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International Media Trends and
Dynamics 2008
© Doug Macnamara and International Institute
for Television Leadership
Introduction:
The global media industry represents one of the most dynamic, creative
and growth markets of all - simultaneously delivering:
- Entertainment for individuals, groups and dispersed colleagues
- Economic benefit and Innovation imperative in communities
- Cultural expression, Indigenous Heritage preservation and Lifestyle
enhancement
- Import and Export of goods, services, intellectual capital,
and intangibles
- Collaboration, co-production and continuous learning
- Social fabric sustainability and Tourism attraction
The screen and media industry is now well into transition to the
digital, multi-platform era where traditional geographic and language
borders are dropping, where definition and creation of content involves
the audience, and where economic and innovation success requires
embracing new technologies, collaborations, some risk and creating
whole new forms of story-engagement.
Historically this industry developed around a physical piece of
Film. All aspects of what we have learned in the past - ownership
of the film strip; how we made copies, distributed it, showed it,
broadcast it, how we charged for its use; how we produced it, planed
for the efficient development of it, who and how we paid for the
creative force that brought it into being. That physical piece of
film defined the industry! All of this has changed now with digital.
Digital content can be captured, transmitted, adjusted and presented
by increasingly sophisticated yet increasingly low-cost technical
equipment. However, our audience is also becoming more demanding
and sophisticated. Freed of that physical piece of film, Audience
now expects access to and customization of content on their terms,
on different devices, and within different times and spaces. Content
can not only be edited /re-purposed by the creators in a linear
sense, but also using each of the layers - visuals, voice, music,
environmental sound, story-lines and characters can be pulled off
separately into different applications and commercialization. Further,
the audience is now engaged in the manipulation of the content at
the receiving end - even participating in the creative process of
defining their final experience.
Changing too is the traditional process & sequence of bringing
stories and entertainment content to the consumer. For example,
a feature film or documentary may actually start out today on YouTube
or a social network, gain prominence and a following; get re-versioned
or upgraded or enhanced; then move into the movie theatres; and
finally come back around into television simultaneously with a gaming
component, consumer merchandising, and mobisodes for mobile phones.
There is significant opportunity in non-traditional approaches to
production and going to market. We are also witnessing some interesting
new economic models that really are proving very successful.
Given all this, different regions of the world are at different
stages in the transition, and the different cultural characteristics
are also impacting the way things are shifting, the influences at
play and the priorities for change. What follows, is IITL's observations
of the trends and dynamics in 2008.
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Key Media Industry
2008 Trends By World Region
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North America
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Europe
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Asia
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- Multichannel Universe a Reality - Broadcasters seeking
differentiation of content & branding.
- Technology advancement in hands of consumers has reached
critical mass - impacting viewer experience, viewership,
and advertising approaches
- "TV watching" shifting to "Media Experiencing"
- including culture or environment experiencing
- US Dominance of Programming - especially drama, comedy,
and news
- Public Broadcasters fighting for survival - value proposition
unclear with audience
- New Entrants now big hitters - Telcos, IPTV, Social Networking,
Games Platforms
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- Multichannel Universe coming - Sky & Cable. Diversification
& branded content becoming valued.
- Consumer Technology & Broadband penetration on path
to emulate NA access in both western & eastern Europe.
Mobile content is very advanced.
- Traditional Language & Geo boundaries are dropping
fast. Multi-language capacity by audience
- British, French & German dominance - especially in
reality & formats; but US breakthrough with & without
versioning
- Public Broadcasters dominate Age 60+ and Kids, with Private
Broadcasters dominating Youth & Middle-age.
- EU funding incentives for local/regional cultural &
language productions
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- Multichannel Universe coming slowly - Sky. A small %
is still a huge audience in Asia.
- Broadband Penetration is significant even with Free-to-Air
as a staple expectation. Mobile is leap-frogging traditional
technologies
- Cultural and Language-distinctive programming still significant
as alternative to US programming
- India vs. China vs. Indonesia - all are sizeable markets
and yet w/ very different characteristics
(India - mainly English-speaking; China not!)
- Public & Government-owned Broadcasters dominate most
markets and regulate content standards
- New Entrants - Mobile, Social Networking, Games Platforms
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North American Trends:
1 Multi Channel Universe - Basic Programs and Specialty
- 90 % + penetration of cable or satellite into households
- 100+ standard & specialty channels including 4-5 time
zone versions
[European, Middle East (Al Jazeera) and Asian channels brought
in too]
- Time shifting taken for granted
- Both subscription revenues plus advertizing revenues drive
programming
The multi-channel universe has definitely taken hold! In such an
environment Producers and Channel Managers alike must seek ways
to distinguish themselves to the viewers and deliver niche audiences
to their advertisers. The Major Broadcasters can afford to spend
large dollars on drama and comedy productions, big sporting and
event coverage, etc. Meanwhile the secondary channels are having
to be much more creative within limited budgets to still produce
anchor programs, theme slates and "destination" nights
to attract their target viewers.
The program guides of the cable and satellite broadcasters do little
to inform the viewer, and "dial positioning" has become
almost irrelevant. Broadcasters now must assertively brand themselves
& advertise - then deliver the expected programming! The Production
community can equally assertively brand their shows and productions
- lining up with certain broadcasters with compatible brands.
Major Broadcasters rely mainly on advertising revenues to fund
programming, while the specialty channels rely on subscription revenues
from the distributors as well as advertising to fund shows. In Canada
there are some government funds available to help fund original
Canadian and/or co-produced programming.
2 Technology impacts
- TIVO / DVR
- Multiplexing of advertizing signals - experimental
- Significant viewer data
- HD TV take-up very strong
The digital video recorder has managed to find "critical mass"
in household penetration. This means that the viewer can watch whatever
they want when they want. Broadcaster schedules of course still
attract audiences, but DVR (including portability) has effectively
separated the broadcaster and viewer in both time and space.
Cable and satellite distributors have at their disposal an immense
amount of data about the viewers, show preferences, timing of viewing
and more. They also have a fairly accurate sense of the demographics
of the households. There is some richness of information here somewhere,
though it is unclear if it is being fully utilized as yet.
One area being actively experimented with is the multiplexing of
commercials - essentially if House A and House B are watching the
same program; House A with kids can receive a commercial for Peanut
Butter, whereas House B with a young professional couple can receive
a commercial for a tropical vacation - in the same commercial slot.
Finally, we have also achieved the "tipping point" for
HD TV in North American homes. HD Programming will be mandated in
the USA in 2009 allowing broadcasters to stop over-the-air (OTA)
transmission of regular signals. OTA will need to be digital and
all homes will require a digital box & digital-capable TVs.
In Canada this is slated now for 2011, whereas Mexico has no such
regulation as yet. Regardless of regulation, more and more households
are purchasing HD TV's and looking for HD programming for their
fancy new machines!
3 TV watching vs. media experiencing
- Average 21 hr/wk : grows to approx. 25 hours with multi-channel
access
- Gaming / Social Networking replaces traditional and specialty
TV
With HD, bigger screens and electronic gaming all penetrating the
viewer household space, the entertainment environment is clearly
moving from "watching TV" to "experiencing programming".
Increasingly, people are looking for high impact, engaging experiences
with surround-sound, sporting event parties, or multi-player wrap-around
3-D gaming (with headsets & motion controls). Also we are seeing
youth engaged simultaneously in on-line social environments (games,
networking or chats) with TV in background & text-messaging
on phones.
Research is showing that households with more channels watch more
TV. But we are not that accurately measuring the lost attention
to the TV and advertising as a result of competing technologies
being attended to simultaneously.
Some of the technologies may not be competition at all! Some are
in fact, proving to be complimentary & reinforcing. For example,
recent research has shown that while 70% of people under age 34
in NA are actively surfing the internet while watching TV, 13% of
these are surfing the net related to the show they are watching!
There is some excellent potential for enhancing the media experience!
4 U.S. Dominance in programming
American Production houses tend to have an emphasis on: Drama,
Sitcom and now Reality/Game shows. The budgets in the USA for top
dramas/sitcoms are in the range of
$4 million/episode, with very high production levels, and almost
everything moving to HD.
Game shows and Reality TV series are in the $1 million/episode range.
Canadian TV has been seeing significant challenge, sitting right
next door to the USA for many years now. However, the environment
seems ever more difficult. Canadian Broadcasters tend to be airing:
- Simulcasts of US-shows
- Formats from US and Europe in a Canadian version
- Some Canadian drama series and comedy (often in ½
hour formats)
It's a real dilemma for Canadian Broadcasters - both majors and
specialty.
A simulcast/repeat of a US show such as 24 or CSI costs approx.
$250K/ episode,
whereas the original commissioning of Canadian programming costs
approx. $1.4 M/ episode hr.
Of course food shows, history/factual, news magazine and other
programming are pressured to cost much less than this as a staple
for the specialty and secondary channels.
5 Public Broadcasters Fighting for Survival + Related Funding
of Non-commercial Productions
As controversial as it is, we are really struck by the loss of both
direction and relevancy of English-speaking public broadcasting
in North America today. This has been in decline for some time,
but 2007 probably marked the lowest point yet in public perception
of the value of public broadcasters and their on-air product.
The PBS in U.S.A. is comprised of many local entities, and a small
number of regional dominant players, plus the relatively new PBS
HD channels. In Canada there is of course, CBC, plus regional broadcasters
such as TVO (Ontario), Knowledge Network (BC), SCN (Sask.) and Access
(Alberta). Aboriginal Peoples Television Network, Canada's 4th national
network, is essentially a public broadcaster with funding however
from both government and subscriptions.
As we enter 2008 the Canadian landscape has shifted with Global
buying Alliance-Atlantis, CTV taking over CHUM & A Channels
and selling CITY & Sportsnet to Rogers. This has put even more
pressure on the Public Broadcasters to respond with distinct &
meaningful programming.
CBC has shown some new programming as we enter 2008, and the Regionals
are also at work:
- TVO : revitalizing educational positioning / kids programming
- K.N. : in turn around mode / kids & BC focused
- SCN : becoming relevant to only a few, reflecting Sask.
culture, but still important in remote telecommunications
services
- APTN : actually in growth mode with distinctive programming
and audience
PBS HD as well as leading regional stations (WGBH Boston &
KCTS Seattle) have started to find more prominence in their offering
of high quality sound & visuals in programming for HD TV, as
well as presenting some thought-provoking shows to engage the community
in important dialogue. The other 340+ stations are still fighting
for survival.
With some new leadership in various public broadcasters there is
some definite hope for this segment, but there are steep challenges
to address. The production community selling into these broadcasters
need to be aware of how they will partner with them to bring about
a meaningful viewer destination - all done on tight budgets!
6 New Entrants: Telcos, IPTV, Social networking
In the ever-changing media landscape, new "powerhouses"
have been evolving, and now in 2008 there are some clear new "major
players" that are in position to distribute other broadcaster
programming, while provide end-consumers with their own programming
through such things as pay-per-view, specialty offerings, mobile,
and more. When we realize that the field is "screen entertainment"
not just TV or film - and that today "screens" come in
many shapes & sizes & locations the mulit-platform environment
means whole new outlets for the producer community to bring programming
and for consumers to experience their entertainment.
In one dimension, in Canada for example TELUS (Canada's 2nd largest
phone company), is now offering TELUS TV through co-ax / optical
fiber to homes. Bell (Canada's largest phone co. has captured the
satellite market through Bell Express Vu. Both are now offering
mobile TV through their cellphone subunits.
In the IPTV area, Joost is starting to make headway and penetrate
the consumer base via computer screens.
The realm of Social Networking has captured significant "entertainment"
attention and consumer hours. YouTube has the dominant 28% market
share in NA, with Facebook the fastest growing platform and Windows
Live Media/MSN & Yahoo Messenger also significant players. Estimates
are for an audience of 85million in social networking in USA by
2011.
-30 B hours in 2006 in U.S.A. spent on gaming by men aged
28-40 years!
-2008 estimate: $ 86 B spent on games !
That's a lot of time spent gaming, and away from traditional television!
More women in the age group above are also getting into e-gaming,
though in different types of games.
Sony and Microsoft have already announced their intention to produce
e-gaming television streamed through their game boxes hooked up
to ADSL. Sony already has television production and broadcasting
properties around the world, and if they could ever tie them together
with their e-gaming platform - watch out!
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European Trends:
1 Multi Channel Universe
TV is still Europe's preferred forum of media entertainment. In
fact there has been significant fall-off in the movie-going activity
in favour of TV or gaming or internet entertainment. Distributors
of broadcaster signals and other offerings such as VOD and Sports
channels are capturing most market share.
Satellite: Sky and partners
Cable: more city-specific companies i.e. Paris, Berlin. Other Euro
stats include
- 50 M+ households in 2005 with Satellite
- 15 M+ households in 2005 with Cable
- 15 M+ households with Terrestrial
- 5 M households with ADSL TV
European markets are already starting to look at both production
and distribution based upon screen size/location, and are talking
about the concept of distance from screen to viewer:
100 ft - Public Screen (outdoor/sports complex/bars, etc.) -
"Event" content & HD format
10 ft - Home Entertainment & Engagement in the experience
- HD programming
1 ft - Computer/Mobile entertainment - short programming cycles
and options HD not req'd
but multiple formats of carriers and end-consumer technology are
necessitating multi-
format productions.
The content and the writing required for each of these programming
environments is quite different and many are developing stories
or entertainment streams in parallel by different creative groups
for the different environments right from the start.
2 Technology and Broadband Penetration
Broadband uptake in Europe is exploding! From a base of approximately
56million homes in 2005, it is estimated that by 2009 approx. 110
million homes will have high-speed internet access. Likewise IPTV
households are expected to grow from just under 5 million in 2007
to about 12 million in 2010.
The Europeans are farther advanced than anyone in mobile TV/entertainment
- perhaps due to the commuter culture around the big European cities.
The cellphone as an entertainment device, plus general resource
for retail, travel directions and inter-personal networking is very
well developed. This is providing some interesting new production
opportunities. However, rarely is the content simply re-packaged
content from a regular broadcast format. Much can be learned from
this Geo with respect to broadband entertainment.
3 Language and Geographic Boundaries are Dropping
- "Gen X'ers" - largely all capable speaking English
plus their native language
- "Boomers" - still most comfortable in own language
but still willing to switch to English or other European language
due to experience travelling
- "Grey Wave" - traditional orientation to language
and geographic boundaries
With the growth of the EU, and the increased travel across EU and
outside EU to Asia and Americas, the younger demographics are increasingly
comfortable and capable in the English language. Most use it day
to day in their work, on computers, and increasingly in their entertainment.
In addition, many speak several languages German, French, Spanish,
English, etc.
As a result the traditional boundaries for broadcasting of terrestrial
signals in host country language are falling. For example, Danish
viewers can get Norwegian programming via satellite or cable, and
are generally happy to experience their entertainment in either
language.
So now, what was once a geographic space protected by both language
and state boundaries, is a smorgasbord of programmatic options in
a variety of languages - where the best, most engaging programming
will "win" the viewer eyeballs regardless of country of
origin or language. This is particularly so in the younger demographics.
Versioning of USA programming is very popular across Europe due
to the high production value; but even this is likely to give over
to broadcasting such shows in English without the versioning in
the coming years.
Most important - beyond the language issue - is that good "entertainment
engagement" and cultural stories/legends with insightful content
can much more easily be adapted or taken into new territories and
markets than ever before.
A great recent example - "Beowulf" originally an Anglo-Saxon
poem and cultural legend - is now being brought to the big screen
in English and other languages, along with multi-platform components
over the internet. There is BIG potential for indigenous/traditional
story-telling in new concepts/platforms from Irish, Spanish, Scandinavian,
Romanian or other folklore!
4 British / French / German Dominance in Programming
- Local Cultural Drama
- Adventure/Cultural Documentary skew
- Local language production is high
- Dubbing of imported shows and documentaries is still critical
The big broadcasters and production houses of Britain, France and
Germany dominate the European TV landscape today. And they are also
dominating the web-based programming emanating from this region.
This region is also strong in the production and export of Reality
TV & Formats for Game-type shows. Of course they have a lower
budget than drama, but they are also successfully being exported
to USA, Canada, Australia, South America, etc.
Despite the dominance of these 3 countries in the region there
is however, still good potential for co-production with North American
or Asian-Australian initiatives, especially in new growth areas
of old Eastern Europe: Poland, Czech Republic, Ukraine.
What is unclear is if there is an "event" viewing culture
as is prominent in North America for other than sporting events.
The DVR is also really starting to make headway into these markets.
VOD is growing in popularity and with the huge growth in broadband/IPTV
as mentioned above, this region will soon be accessing productions
from around the world in a subscription or pay-per-view model, and
quite possible through internet search engines rather than traditional
broadcasters. Remember, Joost originates from Europe!
5 Public Broadcasters Dominate 60+ Age Group
Unlike North America, the biggest broadcasters such as BBC, ZDF,
and the leading broadcaster in each country are public broadcasters.
They have been defining the evolution of TV in their countries and
"protected markets" for decades. But wait, there is a
shift afoot!
Indeed most of the Public Broadcasters have their biggest audience
segment and the Age 60+ group as well as the young children on the
other end. GenX, even the young Boomers are all watching the private
broadcasters which generally dominate market share in the 12 - 59
segment.
These once mighty powerhouses are struggling for relevancy with
the majority of the population with disposable income! The role
of public broadcasters in European society is not that far behind
the challenges being faced by public broadcasters in North America.
Programming style, development approaches, and story-engagement;
plus multi-platform extension to the entertainment experience, is
markedly different in Europe between the public and private broadcasters.
6 E.U. Financing Incentives
The EU is a dominant force in broadcasting and entertainment across
Europe; especially when it comes to funding the production community.
In fact broadcasters and creative talent alike have come to expect
government funding of their programming from multiple levels. There
has developed, unfortunately, a culture of chasing funding grants
and thus producing programming that will attract such funding, rather
than an audience-engagement focus! (Not unlike that in Canada!)
The point - Well if you are from outside Europe, realize that you
will need to get into the government funding world if doing co-productions
in Europe, and this doesn't always move speedily. If you are from
inside Europe, you likely already know that EU offers funding incentives
for productions that cross several territorial boundaries, so co-productions
between say 3 or 5 different regions/states will have a better chance
of gaining EU funding. Also, they may actually have a better chance
of audience distribution if we can figure out a way to make the
productions applicable to the different tastes & cultural expectations
of the multiple regions.
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Asian Trends:
1 Multi-Channel Universe Coming from SKY!
Similar to Europe, the multi-channel universe is coming to Asia,
Australia and New Zealand quickly - mainly via Sky satellite. Though
penetration is lower and slower often due to government regulation
the market potential is enormous!
Other than Singapore and India, most of Asia is currently a terrestrial
signal environment. Indonesia is also starting to cable-up and also
has a couple of competing satellite providers.
Once the multi-channel universe comes, more diverse programming
opportunity and the need for added program production from more
unique providers will be important. Start building partnerships
now.
2 Broadband Penetration
- India : 250 million households have subscription
cable / broadband service
- Singapore : 75 %+ households have cable / broadband
- Indonesia : rapidly expanding cable subscription
and satellite providers and a significant population ; Community-based
programming is growing
- Australia : 2/3 population of Canada, slow and expensive
broadband; free-to-air digital decision reduces potential
subscription revenue for programming
Many of the territories in this region have large land masses and
large populations. Traditional cabling and distribution systems
of NA and Europe are being leapfrogged by newer wireless protocols.
This is freeing up households and individuals to move straight to
digital distribution via satellite, high-bandwidth cable and wireless.
Computer & internet based TV, media and gaming programming
is the direction this region will go very fast in the next few years.
Thus the "distributor" is becoming a very important partner
for producers in addition to broadcasters.
Digital and internet direct-to-consumer distribution of entertainment
is likely to be very big here. The prices per download/access will
need to be much lower due to disposable income levels, but you can
make it up in volume!
3 Culture and Language Distinctive Programming
While there is a fascination with and much interest in consuming
"western" culture and entertainment; there is also a significant
pride and consumer preference to spend the majority of their time
engaged in uniquely Asian cultural entertainment. Producers from
other parts of the world need to understand this when entering into
co-productions in this region.
Of course, some very interesting opportunities lie in combining
new western approaches with traditional/evolving Asian cultural
understanding!
4 Distinctively Different Sub-Regional Markets
Singapore:
- Still the Regional hub of Asia with a dynamic cultural mosaic
- Small local population (5M) but large impact & distribution
throughout region
- Australia co-pro agreement in 2007
- Local focus on co-creating Web 3.0 and digital entertainment
of the future!
India:
- Distinct Indian - style programming BUT mainly English speaking
' 1B people!
- Very interested in co-production with other regions
- Growth potential for US/ Australian/ European programming
- Interest also in exporting into Europe / North-America / Australia
China:
- Distinctly Chinese programming
- Significant Government control over content
- Generally interested in learning our technology / processes,
then doing it themselves and selling back into our markets
- Story telling in Chinese culture very different, BUT huge population
(1 B+); so even a small market segment can be big.
Indonesia:
- Significant population (235M) and multi-cultural mix for rich
and diverse entertainment possibilities
- One of the largest Muslim countries in world, yet fairly modern
and open for business
Japan (127M), Philippines (91M), Vietnam (85M), Thailand (65M),
Korea ( 49M), Malaysia (25M), Australia (20M), New Zealand (4M)
and other countries in Asia-Pacific all with distinctive cultures
and entertainment environments.
5 Public Broadcasters Dominate (except in India)
Nowhere in the world do public broadcasters and government-owned
broadcasters dominate like in Asia! This dominance also defines
such priorities as cultural programming, content standards, language/versioning
needs, support to home state creative talent, and more. Co-production
is welcomed, but usually on the home state terms. Outside producers
should learn about the local culture and attempt to find folklore
and culture inspired stories as a basis for entertainment.
While the public broadcasters tend to be national/central, several
regional public broadcasters exist in each major territory. China
for example is already opening up multi-channel offerings and content
models, mainly through regional publicity broadcasters. However,
some privatization is also underway in China - likely under stringent
government guidelines.
6 Mobile / IPTV / Social Networking
- Mobile big in India but Mobile TV fledgling
- IPTV Singapore - Launch of WOW TV. Mobile TV also growing
- Indonesia: Cell phone penetration high; Cell TV fledgling
The mobile technology in this region is affordable, quickly installed
for the consumer and thus has become the dominate communications
structure in the region. As cell phones or satellite phones grow,
entertainment over these systems will also grow. Games on cell phones
will likely be 1st layer to be added - they are inexpensive, engaging
and share-able. It is unclear whether the inexpensive and widely
used handsets for this region will really become a platform for
film-style entertainment.
Social networking, SMS, and related entertainment however, is already
proving to be huge in this region. Interactive television already
in place in Hong Kong and Singapore for example, is widely using
SMS-based mechanisms to connect mobile audiences into television
programming with their friends and family who might be at home.
Overall Dynamics Going Forward
Based upon the work of IITL around the world in the past few years,
now that we are into 2008, there are some very clear dynamics that
people of all levels and realms of the screen media industry need
to pay attention to and work with, influence, ride
1. Who is your Market vs. Where is your Market ?
- Dissolution of geographic boundaries
- Multi-platform and co-productions will take you beyond
- Really, really know your audience!
The time has come to shift the thinking of audience and entertainment
distribution! It is now about programming being distributed to a
targeted and well-defined audience with niche-based entertainment
that reaches them on all the various platforms they use - some simultaneously.
The audience is becoming oh so more sophisticated and choosy. Once
you have a loyal base and great reputation they will follow you
and also demand you follow them. And, a good niche well served,
has no geographic boundary!
Gone and going are the days where broadcasting was defined by geo-political
and even language boundaries. An excellent talent and story can
travel, and will. It can be monetized across multiple platforms,
and it has residual life in the infamous 'long tail'.
So, know your audience & step out of your traditional "box"!
2. Story-Engagement and Multi-platform: 360 Production/Writing/Version
from the start!
Despite what many say, content is not king! Audience Engagement
IS.
Today's and tomorrow's screen media must engage the audience -
whether is be physically, emotionally, spiritually or intellectually
- engagement is critical to achieve.
A good and valuable story poorly told and impoverished in presentation/technology
utilization is NOT justifiable. Indeed, good story-telling has always
included masterful engagement of the audience. So, while excellent
content and good creative stories are needed, in and of themselves
they are not enough. Utilization of screen & related technology
to pull-in the audience is also critical to success. If you fail
to engage, you fail.
Also, many audiences are utilizing multiple platforms at the same
time, or in succession. A good story engagement in 2008+ will utilize
multi-platforms and find ways to continue to engage the audience
as it goes mobile, sits for high definition experience, and then
seeks interaction with friends and others in their social network.
On the production side, more and more content is being developed
by collaborative teams working across various platforms and writing
techniques. Collaboration is not something nice and value-add to
talk about; today, collaboration is the very basis of innovation
and high value, high engagement, and higher profitability.
Producers need to collaborate with other platform producers, they
need to collaborate with distributors, broadcasters, talent and
even audience. Broadcasters need to better collaborate and share
with producers, audience and other distributors too.
3. Monetizing of Digital Rights
- Broadcasters HAVE to deliver added benefit if they buy
digital rights!
- BBC - now holds them for only 90 days then they revert the
producer
There are many models of successful monetization of digital rights
working around the world just fine at the moment. So, the time has
come to STOP saying that digital rights can't be monetized!
Broadcasters need to get with it - get clever - monetize, share,
and play nice!
Producers need to develop multi-platform content that is designed
for the different platforms and has, um, real value to real audiences!
4. IPTV - A coming reality
- New content distribution, advertizing and revenue model
- New content potential for producers / distributors
IPTV is not just pushing the same old signal through a new pipe!
IPTV harnesses the interactivity of the medium, the capacity of
the viewer's computer and the innovation of the distributor. WOW
TV and Joost are probably at the forefront of this new stream.
Challenges are still around getting first-run content onto these
platforms, but the value-added features being offered onto re-purposed
content is truly exciting. The monetization strategy is also something
to study!
5. U.S.A. Quality and Export-priced Programming vs. Homegrown
Drama
- 24, Grey's Anatomy, etc. @ US$205 K /episode hr
vs.
- US$ 1.2 M / episode hr for homegrown drama
US drama and comedy production quality is high due to use of writing/production
teams, and also because of the international distribution pathways
they have developed.
This makes it challenging for other countries to afford to develop
homegrown drama, documentaries, comedies, etc. if they are only
looking at domestic market revenues to pay for development. Also,
there seems to be a less-developed practice of writing and production
teams in many of the other jurisdictions.
Co-production is of course a good approach, but not necessarily
in traditional terms. A Canadian production co-produced in say Africa
or Ukraine or Australia will probably provide some access to these
other markets. However, these countries tax treatments are favoring
their local producers in order to develop capacity in their home
markets. While more and more necessary to get an original production
off the ground and viable up-front money to begin development, the
back-end payoff is still difficult to orchestrate!
Producers and their partners (broadcasters, investors, etc.) need
to have a view to multiple market niches around the world for which
their entertainment has real value and potential for leveraged revenues.
Parallel development for multiple cultural/language application
needs to be conceived and built-in from the beginning, as does multi-platform
elements.
There is a sophisticated business side, including marketing, new
distribution pathways, market/platform niche monetization, and more
that is now a reality in this industry. Creative and production
talent really needs to be innovating in this area as well as the
story/content side right from the start.
It is questionable whether any screen media productions in the
future will be viable in a home-market-only approach.
6. Growth in Specialty
With both the multi-channel universe and multi-platform environment,
the marketplace/audience sees increasing:
- Fragmentation
- Slicing up of the advertizing pie :
- No more domestic eyeballs really, therefore less advertizing
$ per channel on average
- Less $ per channel means decrease in $ available for production
from single channels
- Free-to-air digital has created a real paradox in Australia
as there is no significant mechanism to bring in subscription
revenues to help pay for original program development
In order to appeal more effectively to audience, broadcasters and
distributors really need to clearly position themselves and their
brand with various audience segments. This means they also need
content that targets their audience niche(s).
Producers also need to be really clear about the audience niche
they are developing stories and engaging entertainment towards.
Then they can better partner with broadcasters/distributors or go
direct to consumer using the mechanisms that best suit their creative
work.
7. Gaming Revolution
- 35 % of over 18's prefer games to TV
- Merchandize your content and develop game elements
for added revenue
The boundary between classical television and game-playing has
become very hazy. Satellite and cable distributors are distributing
games as well as broadcast signals, as well as pay-per-view movies,
as well as sports event channels. All of these currently separate
streams are starting to be layers in a bigger gaming framework.
E-gaming has already moved to production quality levels that rival
Hollywood movies! And we are seeing screen productions now taking
on e-gaming textures and qualities. Soon, digital delivery to movie
theatres and digital delivery to the home or computer terminal or
wireless device will give creative talent to potential to merge
gaming with traditional screen media approaches and morph into a
whole new level of individual drama-come-game-come HD virtual experience!
8. User-generated & User-manipulated Content
Right along with the morphing of screen media and gaming virtual
environments, will be the inclusion of social networking and user-manipulation
of the entertainment experience! Can your content/stories include:
- Tapping into the viewer's social network for a multi-player
engagement?
- YouTube promos/shorts that they create to enhance YOUR reputation?
- Facebook networks/groups analysis and chats related to the
experience?
- Second Life storefront for added merchandising?
How will we structure our content so that it allows for user manipulation
and co-creation in the same way as several of the gaming platforms
do today?
9. Producer Collectives
If it hasn't become obvious already, small individual production
enterprises, which have been the backbone of the screen media industry
for the last 30+ years are being challenged like never before. Mind
you, so too are the broadcasters and traditional distributors!
Unfortunately, most of the multiple elements identified above are
almost impossible to master and harness by the small independent
themselves. Independents who remain fiercely independent have already
become endangered species! And, returning them to more familiar
environments is not likely to happen. So, the game has changed;
and so too must the independent sector change with the times.
Producer Collectives are really important structures to create
across all the various regions of the world. And the "master
producer" will need to become a "master collaborator,
networker and team leader." This will be necessary in order
to:
- Share technologies and find cost efficiencies
- Create multi-platform/ multi-jurisdiction writing &
production teams
- Develop both Linear and Non-Linear partnerships
- Establish common sales/marketing into new distribution paths
(YouTube, i-Tunes, Yahoo, Google, etc.) and new geo/audience
niche markets
- Spark innovation into high-value integrated and layered
entertainment productions
In Conclusion
Any Trends and Dynamics document is going to spark some debate and
alternate viewpoints - and that really is the point of this
IITL brief! Let's get talking and sharing various viewpoints.
- Correct us if you like and think it important.
- Share this article and portions of it with your network,
then discuss what YOU are going to do together to address
some of the opportunities these trends and dynamics offer
- Visit/Join our Facebook discussion groups of television
& media executives from the various regions of the world
- Send us one of your commentaries, or links to other commentaries
that you think will advance the dialogue.
Most importantly, help us advance the dialogue!
Doug Macnamara
Click
here
for the PDF version of this article.

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