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Power Panel on Mobile Gaming |
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Microsoft's
Ashish Thomas
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The
power panel on Mobile Gaming at NASSCOM Animation India 06 was
all about the magic of numbers.
The panel was as the case with most sessions at NASSCOM 06,
a series of presentations. Presenters included Microsoft CSMP
India Lead Ashish Thomas, Mobile 365 Country Manager Kaustuv
Ghosh, Gameloft Country head Paul Hertz and Mobile 2 Win Country
Head Rajiv Hiranandani.
"The way the mobile industry and handsets in the country
are increasing, the sheer penetration of mobile phone will force
the industry to change its business model. An increasing number
of people are seeking more content and services on the mobile
phone and soon there will be more demand than supply" said
Microsoft's Ashish Thomas.
"There has to be a lot of investment in R&D to find
ways in which content can reach in a more user friendly and
engaging manner to users on the mobile phone and the studios
too need to have divisions working on that area of the business"
he added.
Gameloft's Paul Hertz drew attention to the scalability potential
that India had but for the need for trained talent."Though
the investment in wireless games is not as huge as for the PC
and console, there is a large talent pool required for testing,
porting and QA"
"IT
Infrastructure too needs to be less expensive" he said,
commenting on the issues that India faced adding,"Gaming
needs to be positioned as a serious business. People working
in this field have to be shown the growth prospects and be motivated
letting them to pick up other skills within the same field"
"India needs to be a market in itself, not just an outsourcing
or development centre" he concluded.
Even
as the Indian animation industry is establishing its positioning
as a destination for high quality animation outsourcing for
Long form content, Theatrical and Direct to DVD, the speakers
at the Mobile Gaming session seeked to draw the audience attention
towards the way the increasing penetration of the mobile in
the Indian populace would create a huge demand supply gap for
content, a good part of which uses animation. |
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Anand Gurnani |
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