Is common to all cultures and languages. · Countries with large population affect Over 50% of the...

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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