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C.E.O. DVWORX STUDIOS
Is common to all cultures and languages.
In some parts of the World where it is properly managed,
it has become one of the biggest sources of income and employer
of labour.
Is native to the Nigerian society, and can easily be recognized
in our folklores, Myth, Religion, Music,
Festivities, Modes of dressing, and lots more
With about 70% of the Nigerian population under the age of
40, We have all it takes to
The media and entertainment
industry has become
increasingly volatile
Technology platforms are evolving rapidly.
New business models are emerging.
Consumer viewing habits are changing.
New competition is arising from multiple
sectors.
Addressing the challenges for a more
competitive position means fundamentally
changing the way media and entertainment
companies operate
THROUGH
Achieving excellence in engaging and interacting
with consumers.
Applying innovative thinking to traditional business
models in a way that creates new revenue
streams.
Migrating from analog to digital capabilities across all
dimensions of the supply chain, from content
acquisition and archiving, to content production, to
content packaging and distribution.
The single theme that cuts across
all three of these areas and goals is
innovation
Mobile is global and is changing the face of consumer engagement both in developed
and emerging markets
Mobile device use has increased from 750,000 users
in 2001 to about 5 Billion users in 2011
Traditional advertising is in deep steep
18.7%
10.1%
11.7%
14.8%
Meanwhile Digital advertising is growing rapidly
Collectively get 250 million unique visitors every
month
18.1% 9.2%
More videos was uploaded to in the last
2 Months than if regular T.V. Stations had been
airing new contents 24/7/365 since 1948
30% of consumers now own a smartphone, 58% an
HDTV, 54% a game console, 25% a portable game
player, and 45% a portable video player
Countries with large population affect Over 50% of the changes in mobile convergence innovations
COUNTRY POPULATION GDP INTERNET
CONSUMPTION
COUNTRY POPULATION Penetration (%
population)
INTERNET
CONSUMPTION
CHINA 1,336,718,015 36.3% 384 Million
INDIA 1,189,172,906 8.4% 61.3 Million
U.S.A. 313,232,044 78.2% 234 Million
INDONESIA 245,613,043 9.10% 20 Million
BRAZIL 203,429,773 37.4% 76 Million
PAKISTAN 187,342,721 16.78% 20.3 Million
BANGLEDESH 158,570,535 3.70% 995,560
NIGERIA 155,215,573 28.3% 44 Million
RUSSIA 138,739,892 43.0% 59.7 Million
JAPAN 126,475,664 78.4% 99.144 Million
Nigeria has a large population that is a ready market that consume and inspire innovations in entertainment
Our population also come with large needs waiting to be satisfied (especially the youth population which is
estimated to be 133.9 million)
In a multi-lingual population like Nigeria, each need is a business opportunity to the multiple of languages that exist
Innovation in our current digital age is responding to
WHERE, WHEN, and HOW
the consumer wants content.
The mass media is dead, the word is now ‘me-media’
Usage pattern of digital devices
Device preference of the consumer
The mobile device will be the World’s primary connection tool to the internet by the year 2020
That currently there are 107 million phone users in Nigeria
That most of internet users in Nigeria access the internet through their mobile phones
That about 28% of the Nigerian population are
DIGITAL NATIVES and are largely being
served by foreign contents on different new media platforms
That New Media is MEDIATING communication and interaction and is shaping how we experience the world.
What you do or don’t do with it
is already affecting the viability of your business
CONTENT GENERATION
CONTENT DISTRIBUTION
ANCILLARY SERVICES
Media and entertainment industry must improve their ability to leverage a personal understanding of consumers to deliver
targeted contents and services on mobile platforms.
Entertainment is the consumer’s first option in their downtime
It has emotional connections that standard advertising cannot access
It has values of subtlety in its messaging…
Author-generated content – books,
films, TV drama
User-generated content – reality shows,
quiz shows, music shows
Target viewer’s psycho-profile – Storytelling formula is key to connecting with the consumer’s mind space.
Interactivity of content
Accessibility of content
Broadband internet is creating a Connected World in which broadcasters and independent producers have new
distribution options for their content.
• Video on Demand
• Internet Enabled Television
• Internet protocol Television
• Youtube
• Vimeo
• Pay per view
•DVD
The scope of technological possibility is ever expanding with applications and associated services :
Most of these application and services do not adequately provide for local needs of consumers of
media and entertainment content in Nigeria.
Market viability must be driven by innovations that are
Compelling
Relevant , and
Deliver customized experiences
If relevance to the consumers is high, they are more likely to become lifelong loyal customers on the long run
1. On-Demand Access to Content Anytime, Anywhere on a variety of digital devices.
2. Content MUST have a dynamic life. INTERACTIVITY is the main pillar. User feedbacks, community formation, participation.
3. Cross-Cultural References but Global perspective.
Think GLOBAL, act LOCAL