Next 5 Years in Online Media › 2010 › archive › pdf › report12_Gao.pdf · The New Model for...
Transcript of Next 5 Years in Online Media › 2010 › archive › pdf › report12_Gao.pdf · The New Model for...
Next 5 Years in Online Media
ICT Summit: June 15th, 2010
Fuji TV TV Tokyo
NBC FOX
The Next 5 Years will be a Renaissance for Traditional Media
The Crunchyroll Time-Machine
source: 1. quantcast, google-analytics
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500,000
1,000,000
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2,000,000
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3,000,000
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4,000,000US Global
Monthly Unique Visitors1
+16% Q/QGrowth
Transition to 100% Professional
2.2x growth since Series A
Core: 13 - 34 Year Old Anime & Drama Audience Internationally
6 million+ visitors worldwide
The Crunchyroll Time-Machine
United States44.01%
Canada8.37%
United Kingdom3.82%
Australia2.13%
Philippines7.23%
Singapore4.09%
Malaysia2.73%
Indonesia2.20%
Germany1.95%
Mexico1.43%
Rest of World22.05%
The Crunchyroll Time-Machine
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Youtube Crunchyroll Google Video Hulu
13 – 34 Year Old Affinity
Crunchyroll users are early adopters of technology
1. Shift in Eyeballs
1 TDG: http://www.maxxomedia.com/blog/americans-will-be-watching-more-online-video-than-broadcast-tv-by-2020-tdg-report/
Viewers and Advertising will shift quickly to Online in next 5 years
2. Explosion of Media Consumption Devices
Media Consumption Devices will open entire new markets while revitalizing existing ones
Personal Experience Living Room Experience
3. Rise of Social and Gaming
The Last AirbenderNaruto Shippuden Gundam Wing
Interactive consumption of media critical to reach users
4. Anti-Piracy
Legal solutions, platform, and proactive measures will drastically reduce the effects of piracy
How to Make Money Online?
Broadcast TV34%
Cable TV29%
Satellite TV10%
Movie5%
DVD/BR11%
Gaming6%
Music5%
Media/Entertainment - US$204 Billion (USD) Monetization: Subscription and
Advertising will still dominate.
Distribution: Content needs to be everywhere. Social and anti-piracyare very important to grow mindshare.
The core businesses of subscription and advertising are still very viable. These core business models must be complemented by 360 degrees of periphery services to maximize content’s true value online.
The New Model for Content Business
Mobile(iPhone,Android,
iPad)
Social(facebook, myspace)
Feed(twitter)
TV(set-top, net-tv)
Embed(mrss)
Console(xbox,
wii, ps3)
Web Stream(on-site)
Anti-Piracy(DMCA)
Traditional Models
Advertising
Subscription
Core business is a freemium model of advertising and recurring subscription. Surround core businesses with a comprehensive set of periphery services to reach today’s audience. Leverage social gaming, anti-piracy, syndication and devices as marketing and user acquisition vehicles.
Crunchyroll Platform lets Content Licensors reach Worldwide Audience Directly
CR powers Anime videos on sites such as:TV.com (CBS), Atlusonline, PerfectWorld, ANN
CR Video Experience:Robust system allows content to be seamlessly distributed across sites, platforms and devices
Crunchyroll users can stream on CR.com, on facebookapps, mobile devices, all with a single login
Since TV Tokyo started working with CR on Naruto:- Piracy down over 70%- Generating significant revenue- Naruto is a Top 10 brand in Yahoo and Google search