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Privileged and Confidential
STRATEGIC CONSIDERATIONS
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Privileged and Confidential
– Differentiated content
– Marketing
Fundamentals
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Acquire Customers Retain/Monetize
Execution
– Goals
– Priorities
– Success on one platform and territory first, then broaden
– Killer UI (competitive with XBOX)
– Each offering is fully competitive (music competitive with Spotify)
Privileged and Confidential
• UI management
– SNEI owns “content, service, platform” but each hardware group (PlayStation in particular) still has control of its UI and each has priorities that compete with SEN’s
• Marketing of the service
– Need to determine how SEN is marketed; inside hardware ads is more valuable than in SPE ads or standalone SEN ads
Notable Issues to Address
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Privileged and Confidential
Notable Issues to Address: Organization Today
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ContentMixed: SNEI
licenses in; SPE and SME support
PlatformSNEI
ServiceSNEI
UIMixed: Hardware
groups (e.g., PlayStation) have much
control; SNEI has input not
control
Privileged and Confidential
• Content and Service need to be managed as one; platform may be managed separately
– Ineffective – Content for services becomes a new, standalone organization
– Ineffective – Content expertise moves into SNEI but without oversight of service
– Potentially feasible – Content expertise moved into SNEI with oversight of Content and Service aspect; platform managed by current SNEI leadership
– Potentially feasible – Content and Service responsibilities moved into SPE; platform managed by current SNEI leadership
• UI needs to be a single organization that is “content service” led; not multiple “hardware group” led UIs
– Ineffective – multiple UI groups in various hardware organizations, each with competing priorities
– Potentially feasible – SEN takes direct control over a subset of each hardware group’s UI relating directly to network services
– Potentially feasible – a single UI group is formed (or placed in SEN) that cuts across all hardware organizations
Organizational Considerations
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Privileged and Confidential
• Economic goals
– Discuss willingness to accept significant near-term investment to ensure we can create a highly competitive service which will eventually yield:
• Significant service-level profits
• And, provide ancillary benefits to hardware
• Service customer acquisition vs. hardware sales goals
– First: Convert more customers to active, paying SEN customers
• New accounts: Increase % of Sony Hardware customers that have SEN accounts
• Increase % of current accounts that are active / paying
• Increase revenues from current active / paying accounts
– Then: Use the service, content offerings, and customer enthusiasm to drive hardware sales
Recommended Goals
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Privileged and Confidential
• Platform prioritization
– First: Establish a superior service with differentiated content on a “hero” platform, namely the PlayStation
– Then: Broaden that service in a uniform fashion across device platforms
• Geographic prioritization
– First: Introduce new offerings in U.S.
– Shortly after (a matter of months): Launch in 2-3 other key markets [Japan, Europe?]
– Then: Roll-out globally at a realistic pace
• Demographic prioritization
– First: The PlayStation demographic; males 18-34
– Then: Broader
Recommended Priorities
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Privileged and Confidential
• Without changes in organization and priorities, we may be forced to prioritize improvements as
1. Improve existing services (Music Unlimited, Video Unlimited, PS+)
2. Add additional services and content (Crackle+; exclusive films)
3. Overhaul UI on various hardware platforms
• But to be impactful, all of these need to be handled simultaneously, ensuring a simple, compelling and differentiated service at launch in the fall of CY2012
Prioritization Challenges: Service Improvements
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Privileged and Confidential
EXECUTION
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Privileged and Confidential
Customer Acquisition
• Free / easy to discover content for customer acquisition through SPE and SME
• Increased marketing spend
– Incorporation in Electronics TV ads
– Increased SNEI budget
– Increased support by SPE, SME, SCE
Monetization
• Improved underlying services to capitalize on and monetize newly acquired customers
• Improved User Interface
– Single promotional “landing page” with clearly highlighted content for Music, Video, Games
• 3rd party services on PlayStation behind a pay wall (in-line with XBOX Live Gold)
Execution Overview
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Privileged and Confidential
Why Try (Customer
Acquisition)
Customer Value Proposition – “Why Try / Why Buy”
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Why Buy (Monetization)
Vivo+ (Free)
Compelling Service (Music Unlimited)
Crackle+ (Free)
Heavily Promoted and Exclusive Films
(Early EST, PVOD, UV)
VOD & EST PS+ required to access premium
services
Music Video PS+ (On PlayStation Only)
Cross-Sell Cross-Sell Gateway to Other Services
Gateway to well-known 3rd party
services (e.g., Netflix)
Single, Simple, Unified UI
Privileged and Confidential
Potential Changes
• Vivo (current ad-supported version) on PlayStation immediately
• Build a solution for apps
• On the PlayStation, move the 3rd party services behind the PS+ pay wall; keep Video Unlimited and Music Unlimited as peers to PS+ (not behind the PS+ pay wall); Crackle+ starts in front of pay wall
• Music service switches from 180 day trial of the “light” product, to a 30 day trial of the full product (and service is improved)
• Launch integrated search and UI across Music, Video, Games
• UV support by June
• Security for PVOD by October
Projects that may now be duplicative
• Movie-a-day service (Crackle+ offering has greater volume free to consumer)
• Crunchy roll (incorporate Anime in Crackle+)
Discuss
• SEN TV
Execution – Tactics to discuss
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Privileged and Confidential
• February: Announce support for UV
• February : Significant SPE and SME marketing support of existing services in the market
• May: Announce Crackle+ concept and upcoming originals
• June: First “Exclusive and Early” title available; UV support necessary
• Fall: Crackle+ and Vivo+ launch
Biggest “Exclusive and Early” titles; security needed by October
Preliminary Timelines
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