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Lecture06 Andrewskinner
Lecture06 Andrewskinner
Media Industry
Andrew M Skinner
Manager. Technology Consulting
Accenture
“People tend to
overestimate what can be
done in one year and to
underestimate what can
be done in five to ten
years.”
J. C. R. Licklider, 1965
“Grandfather of the Internet”
15,000 songs in
your pocket, 60 23.4% of homes A search bar as the
days of continual time-shifting 60% of entry point to the
music while awake TV content internet
Andrew M Skinner
Manager. Technology Consulting
Accenture
So what media are people actually
consuming ?
+3
Computer
Phone
+2
% change in share
+1 Radio
Music
0 Film
-1 Television
Magazine Books
-2
-3 Newspapers
0 10 20 30 40 50 60
Source: ZenithOptimedia % of average persons media time
Products
Copyright © 2007 Accenture . All Rights Reserved. (Queries, Songs, etc) Slide 11
Copyright © 2007 Accenture . All Rights Reserved.
10
15
20
25
0
5
BBC 1
CHANNEL 4/S4C
Source:
five
television broadcasting
Demonstration of the long tail in UK
Sky Sports 1
ITV 3
UKTV G old
E4
BBC News 24
© BARB Ltd 2007
Sky Three
Sky Sports News
UKTV History
Sky Movies 1
Hallmark
More4
UKTV Drama
BBC 4
Disney Channel
Five Life
The Hits
Sky Movies 2
Sky Sports 3
Bravo
CITV
Film4 +1
Nickelodeon
Paramount
TMF
Sky Movies 5
Sky Movies 7
Sk y Sports Extra
Cartoon Network
Discovery Real Time
FX
Magic TV
Nic kelodeon Replay
Paramount 2
TCM
UKTV Style
Sky Cinema 1
Sky Movies 9
Sky Premiership Plus
Animal Planet +1
Bid TV
Challenge TV +1
Crime & Inv estigation
Disc ov ery Home & Health
Discovery Real Time Ex tra
Discovery Travel & Living
Disney Cinemagic + 1
Euros port
FTN
5%
Kerrang!
Men And Motors
MTV Bas e
7%
MTV Hits
National G eographic +1
Brav o 2
Pric e Drop TV
Sc i-Fi Channel+1
23 %
Tiny Pop
Trouble
True Movies
UKTV Bright Ideas
UKTV Doc umentary +1
UKTV Food + 1
UKTV Style +1
Zone Horror
17 %
B4
Jetix +1
MTV2
The Vault
Zone Reality+1
Sk y Travel +1
Sky Travel Shop
Bliss
Movies 4 Men 2
BBC Parliament
21 %
Community Channel
Discovery Kids
7%
Eat Cinema
Ex treme Sports Channel
G olf Channel TV
ITV Play
Life Showcase
Motors TV
Rock world TV
National G eographic Adv.
Bubblehits
Real Es tate TV
The Trav el Channel
Slide 12
TWC
UKTV G 2 +1
MTV Flux
Zone Reality Extra
An estimated 1.08
billion people use the
Internet as of
September 18th, 2006
The global population of 6.5 billion means that
only 16.7% of the worlds population have
access to the internet
Source: K.Bharat and A.Broder, A technique for measuring the relative size and overlap of public web search engines [WWW1998]
The indexable Web is More than 11.5 billion pages. Gulli & Signorini, 2005
400,000
Internet Hosts (000's)
300,000
200,000
100,000
0
1981 1983 1985 1987 1989 1991 1993 1995 1997 1999 2001 2003 2005
Source: ISC Domain Survey: Number of Internet Hosts. © ISC, Inc.
Latin America
Latin America 16.0 %
29 % Middle East
36 %
North America Asia 10.5 %
Africa 3.5 %
Source: Copyright © 2007, www.internetworldstats.com
0.00% 10.00% 20.00% 30.00% 40.00% 50.00% 60.00% 70.00% 80.00%
1. Microsoft 740,984
2. Google 508,659
3. Yahoo 494,170
4. Time Warner 260,387
5. eBay 251,423
6. Wikipedia 164,675
7. Amazon 151,033
8. Fox Interactive 135,730
9. CNET Networks 114,940
10. Ask Network 113,881
Source: Total Unique Visitors (000), Age 15+ * December 2006 Total Worldwide - Home and Work Locations.
comScore World Metrix
1. AOL 5:27:46
2. Yahoo! 3:09:41
3. Fox Interactive 1:52:54
4. MSN 1:52:06
5. eBay 1:49:13
6. Google 1:04:21
7. Microsoft 0:44:14
8. Amazon 0:27:49
9. Ask Network 0:24:51
10. MapQuest 0:12:11
Source: Nielsen//NetRatings
Participation Mobility
The future is a world where
individuals create content and The future is a world where
share it with each other without individuals access information
the need for traditional and services on multiple types of
broadcasters and distribution devices from anywhere
channels
Control Quality
The future is a world where the The future is a world where all
media that people consume is the media produced can be
control by the individual. cinema quality – where the
Scheduling of media will be output from consumer devices
driven by the consumer approach that of the professional
Telepresence
3d Holographics
Virtual Reality
5 sec CD download
Multi-channel TV
Video streaming
Multi-channel TV
Video on demand
Video-streaming
Video-streaming(VHS)
(SD)
Multi-player games
Typical Broadband
Video Conferencing
MP3 Streaming
Online games
ADSL Max
Teleconferencing
Basic Surfing
IP Telephony
Email
GSM 12.2Kbps 6.5 sec 131 sec 32 mins 30 days 212 days
POT 56Kbps 1.43 sec 28.6 sec 7.3 mins 158 hours 46 Days
ADSL 8Mbps 0.01 sec 0.2 sec 3.1 sec 66 mins 7.5 Hours
Copyright © 2007 Accenture . All Rights Reserved. † Assumed compression of 50:1 ‡Assumed compression of 40:1 Slide 23
The problem is how to deliver
the content to the end user
when the size of the content
is increasing faster than the
bandwidth on the network.
The answer may well be to use the
technologies developed to “share”
media files. Peer-2-Peer.
Messaging,
Ring Tones Phone Networks
Communications
Broadcasters Networks
Advertisers
Retail Wired
Media Hub
Broadcast Wireless Wired
Retail
1. •
•
•
Media Storage
Insurance
Format transfer
Advertising Revenue
• Skip advertising through user control
2. • Broadcaster or producer focused
• Location specific advertising
Kitche
n
Bedro
om Loung
e Study
Child
Room
Home
Office
Child
Room
2
60 %
Offline Ad
Spend Discrepancy:
( Newspapers,
40 %
TV, Radio, Direct ~$70 Billion (North America)
Marketing, etc) Offline Media
~$150 - $200 Billion (Global) Time
20 %
0%
Advertising Consumer
Spend Media Time
Sources: Universal McCann, Google, Accenture Analysis
Copyright © 2007 Accenture . All Rights Reserved. Slide 31
Summary