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>View discussions about this entry Country: India
Organization: Kreeda Games India Pvt Ltd
Year work began: 2006
Focus of activity: Other
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Project URL: http://www.dancemela.com
Positioning in the Mosaic of solutions
What is your signature innovation in one sentence? Integrating mass popular content from bollywood with the latest technologies to deliver a full mass multiplayer on-line dancing game with complete soc
Describe your innovation. What makes your idea unique and different than others doing work in the field? The game scale is infinite making it a full new interactive media channel. The dance mats also make it a fitness exercise machine. On-line games have long proven to be the most efficient application to bridge the digital divide and drive the increase of both broadband and PC penetration. Video dancing games with dance pads like DDR are also proven to be efficient to promote fitness and exercise. DanceMELA combines these two elements with the popular entertainment provided by the Bollywood movie industry to start the on-line game phenomenon in India.
What barriers exist that are creating the problem your innovation is hoping to address/change? Low internet penetration and PC literacy and a limited fitness culture due to the rapid urbanization of the Indian population. The game addresses both these issues and promote an easy and entertaining way to overcome them. People do not realize they are using a computer or exercising. They just play and learn these skills in the process.
Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing. How do you implement your innovation and apply it to the challenge/problem you are addressing. (1000)
The game is delivered to the audience in several ways: - Our own sales force which has so far signed over 2,000 internet cafes and installed over 20,000 seats. - 6,500 lifestyle retailers across the country will be carrying the game, the game cards and the mats - On-line the game can be downloaded from about 10 different partners’ sites - 3 Telco partners are distributing the game to their broadband users - Partnership with print media will deliver a further 500,000 game SW to their subscribers - We do 5 colleges festivals a month with full game demo and tournaments - TV partnership with integration of the game in a popular TV program will ensure the necessary awarness. How do you plan to scale your innovation? - By increasing the marketing and distribution effort progressively. The game can scale to multimillion users easily. Our objective is to reach over 1 million users by 1st quarter 2008
Provide one sentence describing your impact. If India is to follow China, Korea and South East Asia, on-line games will be the application that will drive PC penetration and broadband penetration
What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation? Everyone can benefit as it different game functions drive different agenda such as PC literacy (chat, emails, on-line transactions, teaming, leading, trading, networking...), fitness (dancing pads), and skills like eye-hand coordination, peripheral vision and reaction speed. The launching of this game also help us in establishing a marketing and distribution network for the gaming industry.
Please list any other measures reflective of the impact of your innovation: This field has not been completed
What are the main barriers to creating your impact? This field has not been completed
How is your initiative financed? Self funded initially. From March 2007 two venture capitalists have also invested: Softbank (largest internet investor in the world from Japan) and IDG ventures (largest US and China Investor in the internet space)
Provide information on your finances and organization: annual budget, annual revenue, number of staff: • Annual revenue generated:
Just started • Number of staff (3 boxes: full-time, part-time, volunteers): 50 What are the main barriers to financial sustainability? The commercial success of the game will be the key. The lack of support from telecommunication companies, the difficulty in trading around India, the lack of legal clarity for the industry, blur regulatory environment and limited legal framework. Corruption
What is the origin of this innovation? Tell us your story. After 10 years of music industry (Director at Universal Music Asia Pacific) and 5 years of technology (partner at IBM media and entertainment division) around Asia we decided India was to be our home. Having advised many emerging game companies in Korea and China in the past few years and media companies in India, we noticed there was an opportubity to become an on-line game publisher in India. After building a business plan and getting funding we sourced a game engine from China we licensed and localized for India. The game seemed to be ideal for the Indian market given the popularity of dance and music. After selecting the game the largest challenge was to establish and distribution and collection infrastructure to allow the widespread diffusion of the games and their monetization.
Please provide a personal bio. Note this may be used in Changemakers marketing material: Quentin Staes-Polet, Kreeda’s CEO and Co-founder, was IBM’s Media and Entertainment Practice Leader for Asia Pacific Media and Entertainment. As Asia Pacific head consultant for on-line games, M&E and triple play, he has helped clients across the region set their business strategies. Before joining IBM he also spent 10 years in the music industry across Asia. His experience and knowledge in marketing and sales of consumer goods and online services adds to his passion as an agent of social change
Contact Information:
Quentin Staes-Polet
CEO Kreeda Games India Pvt Ltd (Business) Discussions about this entry
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This is a really nice concept, a different approach to fitness and entertainment..
Online gaming will be the next big thing in India, and its nice to see that not all games are about mindless violence or racing cars..
Good work guys!
the coolest game for any one. playing this games make your ming tension free. also listing " hit songs". the best game
Dance in India traditionally is considered a spiritual journey. It is believed to help in developing 'purity of mind', 'interactivity', 'concentration' among others. therefore one can definitely consider dancing an excellent medium for self improvement. the various texts and sutras have amply defined dance as a liberating art. dance comprises as one of the 64 arts
Dance in India traditionally is considered a spiritual journey. It is believed to help in developing 'purity of mind', 'interactivity', 'concentration' among others. therefore one can definitely consider dancing an excellent medium for self improvement. the various texts and sutras have amply defined dance as a liberating art. dance comprises as one of the 64 arts
Dance in India traditionally is considered a spiritual journey. It is believed to help in developing 'purity of mind', 'interactivity', 'concentration' among others. therefore one can definitely consider dancing an excellent medium for self improvement. the various texts and sutras have amply defined dance as a liberating art. dance comprises as one of the 64 arts