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© Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Succeeding in a Fragmented Media and Entertainment Market
May 6, 2008
Michael Goodman
Director, Digital Entertainment
Yankee Group
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 2
The media and entertainment market is fragmenting as a result of ubiquitous
connectivity
This is fundamentally changing the production, distribution, consumption, and monetization of movies, TV shows,
games and music
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 3
Agenda
• Macro trends
• Who is the Anywhere Consumer?
• Why are they important?
• Conclusions and recommendations
• Question and Answer
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 4
Ubiquitous connectivity's impact on the media & entertainment ecosystem
UbiquitousConnectivity
UbiquitousConnectivity
UbiquitousConnectivity
Distribution
ConnectedDevices
DigitalContent
Consumers
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 5
Key issues affecting the media & entertainment industry
1. Monetizing ubiquitous content: Ubiquitous connectivity means digital assets are everywhere—how do content owners control, promote and monetize them most effectively?
2. Cross-platform distribution: From a few well-understood silos, ubiquitous connectivity is creating new paths to market and profit with growing cross-platform distribution options; highly competitive choices with differing capabilities, shifting power structures and evolving economics.
3. Anywhere Consumer™ 2012: With a greater diversity of devices and access to content and each other, Anywhere Consumers are increasingly less loyal, more experimental, and demand greater control over how, when and where they access content and interact with their communities.
4. Anywhere Brands: In the emerging Anywhere environment, ubiquitous connectivity has created a world where content, media and consumers are everywhere. As a result the value chain for advertising and brand-building is changing dramatically, with new players emerging and roles changing.
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 6
Key issues affecting the media & entertainment industry
1. Monetizing ubiquitous content: Ubiquitous connectivity means digital assets are everywhere—how do content owners control, promote and monetize them most effectively?
2. Cross-platform distribution: From a few well-understood silos, ubiquitous connectivity is creating new paths to market and profit with growing cross-platform distribution options; highly competitive choices with differing capabilities, shifting power structures and evolving economics.
3. Anywhere Consumer™ 2012: With a greater diversity of devices and access to content and each other, Anywhere Consumers are increasingly less loyal, more experimental, and demand greater control over how, when and where they access content and interact with their communities.
4. Anywhere Brands: In the emerging Anywhere environment, ubiquitous connectivity has created a world where content, media and consumers are everywhere. As a result the value chain for advertising and brand-building is changing dramatically, with new players emerging and roles changing.
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 7
Who is the Anywhere Consumer?
Anywhere consumers lead a digital lifestyle, demanding access to news & information, entertainment, friends and
family and commercial enterprises, unbound by time, location or device
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 8
The Anywhere Consumers presence is being felt around the world
56% of Internet users in France have shared photos with friends
and family in the past month
Apple has sold over 100 million iPods
There are 1.157billion broadband users and 2.57 billion
mobile users worldwide
In 2006 advertising expenditures on new media
outgrow traditional media in the US
There are over 170,000 hotspots globally
Source: TVB, IAB, InternetWorldStats.com, Yankee Group, 2008
26% of Chinese households will subscribe to digital
television by 2011
By 2010, 82% of mobile users will be on 2.5G or 3G networks
In the US 123 million Internet users a month
watch internet video
29% of Internet users in Spain Interact with friends through social networking
web sites
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 9
Pirates are quintessential Anywhere Consumers
43%
10% 11%
68%
23% 25%35%
41%
Subscribe topremiumchannels(i.e.,HBO)
Watch Video onDemand (VOD)
Watch videoonline severaltimes per day
Somewhat/veryinterested inmobile video
Services consumed
Non-Pirates Video Pirates
• Pirates consume abnormally-high volume of content, making them media companies’ best customer
• Pirates have the greatest need for consumption flexibility
– They supplement legitimate consumption with piracy, when content is not available, or can’t be easily consumed on the desired device
• Content owners can curb piracy by giving “pirates” access to content
– At a reasonable price
– Without burdensome consumption restrictions
– In any geographic locale, at any time
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 10
As consumers become more connected it effects how they interact with different forms of entertainment
U.S. Addressable Market (in Millions)
Networks 2006 2008 2010 2012
Mobile Subscribers 233.0 273.3 293.0 300.1
Active Mobile Data Users 106.8 157.1 174.4 181.0
Internet Users 210.2 226.8 247.6 270.3
Devices owned
Connected Consoles ----- 18.1 26.6 30.3
Digital Audio Players 65.3 81.5 83.1 85.0
Digital Video Players* 28.7 50.2 64.3 69.3
Handheld Game Systems 38.3 45.4 51.4 52.9
* Includes DAPs, Sony PSP and dedicated video players
Source: Yankee Group Forecasts, 2008
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 11
How do connected consumers spend their time?
Average Perceived Time Spent per Day by Activity
Total(HH:MM)
Teens(HH:MM)
Moms(HH:MM)
Watching TV 3:36 3:38 3:50
Surfing the Web 3:12 2:58 3:41
Reading Newspaper/Magazine
1:36 1:33 1:55
Talking on Phone 1:24 1:22 2:02
Listening to Radio 1:20 2:16 2:20
Listening to Music (CD, Internet, MP3, etc.)
1:18 2:56 1:42
Talking on Cell Phone 1:18 2:13 1:02
Watching DVD/Video 1:18 2:05 1:38
Playing Video Games 0:54 2:25 1:00
IM 0:42 1:41 0:59
SMS 0:24 1:09 0:39
Total 17:02 21:46 18:07
• Consumption is a function of time and access
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 12
How do connected consumers spend their time?
Average Perceived Time Spent per Day by Activity
ActivityTotal
(HH:MM)Teens
(HH:MM)Moms
(HH:MM)
Watching TV 3:36 3:38 3:50
Surfing the Web 3:12 2:58 3:41
Reading Newspaper/Magazine
1:36 1:33 1:55
Talking on Phone 1:24 1:22 2:02
Listening to Radio 1:20 2:16 2:20
Listening to Music (CD, Internet, MP3, etc.)
1:18 2:56 1:42
Talking on Cell Phone 1:18 2:13 1:02
Watching DVD/Video 1:18 2:05 1:38
Playing Video Games 0:54 2:25 1:00
IM 0:42 1:41 0:59
SMS 0:24 1:09 0:39
Total 17:02 21:46 18:07
• Consumption is a function of time and access
• Time spent on various activities vary by segment
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 13
How do connected consumers spend their time?
Average Perceived Time Spent per Day by Activity
ActivityTotal
(HH:MM)Teens
(HH:MM)Moms
(HH:MM)
Watching TV 3:36 3:38 3:50
Surfing the Web 3:12 2:58 3:41
Reading Newspaper/Magazine
1:36 1:33 1:55
Talking on Phone 1:24 1:22 2:02
Listening to Radio 1:20 2:16 2:20
Listening to Music (CD, Internet, MP3, etc.)
1:18 2:56 1:42
Talking on Cell Phone 1:18 2:13 1:02
Watching DVD/Video 1:18 2:05 1:38
Playing Video Games 0:54 2:25 1:00
IM 0:42 1:41 0:59
SMS 0:24 1:09 0:39
Total 17:02 21:46 18:07
• Consumption is a function of time and access
• Time spent on various activities vary by segment
• TV and Internet are always the top two activities
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 14
Today the television and the internet peacefully coexist
Percent Respondents
6%
21%
23%
47%
51%
57%
69%
73%
20%
41%
15%
45%
32%
70%
61%
60%
8%
38%
16%
42%
32%
66%
65%
62%
SMS
Read newspaper
Listen to radio
Read magazine
IM
Talk on phone
Surf the web
Total
Moms
Teens
Which of the following activities do you do while watching TV?
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 15
Increasingly consumers want greater control over what they view and when they view it
• User generated videos (57%) are the most popular from of streaming video followed by clips from TV shows (54%) and movie trailers (51%)
• In addition to internet delivered video, DVRs and VOD also provide on-demand solutions
– 43% of online households have used VOD from their cable or IPTV service provider
– 27% of online households own a DVR
• The challenge for broadcast and cable programmers is it maintain their brand in an on-demand world
Percent Online Users
1%
3%
3%
12%
34%
Copy video from my PC to mymobile phone
Recorded a TV program to a PC
Copy video from my PC to aportable device (e.g. iPod or
similar device)
Download video
Watch streaming online
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 16
For TV content, broadband video is just another DVR
• Thirty eight percent of consumers who watched video online in the past month, watched episodes of TV shows
• Women prefer online TV for practical reasons
– Eighty seven percent of women, who watch full TV episodes online, do so because they missed the broadcast, compared to 80% of men
– Thirty four percent watch because they were interrupted, compared to 29% of men
• Men watch TV online for sentimental reasons
– Forty-two percent of men who watch TV episodes online, do so to see an episode again, compared to 28% of women
– Twenty four percent like watching older shows, compared to 11% of women
% of consumers who watched full TV episodes
83%
56%
36% 35%31%
18%11%
Why Do You Watch TV Episodes Online
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 17
Advertisers must bring less disruptive, better-targeted ads to TV
• Ad-skipping will continue to grow as DVR penetration increases with time
– DVR ownership increased to 27% of US households, compared to 20% in 2006
• Consumer will time-shift their consumption to avoid ads
– Fifty three percent of DVR owners wait to start watching the show, to skip the commercials
• Ad-skipping is slightly less severe in men
– Women are less patient, with 47% fast forwarding always, compared to 37% of men
% of DVR owners
49%
33%
15%
2%
42%40%
14%
2%
Always Most of theTime
Occasionally Never
Frequency of skipping commercials
2006 2007
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 18
Limiting functionality does not enhance engagement
• Consumers dislike ad formats that interrupt their video
– Fifty seven percent found picture-in-picture ads, which conceal part of the screen very/unacceptable
• Less intrusive formats are more likely to gain consumer favor
– Fifty two percent of DVR owners found advertiser’s logo displays very/acceptable
– “More information” ad button found even more support, with 64% of DVR owners finding it very/acceptable
% of DVR owners
58%
77%
78%
Can't FF ads atbeginning andend of shows
Can't FF adsduring on-demand TV
shows
Disable FFCapability
During Ads
Somewhat/Not at all Acceptable
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 19
% Respondents
77%
7%
12%
Use mobile phone to watch video
Interested in subscribing to mobile videoservice
Aware of mobile video service
Mo
bil
e U
sers
Mobile video’s business model is misaligned with consumers usage patterns
• Early results show that mobile users are snacking on video – watching 1-2 hours a month
• Most consumers will not pay ~$15 a month for a service they are only using for an hour or two
• Advertising is required to remove the financial burden from consumers and make mobile vide a success
In order to succeed business models must be aligned to consumer behavior
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 20
Mobile billing paves the way for digital media
% mobile phone owners who bought and downloaded content to mobile phone
61%
22%
12%
3%
Add to mobilebill
Credit card Bank account PayPal
When Purchasing Entertainment on Mobile Phone, How Do You Pay?
• Thirty percent of mobile users have purchased and downloaded content to their mobile phone
– Ninety percent of US consumers own mobile a phone
• Females are more pragmatic, with 65% preferring payment added to mobile bill, compared to 57% of males
• Although they want to paying by adding charges to their mobile bill, males also favor credit card payments
– Twenty eight percent of men who bought and downloaded content to their phone, paid with credit card, compared to 17% of females
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 21
Conclusions and recommendations
Multi-channel Video Providers– Launch online properties for video syndication. Programmers are looking for online audiences.
Service providers that are usually also the broadband providers have those audiences. Launching online properties similar to Comcast's Fancast and offering programmers a distribution outlet will help solidify a service provider's position in the online entertainment value chain.
– Connect the set-top box to the internet. Service providers are uniquely positioned to deliver PC video to the TV. Bridging the PC-TV divide is inevitable. Being the first movers in this space, service providers can stake their place in the market and negotiate more favorable distribution deals with the programmers.
Programmers– Protect your brand. Media companies must maintain and enforce their brands in cross-platform
environments. The role of the media brand cannot be overstated, because it is the thing that unifies the content with the experience.
– Design for usability. Usability is the branded experience. Ubiquitous broadband connectivity means that viewers have dozens of choices for the programming they seek. The only way to monetize fragmented, cross-platform audiences is to maintain the audience from one platform to another. Media companies must make it easy for the viewer to remain loyal to their brands and properties.
Advertisers– Standardization is required. Standardization is one of the key obstacles in shifting from a world of
30- and 60-second video ads to interactive overlays, tickers, bugs and telescopes. Advertisers and agencies are challenged--both in terms of media planning and implementation--when each vendor and media company has a slightly different implementation of common advertising format.
Succeeding in a Fragmented Media and Entertainment Market
© Copyright 2008. Yankee Group Research, Inc. All rights reserved. Page 22
Charting the Evolution of Anywhere
Thank You
Michael Goodman
Director, Digital Entertainment
Yankee Group