Covering Entertainment in the Digital Age June 5, 2005 Johanna Blakley, Ph.D. Assistant Director USC Annenberg Norman Lear Center.

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Transcript Covering Entertainment in the Digital Age June 5, 2005 Johanna Blakley, Ph.D. Assistant Director USC Annenberg Norman Lear Center.

Covering Entertainment in the Digital Age

June 5, 2005 Johanna Blakley, Ph.D.

Assistant Director USC Annenberg Norman Lear Center

The Norman Lear Center

 Exploring the convergence of entertainment, commerce & society

www.learcenter.org

The Norman Lear Center

 Creativity, Commerce & Culture

The Norman Lear Center

 Lear Center Local News Archive

www.localnewsarchive.org

The Norman Lear Center

 Celebrity, Politics & Public Life

The Norman Lear Center

 Reliable Resources for Broadcast Political Coverage

Entertainment Trends

What’s coming down the pike?

Digital Music

Expect 20 million satellite radio subscriptions by 2010 (7.1 million now)

Expect 34 million MP3 players and iPods by 2010 (10.9 million now)

Podcasting: Hype factor’s high

Digital Music: Radio

High Definition Radio: TiVo for radio

Targeted ads: online radio steadily increases, with 18 million listeners in 2004 and 35.6 projected for 2010

Peer to Peer

BitTorrent

How do P2P networks really work?

Peerflix: DVD swapping service thru mail

Television

Reports of its death have been premature.

Americans consumption increased last year to 4 hours 28 minutes – 86 minutes above the world average

But Americans came in second . . .

Television Who watches the most TV?

1. Japanese

2. Americans

3. Argentineans

4. Greeks

Mobile Technology

Mobile TV = radio with pictures

Lots of experimentation to come

Reverse Flows: US developers look overseas for new ideas

Gaming

9.9 billion in sales last year, exceeding film. But is it really bigger than Hollywood?

Online Gaming

More hype than real success in this domain

Pay-to-play, free-to-play (with in-game sales), and in-game ads and sponsor-ship will help online achieve its potential

Kids & Online Gaming

Disposable time – they’ve got it!

In 2003, 31% of U.S. children age 3 and under were computer users

Disney’s Toontown Online

Educational possibilities of MMORPGs

Full Body Gaming

Making mediated entertainment more physical

Sony’s EyeToy

Breakout for Two

Touch TV

Game or Reality?

The blurred line that remains interesting

The Mafia & MMOGs: Lots of opportunities for investigative reporting

Global Hotspots South Korea

 Stunning broadband penetration rates  Lineage: most popular MMOG in the world  $ = Time

Global Hotspots China

Piracy problem helps online gaming business

50% of online game playing is in Internet cafes

Global Hotspots Las Vegas

2004 was it’s best year ever, with 38 million visitors

Gambling accounts for 40% of what’s spent

Live Events

 

150 million attended carnivals and fairs in the US and Canada in 2003 30 million Americans went to a concert last year Since 1995

Baseball attendance: up 47%

Playing golf: up 64%

Moviegoing: up 37%

Localization

Upfront costs are worth it

Cultural discount: U.S. fictional TV exports do not dominate as they once did

What’s the most popular reality show around the world?

Localization

NBC’s “The Apprentice” – which is carefully localized for each market

Advertising

Increasingly targeted advertising opens up new frontiers for entertainment content development

 

In-game advertising creates verisimilitude Ads will become more and more entertaining

Portable People Meter

$60 billion TV ad market will be transformed

PPM counts media in bars, airports, health clubs, hotel rooms, hospitals, vacation homes, offices

RFID: Radio Frequency Identification, registers reader’s interactions with magazines and newspapers.

The Future of Ratings

Expanding the sample: are 8,000 households enough for 100s of channels?

The holy grail: Project Apollo and single source measurement

Intellectual Property

Troubles will continue if we treat digital assets the same way we treat material objects

Infinitely expanding copyright term lengths

The Big Picture Media Consolidation

The big guys are getting better at locating and creating synergies

The Big Picture: Convergence

    

It’s hard to see the big picture when we compartmentalize different types of media and entertainment Music for Games: Video games are the new radio Music for Game Platforms: Universal Media Disc Books meet Games: “Act of War” Games to Movies / Movies to Games : George Romero

TV to Games

The Big Picture

Companies will continue to try out new combinations of content online, trying to locate the balance between active & passive entertainment

Web Channels: MTV Overdrive

The Big Picture

Comparative analyses are revealing

Blockbusters aren’t just movies anymore: Celine Dion’s “A New Day”

What hasn’t happened, but should

More sophisticated efforts to figure out what people really like.

What’s Next?

[email protected]

www.learcenter.org