Media

New Media

New media are media that result from the convergence of information and communication technology.
According to the book by Martin Lister, Jon Dovey, Seth Giddings, Iain Grant, Kieran Kelly, "New Media: a critical introduction", the term new media refer to the following:

Key new media terms:

Impact of new media:

Sociable Media

Changing lives with technology

In the second digital decade, one thing is clear: high-speed Internet access is having a profound effect on how consumers approach their daily lives. According to the Yahoo/Mediaedge study (April 2005), over 50 percent of U.S. Internet users have broadband access. Because of the pervasiveness of broadband technology, consumers are now using the Internet to socialize, manage their lives, find the "full story" on any topic, and to entertain themselves. Daily tasks are being completed online now because of the ease of use and depth of content that is available to users at their fingertips.
 
Though wireless Internet access within the home is in its early stages, with eight percent of Internet households currently using wireless broadband, the new technology is allowing users to choose where and how they access the Web. Eighty percent of wireless broadband users sometimes or frequently access the Internet from their bedrooms, while a surprising 21 percent use their wireless access in the bathroom. No matter the location, study participants agree that this freedom of choice is resulting in even more integrated experiences.
 
By altering the routines of daily life, broadband is impacting marketing strategies.

Trends

Today, customer fragmentation is the most important trend and challenge across all media platforms. Making profits from the "audience of one" is the new strategic mantra for survival and success.

The 4 laws of digital businnes

The core processes of the media industry

> Content generation
Create rights > Buy / sell rights > Package and price > market
shall be transformed from a one-way process to an interactive one, better reaction to customer needs and value-based pricing strategies

> Content delivery
Purchase ready goods > Produce content > Store > Distribute / sell
shall offer multiple distribution channels and new payment forms

> Advertising sales
Define inventory and price > Sell > Develop and produce AD copies> Incorporate in media product
shall be transformed into B2B marketing

> End-customer interaction
Acquire > Enlist > Serve > Retain
shall offer superior relationship benefits, by listening and reacting to customer feedback: from customer acquisition to customer retention.

Example for RTL Group:
Content Creation > Aggregation Production > Syndication > Distribution

Characteristics of the media industry

> Short-lived creative products
Content is a perishable commodity!

> High economic sensitivity

> Multi-local focus, not global
Even top global media players have strong national focus (AOL Time Warner, US :: News Corp., US :: Walt Disney, US :: Viacom, US

Media companies compete on three fronts

The triple market interface:

For compelling content
:: Authors' market
:. Authors' and Artists' contracts
:. License and Copyright deals
:. Content Syndication

End-consumer attention and spending
:: Consumer market
:. Cover price revenues
:. Subscriber revenues
:. Tickets

For corporate marketing budgets
:: Advertisers and sponsors market
:. Airtime and ad space sales
:. Event sponsoring

Characteristics of the media portfolio

Media companies tent to diversify across sectors to make them less volatile. If ad revenues go down, they can count on subscriptions, merchandising, etc...

> Consistent Portfolio Optimization

> Leverage Content (Disney> The Lion King Example)

> Scale Effects

> Cross-sector Synergies (same customer database, direct marketing purposes)

The Costs of Content Creation & Distribution


  Content
cost per second
Distribution
cost in millicents per second
Theater $70 460mc
Film $9260 5.2mc
Broadcast $500 0.068mc
Cable $111 0.046mc = 0.46c/s per viewer
Internet TV $250 1.85 mc

Internet TV

Current issues:

> P2P
negative aspect:
:. Damage profitability of music business

> Music Industry Trends
Music Industry Value Chain:
Studio-Digital Product > Publisher > Physical Product > Physical Distribution > Wholesale Retail > Consumer

New Value Chains that could involve Telcos (mp3 to phone):
Studio-Digital Product > Publisher > Promotion Partner > Retail via Telco > Consumer

Digital Downloads advantages:
:. Non need to swap CD's
:. Instant access to all titles
:. Less space
:. Additional information
:. Unbundling, rebundling, sample
:. Search, Sort and play based on personal preferences
:. Portability across multiple devices

positive aspect:
:. New web based bus models like Apple iTunes

> TiVo
- if widely used (skip-ad function), can damage Ad revenues (70% of TV channels revenues)
+ might stimulate split screens, sponsoring

> BROADBAND
:. alternative to DVD

TiVoToGo

Korea TV / Interactive Media


 
NERO wearing the Adidog shirt
 
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