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Riding the Digital Wave ,[object Object],[object Object],[object Object]
 
Digital Media: Introduction In the wake of a digital-driven “media meltdown,” media and entertainment companies are slowly taking advantage of continuing innovation in the digital landscape ,[object Object],[object Object],[object Object],[object Object],[object Object],Accenture Survey, 2011: More than 48% of surveyed media and entertainment executives assess the digital landscape as an opportunity (as opposed to a challenge) Source: Accenture: Reshaping The Business for Sustainable Digital Growth, 2011
Digital Media: Growth and Market Opportunity MONETIZATION Providers of web, EST, and OTT content are successfully monetizing this growing online viewer base The OTT market will grow into a $16B+ industry by 2016 Total OTT market size ($B) Source: IMS Research, “Over the Top Video – Service Delivery and Business Models” 43% CAGR Online advertising spending is expected to grow significantly, thereby supporting free-to-view (e.g. YouTube) models Total Online Advertising spend worldwide ($B) Note: includes banner ads, search, rich media, video, classifieds, sponsorships, lead generation, and email; excludes mobile ad spending Source: eMarketer, June 2010 10% CAGR Electronic Sell-Through spend is likewise expected to grow, driven by adoption of Ultraviolet and digital locker platforms Total Electronic Sell-through (EST) spend ($M) Ultraviolet is the digital locker initiative supported by Lionsgate, Paramount, Fox, Warner, Sony, and Universal, as well as Netflix, Comcast, Best Buy, Roxio, and many CE companies “ Buy once, play anywhere”: UV allows user to upload digital copies of content from disc or EST into a locker to view from nearly any device Source: Adams 21% CAGR
*Total screens available to US consumers (M) 46M 60M 79M 90M 169M 281M 330M 811M 1.9B Massive Growth in OTT Distribution to connected devices, including tablets and smartphones More Screens = More Content The typical home of 2.6 people has an average of 24 gadgets, including at least one smartphone.   There are now more wireless devices in the US then there are people: 327.6M
TV is WHAT You ’ re Watching Not HOW you ’ re watching
Growth around Apps and Social Games New content model for consumers ($38B by 2015)
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U.S. Smartphone Users Now Spend More Time with Mobile Apps than they do Using the Desktop and Mobile Web
“ Every 12 to 18 months, the Amount of Information Being Shared by People on the Web will Double.” ZUCKERBERG’S  LAW
 
Facebook PLATFORM POWER   CITYVILLE REACHED 100,000,000 NEW USERS IN JUST 30 DAYS
The New Online Currencies As of July 1, 2011 – USING FACEBOOK CREDITS WILL BE “MANDATORY” FOR  INJECTING REAL MONEY INTO GAMES
WHO SHOULD YOU TRUST?
Brand to Consumer is the Wave of the Future ,[object Object],[object Object],[object Object],[object Object]
How does Lionsgate leverage this opportunity? ,[object Object],[object Object],[object Object],[object Object]
Brand to Consumer Offerings Digital Media Content and Distribution Original & derivative Web series, Branded Channels, Micro-nets and specials Facebook  Social Games  and Apps/Games Transactional EST and VOD via  B to C
What is currently happening at Lionsgate? ,[object Object],[object Object],[object Object],[object Object]
STREAMING MOVIES ON FACEBOOK THE WISDOM OF “ FRIENDS ” HAS TURNED OUT TO BE FAR MORE VALUABLE THAN THE WISDOM OF CROWDS
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LOW BARRIERS TO ENTRY ,[object Object],INFRASTRUCTURE INVESTMENTS  IRRELEVANT IMMEDIATE AND UNRESTRICTED ACCESS TO TECHNOLOGY NEW USAGE, PRICING AND PAYMENT METHODOLOGIES
COMPETITIVE BUSINESSES OF TOMORROW ,[object Object],[object Object],Distinctive Technologies Network Effects Scalability 24/7 Infrastructure – Big Horsepower Costs Personnel – Lots (Maybe Cheap) Marketing – Wannamaker or Worse Rent—Cloud—or—Free   Ride Customers/Users/Contributors =   Labor Self-Organized, Identified, Permissive Browser-Based Friction-Free Portable YESTERDAY TOMORROW
Games Rewards Commerce International Entertainment On-Demand Theatrical LIVE Music Sports Advertising Brands Social/Mobile Online/Casual Hard-core TV LIVE Cloud-Based Mobile & Wireless Online, TV Electronic Coupons Check-in Social  Networking Text Alerts Geo-Location Promotions Affinity Cards Discounts Mileage Plus (DISTRIBUTION) Over-the-Top National  Retailers PC &  iPad Services BD Live Disc Social  Networks Cable & Telco  Operators Gaming  Consoles Consumer  Electronic  Manufacturers DBS Web Online Product Placement Direct Response Data Analytics The Integrated  Digital  Franchise 7 Principles Mobile Social Influence Sharing  Reward Curation Entertainment BRAND X
Long-term INNOVATION: The Five-Year Plan The Next Five Years: Transition from Adaptation to Innovation The short-term tactical plan is Lionsgate’s adaptation to the digital media landscape… ..but does a long-term opportunity exist for Lionsgate to be a true innovator in this space? Short-term ADAPTATION: The One-Year Plan Innovation engine (Digital incubator / Lionsgate Labs / or venture fund) + New digital operating model and strategy + +Partnerships with Silicon Valley companies + Appropriate resource investments Individual initiatives driven out of Digital Media group based on market needs and opportunities Launch of LG-branded micronetworks New social games roll-out New partnerships and games with mobile app developers Facebook monetization Lionsgate-branded social experience platforms Gamification of existing content (e.g. interactive Mad Men on iPad) Fully interactive storytelling (e.g. using Microsoft Kinect) Innovative advertising delivery models Sample initiatives Sample initiatives
Thank You! Open Q and A

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Riding the Digital Wave with Social Games and Apps

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  • 4. Digital Media: Growth and Market Opportunity MONETIZATION Providers of web, EST, and OTT content are successfully monetizing this growing online viewer base The OTT market will grow into a $16B+ industry by 2016 Total OTT market size ($B) Source: IMS Research, “Over the Top Video – Service Delivery and Business Models” 43% CAGR Online advertising spending is expected to grow significantly, thereby supporting free-to-view (e.g. YouTube) models Total Online Advertising spend worldwide ($B) Note: includes banner ads, search, rich media, video, classifieds, sponsorships, lead generation, and email; excludes mobile ad spending Source: eMarketer, June 2010 10% CAGR Electronic Sell-Through spend is likewise expected to grow, driven by adoption of Ultraviolet and digital locker platforms Total Electronic Sell-through (EST) spend ($M) Ultraviolet is the digital locker initiative supported by Lionsgate, Paramount, Fox, Warner, Sony, and Universal, as well as Netflix, Comcast, Best Buy, Roxio, and many CE companies “ Buy once, play anywhere”: UV allows user to upload digital copies of content from disc or EST into a locker to view from nearly any device Source: Adams 21% CAGR
  • 5. *Total screens available to US consumers (M) 46M 60M 79M 90M 169M 281M 330M 811M 1.9B Massive Growth in OTT Distribution to connected devices, including tablets and smartphones More Screens = More Content The typical home of 2.6 people has an average of 24 gadgets, including at least one smartphone. There are now more wireless devices in the US then there are people: 327.6M
  • 6. TV is WHAT You ’ re Watching Not HOW you ’ re watching
  • 7. Growth around Apps and Social Games New content model for consumers ($38B by 2015)
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  • 9. U.S. Smartphone Users Now Spend More Time with Mobile Apps than they do Using the Desktop and Mobile Web
  • 10. “ Every 12 to 18 months, the Amount of Information Being Shared by People on the Web will Double.” ZUCKERBERG’S LAW
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  • 12. Facebook PLATFORM POWER CITYVILLE REACHED 100,000,000 NEW USERS IN JUST 30 DAYS
  • 13. The New Online Currencies As of July 1, 2011 – USING FACEBOOK CREDITS WILL BE “MANDATORY” FOR INJECTING REAL MONEY INTO GAMES
  • 14. WHO SHOULD YOU TRUST?
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  • 17. Brand to Consumer Offerings Digital Media Content and Distribution Original & derivative Web series, Branded Channels, Micro-nets and specials Facebook Social Games and Apps/Games Transactional EST and VOD via B to C
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  • 19. STREAMING MOVIES ON FACEBOOK THE WISDOM OF “ FRIENDS ” HAS TURNED OUT TO BE FAR MORE VALUABLE THAN THE WISDOM OF CROWDS
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  • 23. Games Rewards Commerce International Entertainment On-Demand Theatrical LIVE Music Sports Advertising Brands Social/Mobile Online/Casual Hard-core TV LIVE Cloud-Based Mobile & Wireless Online, TV Electronic Coupons Check-in Social Networking Text Alerts Geo-Location Promotions Affinity Cards Discounts Mileage Plus (DISTRIBUTION) Over-the-Top National Retailers PC & iPad Services BD Live Disc Social Networks Cable & Telco Operators Gaming Consoles Consumer Electronic Manufacturers DBS Web Online Product Placement Direct Response Data Analytics The Integrated Digital Franchise 7 Principles Mobile Social Influence Sharing Reward Curation Entertainment BRAND X
  • 24. Long-term INNOVATION: The Five-Year Plan The Next Five Years: Transition from Adaptation to Innovation The short-term tactical plan is Lionsgate’s adaptation to the digital media landscape… ..but does a long-term opportunity exist for Lionsgate to be a true innovator in this space? Short-term ADAPTATION: The One-Year Plan Innovation engine (Digital incubator / Lionsgate Labs / or venture fund) + New digital operating model and strategy + +Partnerships with Silicon Valley companies + Appropriate resource investments Individual initiatives driven out of Digital Media group based on market needs and opportunities Launch of LG-branded micronetworks New social games roll-out New partnerships and games with mobile app developers Facebook monetization Lionsgate-branded social experience platforms Gamification of existing content (e.g. interactive Mad Men on iPad) Fully interactive storytelling (e.g. using Microsoft Kinect) Innovative advertising delivery models Sample initiatives Sample initiatives
  • 25. Thank You! Open Q and A