Consumers lead a digital lifestyle, demanding access to news & information, entertainment, friends and family and commercial enterprises, unbound by time, location or device
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Digital Media - Multiple Markets, Multiple Opportunities
1. Digital Media: Multiple Markets,
Multiple Opportunities
Michael Goodman
Director, Digital Entertainment
Yankee Group
mgoodman@yankeegroup.com
May 29, 2008
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
2. Agenda
⢠Macro trends
⢠The digital home
⢠The connected consumer
⢠Emerging trends in digital media
â Video
â Music
â Web 2.0
⢠Outlook
⢠Question and Answer
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 2
3. Ubiquitous connectivity's impact on digital media
Distribution
Ubiquitous
Connectivity
Ubiquitous
Connectivity
Consumers
Digital
Content
Connected
Devices
Ubiquitous
Connectivity
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 3
4. Key issues affecting the digital media
1. Monetizing ubiquitous content: Ubiquitous connectivity means digital
assets are everywhereâhow do content owners control, promote and
monetize them most effectively?
2. Cross-platform distribution: From a few well-understood silos, ubiquitous
connectivity is creating new paths to market and profit with growing
cross-platform distribution options; highly competitive choices with
differing capabilities, shifting power structures and evolving economics.
3. Anywhere Consumer⢠2012: With a greater diversity of devices and
access to content and each other, Anywhere Consumers are increasingly
less loyal, more experimental, and demand greater control over how,
when and where they access content and interact with their communities.
4. Anywhere Brands: In the emerging Anywhere environment, ubiquitous
connectivity has created a world where content, media and consumers
are everywhere. As a result the value chain for advertising and brandbuilding is changing dramatically, with new players emerging and roles
changing.
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 4
5. Who is the Anywhere Consumer?
Anywhere consumers lead a digital lifestyle, demanding
access to news & information, entertainment, friends and
family and commercial enterprises, unbound by time,
location or device
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 5
6. As consumers become more connected it effects how they
interact with different forms of entertainment
U.S. Addressable Market (in Millions)
Networks
2006
2008
2010
2012
Mobile Subscribers
233.0
273.3
293.0
300.1
Active Mobile Data Users
106.8
157.1
174.4
181.0
Internet Users
210.2
226.8
247.6
270.3
Connected Consoles
-----
18.1
26.6
30.3
Digital Audio Players
65.3
81.5
83.1
85.0
Digital Video Players*
28.7
50.2
64.3
69.3
Handheld Game Systems
38.3
45.4
51.4
52.9
Devices owned
* Includes DAPs, Sony PSP and dedicated video players
Source: Yankee Group Forecasts, 2008
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 6
7. The devices in the home have a heavy influence on digital
media behavior
2007
Advanced Digital Home
Digital Home
2008
3%
9%
22%
30%
Advanced Digital Home â Owns an HDTV, DVR, video game console, laptop or desktop computer, and a
home network
Digital Home â Owns either an HDTV or a DVR, a laptop or desktop computer, and a video game console
⢠The average household income in Advanced Digital Households is $87.5k
compared to $62.5k in Digital Homes
⢠46% of respondents in Advanced Digital Households are college graduates
compared to 35% in Digital Homes
Source: Yankee Group Anywhere Consumer: 2007 and 2008 US Penetration & Usage Surveys and the 2007 US Device Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 7
8. A new generation of digital devices are starting to enter
the digital home
How many of the following products or services do
you have in your household?
% Respondents
53%
External Hard
Drive
36%
40%
Home Security
Equipment
28%
15%
20%
Blue-ray
Player
Digital Media
Adapter
Placeshifting
Device
⢠Purchase intent for most advanced
devices is limited due toâŚ
11%
11%
5%
â 13% of respondents in Advanced
Digital Homes and 10% in Digital
Homes said that they intend to
purchase a Blu-ray player in the next 3
months
â 2% of respondents in Advanced Digital
Homes and Digital Homes said that
they intend to purchase an external
hard drive in the next 3 months
27%
TV Tuner
Card
⢠Blu-ray players are hot but not
much else is
Advanced Digital
Home
Digital Home
â Consumer confusion
â Unclear value proposition
â Differing standards
9%
â Lack of interoperability
4%
Source: Yankee Group Anywhere Consumer: 2008 Penetration & Usage Surveys
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 8
9. External storage is more than consumers simply running
out of space on fixed drives
Why did you buy a new external hard drive?
% Respondent
41%
37%
18%
Still had room on
PC but wanted to
back up files
17%
Back up
Ran out of storage Back-up multiple
multimedia files
space on PC
computers
(music, pictures,
etc.)
7%
Complement
backing up files
online
⢠Eighteen percent of online households have purchased an external hard
drive in the past 6 months
â 56% of these were under 300GB
⢠The median price of a external hard drive purchased in the past 6 months
was $74.50
⢠Western Digital was the most common brand purchased
Source: Yankee Group Anywhere Consumer: 2008 US Device Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 9
10. Home networks are being underutilized
What devices are currently connected to your home network?
% Respondents
88% 86%
69%
60%
36%
Multiple
Computers
Printer
27%
Game
Console
25%
14%
DVR
22% 15%
12% 7%
8% 6%
7% 5%
Television
Home Stereo
External
Hard Drive
Home
Monitoring
Advanced Digital Home
Digital Home
⢠Most users who recently set-up their network are using them for basic
broadband sharing
⢠Improved integration, more liberal business rules and the development of
standards between CE devices, PC and internet delivered content will
accelerate the adoption of digital media
â 30% of internet users said they would be more likely to view internet video if they could
watch it on their TV
Source: Yankee Group Anywhere Consumer: 2007 US Device Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 10
11. Bringing the personal experience beyond the home is the
next logical step
2007
2008
Connected Consumer
3%
8%
Entertainment-To-Go
-----
9%
Connected Consumer â Owns an digital camera, digital camcorder, laptop, mobile phone, handheld game
system and a mp3 player
Entertainment-to-go â Owns a handheld game system, a digital audio player (mp3 player) and a mobile
phone which they use to play games, listen to music or watch video
Connectivity in the home is addressed by WiFi, but beyond the home
device connectivity is limited
Source: Yankee Group Anywhere Consumer: 2007 and 2008 US Penetration & Usage Surveys
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 11
12. Connected Consumers and Entertainment-To-Go consumers are
significantly more connected than the typical consumer
From where do you currently access the internet?
% Respondents
93% 91%
41% 40%
16% 22%
Home
Work
15% 20%
19% 20%
School
Mobile Device
Public WiFi
Connected Consumer
Entertainment-To-Go
Connected Consumers and Entertainment-To-Go consumers are more
than twice as likely to have access to the internet outside the home
than the typical consumer
â 84% of consumers 18 and older have internet access at home, followed by 29% at work,
10% at school, 6% on a mobile device, and 8% use public WiFi
Source: Yankee Group Anywhere Consumer: 2008 US Penetration & Usage Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 12
13. Form and functionality beat connectivity
â˘
Did you know that you could watch video on your �
Consumers do not see much
value in mobile video
Do you use your _____ to watch video ?
1. Not interested in using phone to
watch video -76%
% Respondents
2. Donât want to pay a monthly fee â
68%
79%
77%
3. Screen is too small to watch video â
59%
59%
4. Only use phone to make calls â 55%
5. Too expensive â 45%
25%
6. Already pay too much for wireless
service â 41%
â˘
Digital Audio Players and
Handheld Game Systems have
done a better job integrating into
consumers digital lifestyle
Source: Yankee Group Anywhere Consumer: 2007 US Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
21%
6%
Mobile Phone Digital Audio
Handheld
Player
Game System
Aware Video is Available
Use to Watch Video
Digital Media: Multiple Markets, Multiple
Opportunities
Page 13
14. Top ten online behaviors
Which of the following have you used a PC for in the past month?
% Respondents
Get the latest news/current events
83%
Make a purchase for personal use
72%
Pay bills
68%
Play games
55%
Get sports news/information
46%
Get medical information
44%
Store digital pictures on PC
44%
Listen to music
44%
Watch video
40%
Send pictures to friends/family via email
40%
Source: Yankee Group Anywhere Consumer: 2007 US Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 14
15. The PC has emerged as a viable platform for video
distribution
Which of the following have you done in the past three months?
% Watch video on PC
Watch video online
34%
Download video
12%
Burn video to a DVD
5%
Copy video from my PC to a portable device
3%
Rip video from a DVD to a computer
3%
Recorded a TV program to a PC
3%
Copy video from my PC to my mobile phone
1%
⢠In addition to internet delivered video, DVRs and VOD also provide ondemand solutions
â 43% of online households have used VOD from their cable or IPTV service provider
â 27% of online households own a DVR
⢠The challenge for broadcast and cable programmers is it maintain their
brand in an on-demand world
Source: Yankee Group Anywhere Consumer: 2007 US Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 15
16. Internet delivered video represents both a threat and an
opportunity to broadcast and cable networks
What types of video do you watch online?
% Watch online video
User Generated Videos
57%
Clips from TV Shows
54%
Movie Trailers
51%
Music Videos
47%
News Highlights
41%
Full Episodes of TV Shows
38%
Sports Highlights
27%
Full Length Movies
17%
Adult Entertainment
Sporting Events
Online Ads
16%
11%
9%
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 16
17. For TV content, broadband video is just another DVR
⢠Thirty eight percent of consumers
who watched video online in the
past month, watched episodes of
TV shows
% of consumers who watched full TV episodes
83%
⢠Women prefer online TV for
practical reasons
56%
36%
35%
â Eighty-seven percent of women,
who watch full TV episodes
online, do so because they
missed the broadcast, compared
to 80% of men
31%
18%
ho
m
e
s
ts
id
e
de
r
ou
ol
⢠Men like to watch the same
episodes over again
an
w
at
ch
Li
ke
w
at
c
hi
n
g
sh
on
ow
TV
n
ag
ai
ra
m
w
hi
le
â Thirty-four percent watch
because they were interrupted,
compared to 29% of men
In
t
C
to
te
d
W
an
d
Fe
w
at
ch
w
er
pr
og
co
m
rE
ld
e
O
w
ith
up
g
hi
n
at
c
C
er
ru
pt
e
pi
so
m
er
ci
al
de
e
so
d
Ep
i
an
se
d
M
is
s
11%
Why Do You Watch TV Episodes Online
â Forty-two percent of men who
watch TV episodes online, do so
to see an episode again,
compared to 28% of women
â Twenty-four percent like watching
older shows, compared to 11% of
women
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 17
18. Today the television and the internet peacefully coexist
Which of the following activities do you do while watching TV?
Percent Respondents
Talk on phone
66%
e-mail
65%
Surf the web
62%
Read magazine
42%
Read newspaper
38%
IM
32%
Listen to radio
SMS
16%
8%
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 18
19. Digital audio players are the device of choice for portable
music
Do you think you will�
% Respondents
Buy another mp3 player or
digital audio player
51%
Replace your mp3 player
or digital audio player with
a music phone
Replace your mp3 player
or digital audio player with
a handheld game system
Don't Know
â 25% of teens and 15% of young adults
would consider switching to a music
capable phone
18%
Will not replace my mp3
player or digital audio
player
â Even in Europe, which is much more
âmobile-centricâ consumers are not
much more willing to replace their
digital audio players with music
phones
14%
0%
⢠Teens and young adults are not
much more likely to adopt cell
phones as their primary portable
music player
DAP Owners
17%
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
⢠Eighty-eight percent of digital
audio player owners are
very/somewhat satisfied with their
player
â Ninety-five percent of iPod owners are
very/somewhat satisfied
Digital Media: Multiple Markets, Multiple
Opportunities
Page 19
20. Solid industrial design and good service-device integration
give consumer little reason to switch
Why do you think you will buy another mp3 player or digital audio player?
% Respondents
57%
I really like the portable music player I have
I don't want to use my mobile phone as a
portable music player
44%
I trust the manufacturer of my portable
music player
33%
I don't want to use a handheld game system
as a portable music player
I can't transfer my music to another brand of
portable music player
Other
29%
9%
7%
Reasons for buying another DAP when current one dies
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 20
21. The PC is key to the acquisition, storage and management
of digital music
Where do you usually get the music you listen to? (select all that apply)
Which way do you use MOST OFTEN to get the music you listen to? (select one)
% Listen to Music on PC
78%
Buy CDs
58%
Borrow CDs From
Friends
â DAP owners have, on average,
1,334 music tracks stored on
their PCs but only 841 tracks
stored on their digital audio
player
47%
Download Music to PC
28%
33%
8%
⢠Young adults (age 18-24) are
nearly twice as likely (46%) to
downloaded music to their PC
16%
Trade CDs w/Friends
2%
Download Music to
Phone
⢠On average, DAP owners store just
under two-thirds of their music
files on their player
4%
1%
⢠Fifty-seven percent of respondents
who downloaded music to their PC
do so from licensed music
services
Sources For New Music
One Main Source For New Music
Source: Yankee Group Anywhere Consumer: 2007 U.S. Entertainment Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 21
22. Online content creators are a small but vocal minority
⢠Content creation is a niche undertaking
by consumers with the knowledge,
expertise and time to create and post
content to the web
Please indicate if you did any of the following
activities online in the past month
% Respondents
Photos
25%
Blogs
9%
Online Video
4%
UGC Creators
⢠The exception is photos â not surprising
considering the number of services and
applications available to consumers to
post photos, as well as the ubiquity of
digital photography
⢠Despite the hype, Second Life
participation is a very niche online
activity with only 2% of users
participating monthly
Online User Generated Content and
Communities Trends
Podcasts
1%
Activity
Percent of
Respondents
Answered a question on a
social Q&A page
UGC Creators are those consumers who are creating,
uploading and posting content to the web.
Source: Yankee Group Anywhere Consumer: 2007 US Web/Data Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
7%
Created mashup
3%
Participated in a Second
Life community
2%
Digital Media: Multiple Markets, Multiple
Opportunities
Page 22
23. However, strong interest in consuming and using UGC
exists
Please indicate if you did any of the following
activities online in the past month
⢠Strong interest exists for
viewing UGC among
consumers
% Respondents
Photos
32%
Online Video
31%
28%
Blog
Podcasting
8%
UGC Consumers
⢠This gives the relatively few
content creators a tremendous
audience for their work
⢠Viewing photos, video and
reading blogs are the most
popular activities for UGC
consumers
â Because these activities are often
created and posted by friends and
relatives they draw in loyal viewers
who will return to consume more
content from those they know and
trust
UGC Consumers are those individuals that are viewing,
listening to or reading photos, videos, podcasts or blogs.
Source: Yankee Group Anywhere Consumer: 2007 US Web/Data Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 23
24. As an aging population joins social networks, the
demands of users are changing
Use social networks
Top concerns about social
networks:
% Respondents
1.
Donât know anyone on
social networks
2.
Lack of time to participate
3.
Fear of viruses or spam
68%
Connect with friends, colleagues, relatives
Post photos
35%
Meet new people with similar interests
32%
Send IMs
31%
Share info about me and my interests
20%
Blog
16%
Those ages 35 and up are
statistically more concerned
about a fear of viruses and
spam than those younger
people.
14%
Connect w/communities and organizations
Top 5 Social
Networking Sites
Look for a new job
12%
Find new music or videos online
12%
MySpace
Make professional connections
12%
Yahoo! Groups
Meet people to date/have a relationship with
Post video
MSN/Windows Live
Spaces
10%
6%
Facebook
MSN Groups
Source: Yankee Group Anywhere Consumer: 2007 US Web/Data Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 24
25. Online collaboration and storage is about to take off
⢠In order to identify workplace versus personal trends, Yankee Group asked
respondents about their use of spreadsheets, word processing documents and online
calendars.
Have you used any of the following?
At Home
At Work
At Home and Work
Web-based and web-stored spreadsheet
9%
4%
5%
Web-based and web- stored word
processing document
12%
4%
7%
Web-based and web-stored calendar of
personal appointments, events, meetings
15%
5%
6%
⢠Consumers are increasingly comfortable with online storage for documents,
calendars and photos:
â 18% of consumers are using online tools to collaborate to create documents, videos or photos at
home
â Those ages 18-34 are statistically more likely to have created a web-based and web-stored word
processing document, spreadsheet or calendar at home
â Most consumers still backup most of their data manually such as on CDs, external hard drives or
USB thumb drives
Source: Yankee Group Anywhere Consumer: 2007 US Web/Data Survey
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 25
26. Outlook
Entertainment Rules for the next five years
⢠The need for multiple file formats, DRM, and business models will continue
to hinder this market (ie DVDâs digital copy)
⢠Content will become free â enabling newer use cases and flexible video
usage than ever before (both in the home and beyond)
⢠Consumers will store their most valuable content with them on a device â to
ensure the content is always readily available regardless of their
connectivity options
⢠The handset (beyond iPhone) continues to be an unattractive multimedia
device for users
⢠Physical formats remain and must be factored in
⢠Timeshifting is a regular behavior and placeshifting is emerging
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 26
27. Outlook
Connectivity is impacting digital imaging
⢠Photography is taking place on multiple devices and leading to interesting
ways to capture, share, and store images
â Connected Cameras. Allowing users to directly upload photos sharing sites
(and perhaps to home servers in the future)
â WiFi SD Cards. For users of disconnected cameras WiFi cards allow for direct
uploading
â Connectivity to social networks & photo sharing sights. Allowing for
immediate sharing of content, is creating new ways for users to share
experiences
â Geotagging. Providing location based information for photos and video
creates a new dimension in metatagging content. WiFi and cellular signals
could be used to provide such information without specific geotagging
hardware
⢠The home remains integral for long term archiving of photos ands
represents another medium for which devices should connect with to
back-up content
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 27
28. Outlook
Ease of interoperability is key to the realization of the
digital home
⢠There are a number of obstacles preventing interoperability becoming a
reality
â Lack of video standards (H.264, DiVX, WMV, MPEG)
â Digital rights management (Zune, Fairplay AAC, DiVX)
â Device connectivity
⢠DLNA is the most interesting solution to the connectivity gap in the home
â but it only addresses some of the issues around hardware, not around
software (and its educational outreach has been non-existent thus far)
⢠Interoperability of portable devices in the home and beyond is an
additional challenge that has not yet been addressed
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 28
29. Outlook
Open networks are the future but issues must be resolved
â Business models
â Partnerships
â Speeds
â Education
⢠Connectivity in the home is addressed by WiFi, but beyond the home
device connectivity is limited
â Open networks impact on in-home connectivity
â Planning necessary for CE manufacturers
⢠Device Manufacturers will be faced with difficult decisions
â Lack of ubiquitous WiFi beyond the home is the challenge
â To Incorporate multiple connectivity standards (3G, EVDO, WiMax) or
not
â Bundle remote connectivity into cost or charge a subscription fee
â What value foes connectivity add? (Intel example)
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 29
30. Question & Answer
Michael Goodman
Director, Digital Entertainment
Yankee Group
mgoodman@yankeegroup.com
Charting the Evolution of Anywhere
Š Copyright 2008. Yankee Group Research, Inc. All rights reserved.
Digital Media: Multiple Markets, Multiple
Opportunities
Page 30