developer Day etc.
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Our Business Model
 Direct-to-consumer sales
 Per-download, per-play, session,
packages, subscriptions, microtransactions
 Revenue share with developers and
distribution partners
 Users expected to spend an average of ~$30
year on games and apps
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Beyond the Ux -- Gesture-control Potential –
Examples
 Understanding the player in a totally different level
• His whereabouts, his tone, his face, his dressing, his
behavior etc.
 Providing the machine “senses” and enabling a new
kind of machine learning capabilities
 More use of the actual playing environment
 Living room, furniture, real objects in our world
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Gesture-control Game Design –
Lesson Learnt, Basic Guidelines
Gesture is a new
language
Plan ahead
Use real life gestures
 No control standards have
emerged yet
 Humanize, simplify,
predict player behavior
 What’s fun while playing
with a joystick isn’t always
fun with your body!
 Focus on the fun gesture
enables: empower the
player -- faster, stronger
 Every movement that does
not directly mimic a real
life one, means teaching
the player a new set of
skills…
Compensate for no
physical feedback
Be aware of Gesture
Limitations
Experiment
 Visual and sound
feedback need to be clear
and “exaggerated”
 “Multitasking” is very hard
(e.g., walking, looking
around and shooting in
parallel)
 Actions need to be
automated
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 Your assumptions of what
will work when designing
controls and levels for
gesture, will sometimes be
wrong… 
 What you think should be
easy/fun, turns out to be
hard for players
Summary
 SmartTVs are going mass market. So is the gesture-controlled living room
 a reality already in 2012
 Market potential is significant
 A unique opportunity to become an early leader in an untapped market
 Port/adapt your games to gesture-control
 Developing/porting to gesture-control is easy but requires planning ahead, using
lessons learnt and basic guidelines
 To ensure a successful game which is both compelling and fun, we offer
 Toolbox - Use cases, Success stories, technical/UI/Ux guidelines, best practices etc.
 Porting partners - experienced studios who can port your games and you can
leverage their own experience, knowledge etc.
Partner with us !
© 2012 appside, all rights reserved
Thank You !
Jonathan Yaari, founder and CEO
jonathan@app-side.com
www.app-side.com