The Future of Entertainment Shawn McMichael Interactive Entertainment Business
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Transcript of The Future of Entertainment Shawn McMichael Interactive Entertainment Business
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The Future of EntertainmentShawn McMichaelInteractive Entertainment BusinessMicrosoft Corporation1The brief history of living room entertainment... and the death of engagement?
2What happened?
From hereto here?More content choice (genre and access)Less parental control of content consumptionSocial interactions include people outside the homeGaming competing with media Reduced attention spans
3How will the living room change moving forward?Linear, Hit Driven
Remote Control as Interface
Low ParentalControl
Isolated, Passive Experience
Anonymous Experiences
On Demand, Hits + Niche
Multiple Rich Interfaces
Higher Parental Control
Integration of Social, Gaming, TV
Cross-Platform ID
CONTENT CONSUMPTION
DOMINANT INTERFACE
PARENTAL CONTROL
SOCIAL INTERACTION
VIEWER IDENTIFICATIONAREAFROMTOTwo areas of non-change: Declining attention spans Continued ad avoidance
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Case Study: The Evolution of Entertainment on Xbox 30282624222018161412108642Total Members (in Millions)
available in morethan 26 countries
launched in2 countries
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1 vs 100Case Study: Game Shows Meets Social Media1 vs 100 with on Xbox Live
Case Study: Television Meets Social MediaParty Mode with SkyTV
Cast Study: Linking User Identity Across Screens
ACHIEVEMENT UNLOCKED
AvatarsFriendsAchievementsGreat Games
Xbox LIVE on Windows Phone 7 9Audience evolution
910
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