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Over the next five years, the consumer tech and media industry will
grow by over $500 Billion
Consumer Tech and Media Business Growth, 2015E-2020E
$535 billion
$1.7 trillion
$2.2 trillion
GROWTH
DOLLARS
CAGR 5.6%
2015E
2020E
www.activate.com
Sources: PwC, IFPI, eMarketer, IBIS, SuperData, NewZoo, IBIS, Activate analysis. CAGR based on values prior to rounding.
*Consumer Tech and Media Revenues includes Radio, Recorded Music, Magazine Publishing, Newspaper Publishing, Video Games, Filmed
Entertainment, Book Publishing, TV Subs and Licensee Fees, Internet Access, Digital advertising & Traditional advertising on these platforms
www.activate.com
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
www.activate.com
www.activate.com
SLEEP
7:06
COOKING,
HOUSEWORK, &
SHOPPING
PERSONAL &
HOUSEHOLD CARE
LEISURE, FITNESS,
COMMUNITY, &
OTHER ACTIVITIES
EATING & DRINKING
VIDEO
5:18
2:08
3:39
1:17
1:27
0:22
0:19
2:39
1:09
6:04
AUDIO
SOCIAL MEDIA
GAMING
READING
WORK &
EDUCATION
www.activate.com
Sources: Bureau of Labor Statistics, The Telegraph, Edison Research, We Are Social, eMarketer, Nielsen, National Sleep Foundation, Deloitte,
SNL Kagan, Sandvine, Ipsos, comScore, Global Web Index, OECD, Activate analysis. Behaviors averaged over 7 days. Related travel time is
included within timing reported for daily activities.
SLEEP
7:06
11:05
7:13
6:04
WORK & EDUCATION
www.activate.com
Sources: Bureau of Labor Statistics, The Telegraph, Edison Research, We Are Social, eMarketer, Nielsen, National Sleep Foundation, Deloitte,
SNL Kagan, Sandvine, Ipsos, comScore, Global Web Index, OECD, Activate analysis. Behaviors averaged over 7 days. Related travel time is
included within timing reported for daily activities.
All of this attention is split up across relatively few apps, sites and
channels
Actual Consumption for Apps, Websites, TV Channels, U.S., 2014
96
27
TV CHANNEL CONSUMPTION
194
18
APPS
WEBSITES
CHANNELS
www.activate.com
Sources: Nielsen, Comscore, Ars Technica, TechCrunch, Internetlivestats, Digitalsmiths, Activate analysis. Averages across all
users with access
1,200
A few properties and platforms capture the lions share of user time
1,000
800
600
400
200
55
110
165
220
275
10
www.activate.com
9 SECONDS
$2.9 B
16 SECONDS
$2.5 B
10 SECONDS
$1.8 B
36 SECONDS
$1.5 B
19 SECONDS
$1.0 B
17 SECONDS
$1.0 B
Sources: CB Insights, ComScore, Activate analysis. Average Time per User per Day based data for months August 2014-2015
11
Time spent on major digital activities like video, audio, social media
and gaming will continue to increase
Time Spent Among 18+ Users, U.S., 2011 - 2017E, Hours : Minutes
CAGR
VIDEO
4.2%
AUDIO
4.9%
SOCIAL MEDIA
17.8%
GAMING
11.9%
6h 21m
6h 8m
5h 54m
5h 13m
5h 23m
5h 35m
4h 56m
3h 12m
3h 21m
3h 31m
3h 39m
3h 52m
4h 3m
4h 15m
3h 42m
3h 12m
2h 42m
2h 18m
2h
1h 42m
1h 24m
44m
48m
54m
2011
2012
2013
www.activate.com
1h 1m
2014
1h 8m
2015E
1h 17m
2016E
1h 26m
2017E
Sources: Edison, We Are Social, eMarketer, Nielsen, Deloitte, SNL Kagan, Sandvine, Ipsos, comScore, Global Web Index, Pew Research
Center, Flurry Insights, Informate, NetMarketShare, Statcounter, Activate analysis. Time spent may be double counted (e.g. YouTube for
both video and audio).
12
8h 44m
UNITED KINGDOM
4h 40m
JAPAN
11h 32m
5h 25m
USA
CHINA
10h 34m
BRAZIL
Video
www.activate.com
Audio
Social Media
Sources: Edison, eMarketer, Nielsen, Sandvine, US Media Consulting, Cisco, Experientia, Media UK, Global Web Index, Secom, Ofcom,
GroupM, Activate analysis
13
Microsoft HoloLens
Amazon Echo
Disney Playmation
www.activate.com
14
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
15
MESSAGING
Social Network
900
Launched 2009
750
FB Messenger
Launched 2011**
600
Launched 2011
450
Launched 2011
300
Snapchat
Launched 2011
150
Launched 2010
2011
2012
2013
2014
2015E
Year
www.activate.com
*Messaging defined as communicating primarily in real time with other contacts; social defined as broadcast sharing of status updates,
images, videos, or other content. All data measured from Q2/Q3 of each year.
**Became standalone app in 2014
Sources: Business Insider, Fortune, Mashable, Instagram, AppAnnie, AdWeek, Quartz, Yahoo Finance, Experian, TechCrunch, Forbes,
Tech in Asia, eMarketer, Compete, Activate analysis
16
MESSAGING
4.0
4.0 B
Internet Users
3.6
3.6 B
Messaging Users
3.1
3.2 B
Internet Users
2.7
2.4 B
Social Media Users
2.5 B
Messaging Users
2.2
2.0 B
Social Media Users
1.8
1.3
0.9
0.4
0.0
2012
2013
2014
2015E
2016E
2017E
2018E
Year
www.activate.com
Sources: Activate forecast, GlobalWebIndex, eMarketer, ITO, Activate analysis. Note: Number of monthly active users is lower
than number of registered users
17
MESSAGING
Social Network
Messaging
Minutes/Week
300
225
150
75
0
0
400
800
1200
1600
Sources: AppAnnie, AdWeek, Quartz, Yahoo Finance, Experian, TechCrunch, Forbes, Activate analysis
18
MESSAGING
Geography of
Dominant User Base
900
Global
Facebook
Messenger
WeChat
700
Global
600
QQ Mobile
~600 *
China
China
Gchat
iMessage
Viber
>425 * USA
~400 ** USA
EMEA
249
LINE
Snapchat
211
200
Kik
Telegram
Tango
200
KakaoTalk
Hike
48
Zalo
Path Talk
FireChat
~18 *
10
YikYak
SOMA
Jott
www.activate.com
85
80
35
<5 *
4
<2
<1
Japan
USA & EMEA
EMEA
EMEA
APAC
South Korea
India
Vietnam
USA
EMEA & APAC
USA
Saudi Arabia
USA
Nimbuzz
Microsoft Send
N/A
N/A
India
USA
Vurb
N/A
USA
19
MESSAGING
6x
RUSSIA
19x
25x
1x
26x
TURKEY
CHINA
5x
SPAIN
USA
8x
24x
SAUDI
ARABIA
MEXICO
55x
51x
COLOMBIA
JAPAN
22x
INDIA
20x
THAILAND
63x
BRAZIL
29x
SOUTH
AFRICA
58x
PHILIPPINES
INDONESIA
9x
AUSTRALIA
www.activate.com
Sources: Gallup, Twilio, U.S. Census Bureau, Forbes, Colombia Reports, World Bank, Activate analysis. Median household income accounts
for purchasing power parity, and proportional cost of sending SMS is also based on relative percentage of median household income.
20
MESSAGING
Penetration Rate
Latin America
Europe
North America
42%
44%
22%
24%
65%
51%
27%
5%
Facebook
Messenger
www.activate.com
Sources: GlobalWebIndex, Tech in Asia, Activate analysis. Facebook Messenger penetration Q1 2015, WhatsApp Q4 2014
21
MESSAGING
Major local
players
Southeast Asia:
Competition from
global players
www.activate.com
Facebook Messenger
China
0.65
0.04
0.03
Japan
0.6
0.02
South Korea
0.43
0.18
0.02
Taiwan
0.48
0.34
0.1
Thailand
0.54
0.46
0.12
Vietnam
0.4
0.5
0.07
Philippines
0.09
0.52
0.1
Malaysia
0.31
0.49
0.64
Indonesia
0.31
0.4
0.45
Sources: GlobalWebIndex, Tech in Asia, Activate analysis. Regional penetration rates as of Q1 2015, measured against adults in the region
who are smartphone users (Japan) or mobile Internet users (all other)
22
MESSAGING
Launched
in response to
Japan earthquake
Games
Stickers
2011
Launched
JUN 2012
2012 JAN 2013
App Store
JUN 20132013
Creators
market for usergenerated
content
2014
Games, Stickers,
Payments, TV
E-commerce
Taxi
services
2015
Music
Grocery
delivery
Fitness
tracker,
Personal
loans
www.activate.com
23
MESSAGING
LINE Taxi
LINE Music
LINE Payments
www.activate.com
Sources: LINE.com
LINE TV
LINE Games
24
MESSAGING
ASIA-PACIFIC:
265 million untapped users
22%
20%
NORTH AMERICA*:
244 million untapped users
48%
6%
4%
EUROPE:
73 million untapped users
LATIN AMERICA:
45 million untapped users
www.activate.com
* Includes Mexico
Sources: LINE Payment map, Twilio, U.S. Census Bureau, Forbes, Gallup, Colombia Reports, nations.org, Activate analysis. Based
on current and potential penetration of smartphones and messaging
25
MESSAGING
WHATSAPP ACQUISITION
VIRTUAL ASSISTANT M
Artificial Intelligence
September 2015
Penetration Comparison
in Key Growth Markets
South Africa
68%
WhatsApp
FB Messenger
44%
59%
India
45%
53%
UAE
Saudi Arabia
48%
50%
35%
www.activate.com
26
MESSAGING
SMS INTEGRATION
Unpenetrated %
Penetrated %
iMessage
SMS
U.S.
54%
46%
94 million
15%
261 million
Non-U.S.
85%
www.activate.com
Sources: Pew Research, Consumer Intelligence Research Partners, Apple, Activate analysis
27
MESSAGING
DISCOVER
Payments Service
November 2014
www.activate.com
TROPHY CASE
Gamification of User Activity
September 2015
28
MESSAGING
CONTEXTUAL RESULTS
www.activate.com
29
MESSAGING
P OC K E T TO UR
Jobot
TRAVEL
PERSONAL FINANCE
CAREER
www.activate.com
30
MESSAGING
In the US, low cost means consumer businesses can leverage both
SMS and proprietary messaging platforms like Apple iMessage
Platform-Agnostic Messaging Businesses (Operate Through SMS or
PERSONAL FINANCE
Automated savings and daily updates
on checking account balance,
upcoming bills, and savings progress
www.activate.com
PERSONAL ASSISTANCE
Message-based personal
assistance for shopping, errands
TRAVEL
Chat with locals while traveling for
immediate, person-to-person
recommendations
31
MESSAGING
LAYER #1 - MESSAGING
Real-time messaging with co-workers;
flexibility to chat in channels, private
groups, or one-on-one
www.activate.com
32
MESSAGING
Function
Innovator
Feature
Launch Date
Revenue Opportunity
News
Snapchat
Discover
1/2015
Sponsored content
Native ads
LINE
LINE Shop
2/2015
Percentage of transaction
Mobile Web
Kik
Kik Browser
4/2015
Advertising
Productivity
Facebook Messenger
M Virtual Assistant
8/2015
Search ads
Games
XBOX Live
9/2015
In-game purchases
Advertising
Finance
WeBank Loans
9/2015
Education
TBD
TBD
TBD
Sports
TBD
TBD
TBD
TBD
TBD
TBD
Advertising
Business
TBD
TBD
TBD
Shopping
www.activate.com
33
MESSAGING
Service
Market
Served
(% users)
China
(65%)
S. Korea
(43%)
LINE
Japan
(60%)
Global
Viber
Global
Facebook
Messenger*
Global
KakaoTalk
App
Store
Music
TV
Sub
Fees
EURL Bar /
Commerce
Search
ARPU
$7.00
$4.24
$3.16
$0.06
$0.01
$0.00
www.activate.com
Sources: Nomura, Andreessen Horowitz, Forbes, TechInAsia, The Economist, Activate analysis
34
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
35
STREAMING AUDIO
Non-Digital Media
2%
2%
OTHER
PODCASTS
4%
MUSIC TV
20%
52%
DOWNLOADS
/PHYSICAL
AM/FM
12%
STREAMING
8%
SATELLITE
www.activate.com
Sources: Edison Research / Triton Digital, Activate analysis. AM/FM includes radio content consumed over digital platforms.
36
STREAMING AUDIO
Non-Digital Media
2%
2%
5 MINS
PODCASTS
5 MINS
OTHER
4%
10 MINS
MUSIC TV
~20%
49 MINS
52%
127 MINS
DOWNLOADS/
PHYSICAL
AM/FM
~12%
29 MINS
STREAMING
8%
20 MINS
SATELLITE
www.activate.com
Sources: Edison Research / Triton Digital, Activate analysis. AM/FM includes radio content consumed over digital platforms.
37
STREAMING AUDIO
Expect growth to come from digital players claiming their fair share
of the pie
Digital Media
Non-Digital Media
REVENUE IN $BILLIONS
9%
$2.3 B
PHYSICAL
10%
$2.6 B
DOWNLOADS
TOTAL
$26 B
7%
$1.9 B
58%
$14.9 B
AM/FM
($14.9B)
STREAMING
16%
$4.2 B
SATELLITE
www.activate.com
Sources: Recording Industry Association of America, PwC, Radio Advertising Bureau, Ofcom, Activate analysis
38
STREAMING AUDIO
Consumers will spend more time on digital audio, driven by multitasking opportunities
WHILE LISTENING TO MUSIC,
AMERICANS (13+) ARE ALSO:
4:05 hours/day
AUDIO
12%
Exercising
13%
Recreation
15%
Chores
16%
Working
23%
Driving
21%
Other
19%
39 minutes/day
AUDIO
(including
only listening)
www.activate.com
39
STREAMING AUDIO
Daily Listening to Streaming Services vs. AM/FM by Age Group, U.S. 2014
AM/FM
AGE 13-17
55% 45%
AGE 17-34
35% 65%
AGE 34-55
17% 83%
AGE 55+
6% 94%
www.activate.com
40
STREAMING AUDIO
84
120B
83
104 B
54
45
60B
3.6 B
Aug 14
www.activate.com
Aug 15
0B
Sept 14
Dec 14
Apr 15
Aug 15
41
STREAMING AUDIO
Other Service
25%
50%
53%
32%
12%
6%
5%
5%
5%
RADIO
4%
3%
3%
N.B.: Survey predates launch of Apple Music
www.activate.com
42
STREAMING AUDIO
150 B
15%
Soundcloud
Spotify/Tidal/Apple Music/Google Play
YouTube
37%
83 B
14%
41%
48%
45%
2014 (Q1-2)
www.activate.com
2015 (Q1-2)
Sources: Nielsen, Digital Music News, Next Big Sound, Activate analysis. Pandora excluded as not on-demand
43
STREAMING AUDIO
Today, Spotify and Pandora are not in the same business: they cater
to two different audiences, and have different monetization models
USERS BY TYPE, 2015 YTD
PANDORA
4M
Paid
83 M
Users
79 M
Free
$190 M
Suscriptions
$920 M
Revenue
SPOTIFY
20 M
Paid
www.activate.com
75 M
Users
55 M
Free
$1.2 B
Suscriptions
$1.3 B
Revenue
KEY FEATURES
Sources: Spotify, Pandora, Activate analysis. Spotify available in 50+ countries; Pandora available only in United
States, Australia, New Zealand
44
STREAMING AUDIO
7%
MORE
15%
YES, AT $5/
MONTH
78%
NO
2%
YES, AT
OVER $10/
MONTH
n=220
www.activate.com
64%
29%
THE SAME
LESS
5%
YES, AT $10/
MONTH
n=342
Sources: Activate survey of adults 18+, October 2015, Activate analysis. Excludes consumers who are unlikely to or will not
subscribe to a music streaming service in the next 12 months
45
STREAMING AUDIO
120 million+
100 million+
OFF-LABEL
CONTENT
~30 million
~30 million
LABEL
CONTENT
~1.5 million
www.activate.com
46
STREAMING AUDIO
12%
YouTube/SoundCloud Links
9%
Burned CDs
6%
Spotify Playlists
File Sharing
5%
Other 2%
3%
66%
Do Not Share
n=1505
www.activate.com
47
STREAMING AUDIO
ALGORITHMIC
Emphasis on human curation
with Beats1 radio station
Emphasis on algorithmic
recommendations with personalized
Discover Weekly playlists
www.activate.com
48
STREAMING AUDIO
NOW
SOON
SOCIAL
SOCIAL
SOCIAL
SEARCH
SEARCH
PLAYLISTS
PLAYLISTS
www.activate.com
Despite Facebook
integration, users cant
see friends listening
history or libraries
SEARCH
Universal audio search engines will allow
listeners to find tracks across different
streaming services
PLAYLISTS
A combination of user selection, expert
curation, and recommendation algorithms
will help users create a personal stream
49
STREAMING AUDIO
Streaming (Subscription)
Streaming (Ad-Supported)
Ringtones
Other
5%
12%
1%
20%
3%
26%
40%
9%
53%
3%
6%
64%
23%
35%
2014
$6.9 Billion
2008
$4 Billion
www.activate.com
2020E
$10 Billion
50
STREAMING AUDIO
32%
UNLIKELY
9%
NEUTRAL
Only an additional
10% of consumers
are open to subscribing
to a streaming service
8%
SOMEWHAT
LIKELY
2%
VERY
LIKELY
15%
34%
ALREADY
HAVE ONE
WILL NOT
n=1516
www.activate.com
51
STREAMING AUDIO
Ad-Supported
300M
Paid
Ad-Supported
260M
150M
$3.5B
$2B
125M
$1.6B
75M
41M
$600M
$450M
0M
2011
www.activate.com
$220M
2014
2020E
2011
2014
2020E
52
STREAMING AUDIO
NOW
SOON
TALK
TALK
TALK
Linear consumption on
AM/FM leads to long
slots at specific daily
times
AUDIOBOOKS
AUDIOBOOKS
Primarily consumed
using analog methods
like cassettes and CDs
LIVE SPORTS
LIVE SPORTS
Games broadcasted
primarily over AM/FM
stations
www.activate.com
Podcast consumption is
exploding as non-live
distribution lets users
listen on demand
TuneIn signing
premium distribution
deals with NFL, MLB
Premier League, etc.
AUDIOBOOKS
Digital distribution methods make
audiobooks increasingly attractive for
multi-tasked listening while commuting etc.
LIVE SPORTS
Increasing coverage of Wi-Fi and data
networks will make digital distribution of
live events more viable
53
STREAMING AUDIO
15
10
(Change in measurement
methodology)
0
2008
2009
www.activate.com
2010
2011
2012
2013
2014
54
STREAMING AUDIO
Podcast listeners are the elite of audio: they listen to more nonpodcast audio than average, and are an attractive demographic
AVERAGE
LISTENERS
4:05 hours/day
LISTENER DEMOGRAPHICS
AVERAGE
PODCAST
Median Age
37
30
Age 18-34
0.3
0.67
0.27
0.62
Bachelors Degree?
0.3
0.58
www.activate.com
PODCAST
LISTENERS
5:50 hours/day
(4:19 non-podcast)
55
STREAMING AUDIO
Industry average
$70
TWiT.tv (5M)
$40
$25
Mid-Roll Standard
$25
Pre-Roll Standard
www.activate.com
$20
$18
56
STREAMING AUDIO
Players in adjacent markets (e.g. YouTube) will attempt to shift into pure audio
www.activate.com
57
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
58
X
C
CORD CUTTING
BROADCASTERS
SUBSCRIPTION
Monthly fee for
unlimited library
access
25 h
AD
SUPPORTED
Free: advertisingbased
TRADITIONAL
TV
127 h 30m
CABLE PROGRAMMERS
16h 30m
PAID
DOWNLOADS
PAY TV OPERATORS
8h
www.activate.com
59
X
C
CORD CUTTING
2012
2015E
SUBSCRIPTION
25h
SUBSCRIPTION
Digital
Video
15h
AD
SUPPORTED
7h 30m
PAID
DOWNLOADS
3h 30m
TRADITIONAL
TV
TRADITIONAL
TV
139h
AD
SUPPORTED
127h 30m
16h 30m
PAID
DOWNLOADS
8h
www.activate.com
60
X
C
CORD CUTTING
Paid Downloads
$2.0 B
Pay TV Subscriptions
$103.1 B
TV Advertising
$67.0 B
$185.3 B
Ad Supported Subscription
$7.7 B
$5.5 B
www.activate.com
Sources: BIA/Kelsey, Digital TV Research, eMarketer, Google, Hulu, Netflix, PWC, SNL Kagan, Statista Digital Market Outlook, TDG,
Activate analysis
61
www.activate.com
62
X
C
CORD CUTTING
99
100.9
100.8
99.3
98
97.1
PAY TV HOUSEHOLDS
23
2010
www.activate.com
28
2011
33
2012
38
2013
50.3
43
2014
2015E
63
X
C
CORD CUTTING
100
Wireline
Penetration
91%
94%
75
Subscribers
Double Pay
During
Transition
158% peak
penetration rate,
shortly after
iPhone launch
50
Wireless
Penetration*
51%
Inflection point
indicates 141%
penetration rate
38%
25
2000
2001
New
Experiences
www.activate.com
2002
2003
2004
2005
2006
2007
2008
2009
SOCIAL
TEXT
SOCIAL
APPS &
MOBILE
WEB
APPS &
MOBILE
WEB
TEXT
2010
2011
2012
VIDEO
2013
2014
5810
MOBILE
EMAIL
VIDEO
Sources: CDC, CTIA, FCC, Gartner, Interviews, SNL Kagan, Activate analysis. Does not include data-only connections.
64
X
C
CORD CUTTING
75
50
88%
63%
25
19% DIGITAL SUBSCRIPTION (OTT) HOUSEHOLDS
2010
2011
www.activate.com
2012
2013
2014
2015E
2016E
2017E
2018E
2019E
2020E
2021E
Sources: U.S. Census, TDG Research, Leichtman Research Group, Activate analysis. OTT penetration only includes paid online
services, not web video.
2022E
65
www.activate.com
66
X
C
CORD CUTTING
Four reasons why cord cutting on TV wont look like a typical tech
transition
USERS:
People are still hooked on traditional TV and are consuming more video overall (Pay TV + OTT)
CONTENT:
PRICING:
People cant cobble together the content they want for a lower price than a pay TV package
EXPERIENCE:
Today, traditional pay TV still wins for simplicity and reliability. Digital offers more power,
control and discoverability, but also more complexity
www.activate.com
67
X
C
CORD CUTTING
People are still spending most of their time with TV- and studioproduced content
Monthly Video Consumption, U.S., 2011-2015E, Hours
WEB VIDEO
180
STREAMING/DOWNLOADS
Studio-produced:
Scripted Series
Feature Films
120
PAY TV
Studio-produced:
Scripted Series
Feature Films
News Broadcasts
Live Sports
Reality Shows
60
2011
www.activate.com
2012
2013
2014
2015E
68
X
C
CORD CUTTING
2015E
2011
Total: 5h 54m
Total: 4h 56m
ON-DEMAND
OTT
LINEAR TV
35h
4h 17m
37m
21m
DVR /
TIME SHIFTED
ON-DEMAND
OTT
LINEAR TV
370%
more time
spent watching
on-demand
OTT
1h 39m
3h 48m
18m
DVR /
TIME SHIFTED
27m
www.activate.com
Sources: Nielsens 2015 Total Audience Report and 2011 Cross-Platform Report, WSJ, Financial Times, The Guardian, Automated
Insights, Activate analysis. Video on-demand includes multimedia devices, video watched on PC, video watched on mobile. Average
of all age brackets 2+.
69
X
C
CORD CUTTING
83%
60%
Computer
74%
(Desktop/Laptop)
56%
37%
Pay TV
(On-Demand)
37%
Streaming Device
Millennial
www.activate.com
Gen X
Boomer
Sources: Conviva, Deloitte, Activate analysis. Adds to more than 100% due to multiple preferred platforms. *Binge watching
defined as viewing three or more TV episodes in one sitting.
70
X
C
CORD CUTTING
TV VIEWING
33
MILLENNIALS
20+ hours
29
GEN X
28
MILLENNIALS
Millennials
Population Size:
71 million
www.activate.com
25
GEN X
Gen X
64 million
71
X
C
CORD CUTTING
SMARTPHONE/
TABLET
14
DESKTOP/
LAPTOP
26
7
14
79
TV
11
86
60
Millennial
www.activate.com
33
Gen X
Boomer
72
X
C
CORD CUTTING
Linear
Appointment
Viewing
LIVE
RECORDED
Social
Networking,
Additive to
Overall Video
SHORT FORM
Low Production Value
www.activate.com
On-demand
viewing
Creatordriven, Could
Disrupt
Quadrant
Above
73
X
C
CORD CUTTING
Fragmentation of rights
among local and
national networks
makes it challenging to
offer comprehensive
sports packages at
price points lower than
Pay TV
Sports networks are
also subsidized by the
bundle, which will limit
in-market OTT offerings
for the foreseeable
future
www.activate.com
National
Broadcast
Local Pay**
Pay Channels
Required
Live
OTT?
National Pay
0.95
0.05
Out of
market
3%
+ Finals
10%
+ Playoffs
0.87
Out of
market
.05%
+ Finals
5%
+ Playoffs
0.94
Out of
market
Stanley Cup
Only
7%
+ Playoffs
0.93
Out of
market
16%
+ Bowls
84%
+ Bowls/Playoff
2-7
N/A
74
X
C
CORD CUTTING
Current Season
OTT Availability
www.activate.com
Cable Programming
Sports
Not Available
Not Available**
75
X
C
CORD CUTTING
Definition of View
(In Seconds)
30
3
Q2 13
Q4 13
www.activate.com
Q2 14
Q4 14
Q2 15
Q4 15E
Q2 16E
Sources: Bloomberg, Company data, comScore, Forbes, SNL Kagan, Socialbakers, Tubular Labs, Activate analysis
76
X
C
CORD CUTTING
PewDiePie
Lele Pons
King Bach
KSI
Evan Tube HD
GENRE
Gaming
Comedy
Comedy
Gaming
Reviews
TOTAL VIEWS
(BILLIONS)
10 B
7B
3B
2.4 B
1.6 B
TOTAL FOLLOWERS
(MILLIONS)
40 M
9.5 M
14 M
11 M
2M
MCN
www.activate.com
Sources: YouTube, DigiDay, Variety, SocialBlade, Activate analysis. Views per video estimates based on content creators main
channel, while total view estimates include subsidiary channels
77
X
C
CORD CUTTING
Media Company
SCREEN
www.activate.com
78
X
C
CORD CUTTING
115
8300
108
7600
101
6900
94
6200
2010
www.activate.com
2011
2012
87
2013
2014
9000
2015E
Sources: PWC, Digital TV Research, U.S. Census Bureau, Activate analysis. Monthly Average HH Income represented with linear
best-fit line.
79
X
C
CORD CUTTING
20
Estimate
25
Pricing range
14.99
10.99
Estimate
10
12
Pricing range
5.99
Total
www.activate.com
62
69
Sources: CBS, CNBC, Federal Communications Commission, HBO, Hulu, Interviews, Netflix, Showtime, SNL Kagan, Activate analysis
80
X
C
CORD CUTTING
TRADITIONAL PAY TV
HIGH
PRICE
LOW
PRICE
www.activate.com
81
X
C
CORD CUTTING
85%
65%
38%
2012
www.activate.com
2016E
2020E
Sources: Business Insider Intelligence Unit, eMarketer, Leichtman Research Group, TDG, NPD, Activate analysis
82
X
C
CORD CUTTING
TVE Users
4:47
4:38
42
minutes
4:35
TV-Only Users
2011
www.activate.com
4:15
2012
2013
Sources: Adobe Digital Index, eMarketer, comScore, Nielsen, Viacom, Activate analysis
2014
2015E
83
www.activate.com
84
X
C
CORD CUTTING
www.activate.com
85
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
86
X
C
CABLE KILLER
Cable Killer
=
Equivalent or
better video
content
www.activate.com
Lower-cost
package to
undercut the
cable bundle
Better user
experience and
reliability
87
www.activate.com
88
X
C
CABLE KILLER
Programming
costs subject to
economies of scale
($40)
($38)
11
22
($47)
SUBSCRIBERS (Millions)
www.activate.com
89
X
C
CABLE KILLER
$50
$50
$50
$60
$90
UP TO
UP TO
UP TO
UP TO
UP TO
75 Mbps
15 Mbps
50 Mbps
6 Mbps
60 Mbps
45 Channels
24 Channels
70 Channels
130 Channels
125 Channels
+ HBO
www.activate.com
+ HBO
Sources: AT&T, Charter, Comcast, Time Warner Cable, Verizon, Activate analysis
90
X
C
CABLE KILLER
A new entrant could create a better user interface, but would most
likely need to increase the monthly cost for consumers similar to
the introduction of smart phones
iPhone
Motorola RAZR
(2007)
(2007)
UX Improvements
$50+
Touchscreen capability
App and multimedia integration
$90+
www.activate.com
DEVICE/DATA/VOICE/TEXT
PER MONTH
Sources: Apple, Engadget, FCC, Activate analysis. Hardware prices assume two-year Cingular contract. Service cost estimates
based on FCC averages of monthly costs for subscribed households.
91
www.activate.com
92
X
C
CABLE KILLER
www.activate.com
93
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
94
2.3
Multiplayer
online games:
600M+
2.2
1.8
Viewership:
450M+
Online Social
Games: 800M+
Internet
www.activate.com
Smartphone
Messaging
Video Gaming
Sources: eMarketer, GlobalWebIndex, ITO, Morgan Stanley, NewZoo, SuperData, Activate analysis
95
423
TV Subs
205
Filmed
Entertainment
85
Video
Gaming
74
Consumer
Books
66
Music
38
Apps
www.activate.com
23
Sources: IBISWorld, IFPI, McKinsey & Company, Morgan Stanley, NewZoo, PwC, SuperData Research, Activate analysis. Filmed
entertainment includes all ancillary revenue; apps comprise Apple and Google Play and include gaming apps
96
CONSOLE
37%
33%
HANDHELD
27%
3%
www.activate.com
Sources: NewZoo, PwC, SuperData Research, Activate analysis. Revenue includes consumer spend and advertising.
97
PC/Web
www.activate.com
Online Multiplayer
Mobile
Console
Handheld
Sources: Digitaltrends, Raptr, Valve, The Verge, VGChartz, Activate analysis. Based on registered/active users and unit sales as
applicable
98
All Games
Millennials demonstrate
a clear preference
towards MMO gaming
44%
24%
41%
35%
26%
19%
9%
2%
Millennials
www.activate.com
Gen X
Boomers
Seniors
99
12-15E CAGR
330
(Video Gaming Genre)
220
96%
134%
Global
viewership
reached 450M+
in 2015
179
100
47
45
Walkthroughs
20
2012
2013
www.activate.com
2014
2015E
100
SUBSCRIBERS
165 Million
VIDEO VIEWS
!
47 Billion
AVERAGE VIEW
PER VIDEO
1.3 Million
Top 5
Channels:
PewDiePie
www.activate.com
VanossGaming
elrubiusOMG
SkyDoesMinecraft
JuegaGerman
Sources: e-Sports Earnings, SNL Kagan, Socialblade, Twitch, Activate analysis. Top 15 user-generated content channels as of
October 1st 2015.
101
www.activate.com
102
18
126% CAGR
11
2
2012
www.activate.com
3
2013
2014
2015
103
$4 B
Average Revenue per Fan
$8 B
$5 B
$60
$11 B
2018
$1.2 B
$1 B+
2014
$0
www.activate.com
$85 M
0
70
Audience Size (M)
140
104
$2.2 B
$1.3 B
$0.4 B
NA
APAC
EUROPE
$0.1 B
LA
www.activate.com
Sources: Forbes, NewZoo, Nielsen Scarborough, PwC, SuperData Research, Activate analysis
105
MARKETING
PARTNERSHIPS
EVENTS &
LEAGUES,
PLATFORMS
GAMING
www.activate.com
Publishers/Developers
Sources: Adweek, Eurogamer, Digiday, Fortune, NewZoo, SuperData Research, VentureBeat, Activate analysis
106
Wagering defined
WAGERING
www.activate.com
107
Millennial
Preferences
ACCESSIBLE
EXPERIENTIAL
IMMEDIATE
PERSONALIZED
SOCIAL
www.activate.com
Description
Casino
Gambling
Low
Season
Fantasy
High
Daily
Fantasy
Sources: Adweek, Barkley, Boston Consulting Group, Elite Daily, Ipsos MediaCT, Lifecourse Associates, University of Nevada, New
Jersey Institute of Technology, Nielsen, Verizon, Activate analysis
108
n=1,243
$465
Millennials
63.9%
Age 36-40
15.3%
Age 41-50
15%
Age 51+
12-15 CAGR
5.5%
$80
15
Daily
Fantasy
272%
46
Materials
45%
162
Season-long
Fantasy
39%
60
2012
www.activate.com
257
2015E
Sources: Eilers Research, Fantasy Sports Trade Association, IBISWorld, Sports Business Journal, Activate analysis
109
Today, players pay to participate and fund prize pools for eSports
tournaments, but can only win virtual goods/currency themselves
BE REWARDED
EXAMPLE: The
www.activate.com
WAGERING
ALTERNATIVE
Immortal Chest
Use real money
for increased
transparency and
engagement
Allows players to
pick and purchase
items of
preference
110
Millennials
Age 36-40
35%
Age 41-50
59%
of Millennial Gamers would be
more interested in earning realmoney rewards than current ingame rewards
19%
n=284
Age 51+
2%
www.activate.com
Sources: SNL Kagan, Activate 2015 survey of adults 18+, Activate analysis
111
PARTICIPATE
REGISTER
GAMING PLATFORM
PLAY TO WIN
CLAIM REWARDS
Platform automatically
verifies results
Automatic verification
of information
Platform updates profile
based on player statistics
www.activate.com
112
Top multiplayer online games with mass audiences will likely be the
first to feature wagering
Examples of Popular MMO Games by Type
Massively Multiplayer Online Games
Battle Arena
Role-Playing Game
(MOBA)
(MMOFPS)
(MMORPG)
www.activate.com
Strategy Games
113
Audience Platforms
Betting Technology
Gamers
Distribution
Console
App Stores
Publishers
Developers
Digital Download
Analytics
Physical Retailers
Wagering
www.activate.com
Social
Frameworks
Indie
114
Strategic Partnerships
TALENT
WEB TV
&
EVENTS, LEAGUES, PLATFORMS
&
TRADITIONAL MEDIA
&
WAGERING
&
WAGERING (INCL. BETTING TECH)
ANALYTICS
&
&
www.activate.com
Sources: ABC News, Azubu, CBC News, The Daily Dot, Dotabuff, Engadget, Fortune, Huffington Post, Mashable, Company Press
Releases, Activate analysis
115
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
116
www.activate.com
117
The top 10 games take 25% of the $23 Billion in global app revenue
Google Play & iTunes App Store Revenues, Global, 2014
Total: $23B
$15B
26%
NON-GAMES
74%
GAMES
$8B
10%
90%
www.activate.com
Sources: Apple, App Annie (Distimo), IDC, Digi-Capital, Think Gaming, SuperData Research, Activate analysis
118
Total: $15B
TOP 20 DEVELOPERS
TOP 20 DEVELOPERS
$5B
$3B
$265M per
developer
$7B
<$8K per
developer
64%
$358M per
developer
OTHER 380,000+ DEVELOPERS
$8B
<$28K per
developer
48%
www.activate.com
Sources: App Annie, appFigures, Apple, Google, PocketGamer.Biz, Think Gaming, Activate analysis
119
26.5
26.8
26.7
2012
2013
2014
8.6
8.8
8.8
2012
2013
2014
www.activate.com
120
THOUSANDS
1,592
2x
~2x
1,129
$1.05
$0.81
764
March 13
www.activate.com
$1.53
March 14
March 15
March 13
March 14
Sources: iTunes App Store as retrieved from PocketGamer.biz, eMarketer, Fiksu, Activate analysis
March 15
121
Freemium has become the prevalent business model for top grossing
app categories, with subscription dominating except for games
Freemium Apps as % of Top 10 Grossing Apps at iTunes App Store, Global
100%
100%
90%
90%
% FREEMIUM
90%
30%
SUBSCRIPTION
70%
70%
100%
90%
40%
60%
30%
30%
10%
2013
2015
GAMES
www.activate.com
2013
20%
2015
EDUCATION
TRANSACTIONAL
2013
2015
ENTERTAINMENT
122
App Name
Growth
Business Model
Generates App Store Revenue?
YES
125.7
0.09
YouTube
98.9
0.18
Facebook Messenger
95.7
1.44
Google Search
81.1
0.16
77.4
0.07
Google Maps
76.5
0.19
Pandora Radio
74.2
0.08
Gmail
67.9
0.13
63.1
0.35
10
Apple Music*
49.7
0.22
11
Apple Maps
49.3
0.17
12
Yahoo Stocks
46.4
0.1
13
Amazon Mobile
43.7
0.65
14
41.3
0.19
15
40.8
0.66
16
35.8
0.17
17
Snapchat
34.1
0.29
18
Google+
33.1
0.15
19
Netflix
32.8
0.18
20
32
N/A
www.activate.com
NO
123
www.activate.com
124
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
125
$1,570
$1,492
$1,443
$1,007
$726
$661
$149
ARPU YoY
Growth 13-14
4.4%
11.3%
www.activate.com
2.5%
4.5%
-7.9%
-2.5%
1.2%
$119
12.3%
$95
4.1%
$54
$29
$17
$13
$12
11.2%
51.9%
54.7%
8.3%
26%
Sources: Company financials, comScore, eMarketer, and Activate analysis. ARPU based on consolidated US revenues except:
Comcast ARPU is based on Residential & Business Services and advertising within the Cable Communications division. Verizon
Wired based of Consumer ARPU, and Wireless based off retail post-paid ARPU. TWC includes Subscription Revenue for Residential
& Businesses services along with advertising, AT&T Wireless based on post-paid services. Netflix is streaming revenues only.
126
Globally, wide range of growth and average revenue per user across
consumer tech and media companies
Annual ARPU: Global, 2014
$594
$276
$97
ARPU YoY
Growth 13-14
-0.4%
www.activate.com
-0.8%
-7.1%
$62
-9.7%
$38
FLAT
$28
14.0%
$16
$10
$6
28.8%
36.0%
62.6%
Sources: Company financials, comScore, and eMarketer, Activate analysis. ARPU based on consolidated global revenues except:
Apple ARPU is for equipment sales (excludes accessories and apps), Amazon excludes services.
127
THE AVERAGE AMERICAN SPENDS MORE TIME ON TECH & MEDIA THAN WORK OR SLEEP
MESSAGING WILL BLOW PAST SOCIAL NETWORKS AS THE DOMINANT MEDIA ACTIVITY
THE NEXT BIG WINNERS IN STREAMING AUDIO ARE ALREADY (QUIETLY) HERE
THE LONG-AWAITED CORD CUTTING MOMENT IS STILL FAR OFF
THERE IS A CABLE KILLER COMING, BUT IT WONT LOOK LIKE YOU EXPECT
E-SPORTS & WAGERING WILL CHANGE THE GAME IN GAMING
GOOD LUCK GETTING RICH IN THE APP STORE!
THESE COMPANIES ARE GRABBING ALL THE MONEY IN CONSUMER TECH & MEDIA
ONE SIMPLE WAY TO PREDICT WHAT TECH & MEDIA PLAYERS WILL DO NEXT TO COMPETE
www.activate.com
128
UNIFIED STACK
The Tech & Media world is evolving into an increasingly unified stack
VIDEO
ORIGINAL CONTENT
GAMES
AUDIO
EDITORIAL
CONTENT DISTRIBUTION
AD TECH
MESSAGING
CONTENT TECH
SERVICES
PRODUCTS
CHANNELS
DELIVERY / ON-DEMAND
CONNECTIVITY
www.activate.com
129
UNIFIED STACK
Not surprisingly, all of the major players are trying to solve many of
the same problems and attempting to play in multiple layers
U.S. BASED
VIDEO
GAMES
AUDIO
EDITORIAL
CONTENT DISTRIBUTION
AD TECH
MESSAGING
ASIA
CHINA
CONTENT TECH
PAYMENTS AND WAGERING
ENTERPRISE & STORAGE
OS & APP STORE
SEARCH & INTELLIGENT
AGENTS
INTERNET OF THINGS
MOBILE & DEVICES
GAMING & STREAMING
COMMERCE / MARKETPLACE
DELIVERY / ON-DEMAND
CONNECTIVITY
www.activate.com
130
www.activate.com
131
UNIFIED STACK
Limited
Limited
INTERNET OF THINGS
MOBILE & DEVICES
Limited
www.activate.com
132
www.activate.com
133
UNIFIED STACK
134
THANK YOU
www.activate.com
135
CREATED BY
Michael J. Wolf
Michele Anderson
Anil Dash
Michelle Forrest
Seref Turkmenoglu
Sri Narasimhan
Anthony Aguila
Ellis Bowen
Stephanie Newman
Elana Wenger
Sam Adams
Christopher Meyer
NEW YORK
156 Fifth Avenue, Penthouse
New York, NY 10010
212 316 4444
SAN FRANCISCO
2 Bryant Street, Suite 100
San Francisco, CA 94105
415 385 3725
www.activate.com
We are the leading strategy and technology consulting
firm for technology, media, entertainment and
information businesses.
Activate works with CEOS, senior management teams
and principal investors to drive growth and position
companies to win in the dynamic media-tech ecosystem.
We help optimize businesses and capture the
opportunities arising from the innovation and invention
reshaping these industries.
136