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Next Generation
Content Creation,
  Delivery and
 Consumption
        MediaLive
        Abu Dhabi

      Jeroen Elfferich
        @jeroen020
jeroen@exmachinagames.com

 www.exmachinagames.com
   @exmachinagames
We like Games, TV & People
Amsterdam HQ, London, San Francisco
    Entertainment & Advertising
Build it
And they will come
Next Generation Content Creation, Delivery & Consumption (at MediaLive Abu Dhabi 2011)
Screens Everywhere
• Public, shared: outdoors, stadium etc
• Private, shared: TV
• Personal, productive: PC, laptop
• Personal, consumption: tablet
• Personal, digital swiss army knife:
  smartphone
Next Generation Content Creation, Delivery & Consumption (at MediaLive Abu Dhabi 2011)
Feel, watch, listen
• Remote Control
• Mouse
• Keyboard
• Touchscreen
• Waving arms & stomping feet
• Voice
Next Generation Content Creation, Delivery & Consumption (at MediaLive Abu Dhabi 2011)
Cross-platform and online viewers skew
Cross-platform viewing
significantly younger


     18-         52%                        37%                 11%
     34


     35-                                                                  4%
                       73%                              22%
     49


                          85%                                 13%         2%
    50 +

                                                                                                 Base sizes:
                                                                                                Total=2833
           TV Only     TV and Online       Online Only                                        TV Only=1921
                                                                                           Online Only=189
                                                                                        Both TV/Online=723
                                       ‘How do you typically watch [original series TV]?’
                                       Research study conducted among online consumers by comScore in May
                                       2011                             US, Comscore, 2011
Content Discovery
• Advertise
• Guide (newspaper, TV EPG, online guide)
• Social (watercooler, mail, IM, facebook,
  Twitter, check-in apps)
• Search (Google, Netflix, piracy)
• Artificial intelligence (oh dear)
How much media does
a 20 year old consumes
        per day?
9 hours
How much time does
    this take?
6 hours
Media Multitaskers




                UK, Deloitte, 2011
US, Nielsen, 2011
Building Blocks
• Social (inside or outside of facebook?)
• Touch, gesture, voice
• Media multitasking
• Screens everywhere
• Broadband everywhere
• Game mechanics
Technology vs Media

• Technology is global
• Culture is local
• Media is culture
• Future media depends on technology
Challenges
• Shovelware
• Fragmentation
• Synchronization
• TV producers vs broadcasters
• Operator’s and manufacturer’s roles
• Twitter, Facebook, Apple, Google?
Content Ecosystem
• Content value chain diversification
• More power to content creators,
  consumers
• Pressure on operators and non-exclusive
  distributors and retailers to add more value
• Advertising money will be spend wiser
• Interaction, participation = business
Next Generation Content Creation, Delivery & Consumption (at MediaLive Abu Dhabi 2011)
Content & Interaction
• Movie, drama: lean back, ambient data
• Documentary: background, ‘did you know’
• Reality: chat, gossip, poll, prediction
• Game show: play along, compete
• Talent contest: vote, rate, chat
• Sport: predict, stats, replay, fan trivia
Video



                         Conver-
         Game
                          sation
                Sweet
                 spot

Interaction                Communication
                Com-
                munity
Future Media

• Utilizes technology
• Reflects culture
• Multi-screen optimized
• Often based on live, communal events
• Involves, rewards, excites
‫$#"ا‬
@jeroen020

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Next Generation Content Creation, Delivery & Consumption (at MediaLive Abu Dhabi 2011)

  • 1. Next Generation Content Creation, Delivery and Consumption MediaLive Abu Dhabi Jeroen Elfferich @jeroen020 jeroen@exmachinagames.com www.exmachinagames.com @exmachinagames
  • 2. We like Games, TV & People Amsterdam HQ, London, San Francisco Entertainment & Advertising
  • 3. Build it And they will come
  • 5. Screens Everywhere • Public, shared: outdoors, stadium etc • Private, shared: TV • Personal, productive: PC, laptop • Personal, consumption: tablet • Personal, digital swiss army knife: smartphone
  • 7. Feel, watch, listen • Remote Control • Mouse • Keyboard • Touchscreen • Waving arms & stomping feet • Voice
  • 9. Cross-platform and online viewers skew Cross-platform viewing significantly younger 18- 52% 37% 11% 34 35- 4% 73% 22% 49 85% 13% 2% 50 + Base sizes: Total=2833 TV Only TV and Online Online Only TV Only=1921 Online Only=189 Both TV/Online=723 ‘How do you typically watch [original series TV]?’ Research study conducted among online consumers by comScore in May 2011 US, Comscore, 2011
  • 10. Content Discovery • Advertise • Guide (newspaper, TV EPG, online guide) • Social (watercooler, mail, IM, facebook, Twitter, check-in apps) • Search (Google, Netflix, piracy) • Artificial intelligence (oh dear)
  • 11. How much media does a 20 year old consumes per day?
  • 13. How much time does this take?
  • 15. Media Multitaskers UK, Deloitte, 2011
  • 17. Building Blocks • Social (inside or outside of facebook?) • Touch, gesture, voice • Media multitasking • Screens everywhere • Broadband everywhere • Game mechanics
  • 18. Technology vs Media • Technology is global • Culture is local • Media is culture • Future media depends on technology
  • 19. Challenges • Shovelware • Fragmentation • Synchronization • TV producers vs broadcasters • Operator’s and manufacturer’s roles • Twitter, Facebook, Apple, Google?
  • 20. Content Ecosystem • Content value chain diversification • More power to content creators, consumers • Pressure on operators and non-exclusive distributors and retailers to add more value • Advertising money will be spend wiser • Interaction, participation = business
  • 22. Content & Interaction • Movie, drama: lean back, ambient data • Documentary: background, ‘did you know’ • Reality: chat, gossip, poll, prediction • Game show: play along, compete • Talent contest: vote, rate, chat • Sport: predict, stats, replay, fan trivia
  • 23. Video Conver- Game sation Sweet spot Interaction Communication Com- munity
  • 24. Future Media • Utilizes technology • Reflects culture • Multi-screen optimized • Often based on live, communal events • Involves, rewards, excites