TOC Bologna 2012: Gallimard Jeunesse, an Innovative Digital Strategy in Non-Fiction Content (Terrence Mosca)

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Taking content digital is becoming a necessity for publishers looking to keep up with their current customers’ demand for e-titles.
But, there is much more to the story. In this session, Terence Mosca will detail editorial and sales strategies for Gallimard Jeunesse, a French publisher that has found success taking its international print reach to an ever expanding global digital audience.
Terence will detail Gallimard Jeunesse innovative positioning on digital, being one of the leader in non-fiction, with the digital development of its collection My first discovery, and the coming release of The Louvre for kids.
Speakers: Terrence Mosca

Published in: Business, Education
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  • TOC Bologna 2012: Gallimard Jeunesse, an Innovative Digital Strategy in Non-Fiction Content (Terrence Mosca)

    1. 1. Gallimard Jeunesse digital strategy in non- fiction
    2. 2. Gallimard Jeunesse 40 years in Children’s Book # 1 in France. Publisher of Roald Dahl, Harry Potter, Little Prince, Little Nick, Penelope, Rita & Whatsit,…. A strong international presence A large experience in digital development From the Cd-roms to the apps
    3. 3. A french publisher towards digital Epub or Apps Interactivity Edutainment Collections
    4. 4. A french publisher towards digital Apps = Looking for international developments French is 5% of the global market Gallimard Jeunesse strategy Fiction Non-fiction Art collection
    5. 5. The non-fiction strategy A recognized know-how in kids edutainment Realistic iconography Storytelling Teachers support Strong brands and large existing contents First Discoveries More than 55M books sold worldwide 120 titles since 1989 International network of partners Books have been released in 29 languages accross 32 territories
    6. 6. 2 collectionsFirst DiscoveriesArt Collection
    7. 7. Editorial The team Editorial + Development The editorial guidelines Interactive mechanism reproducing real life As many interaction as possible Gaming a reason to learn Key facts and storytelling Latest technologies Multi-platform The process From released books to apps Joint development (books and apps) Direct app development
    8. 8. Marketing and sales ••Quality ••Application in line with the device ••Brand audience (education and Apple ) ••Range ••Using the latest device innovation ••Recognized developers ••An inter-personal relationship Title Distributor relationship ••Trailer/demo ••Variable prices ••Specialized website/blogs Monetization ••In-app purchase Marketing medias : Twitter, Facebook, ••Social ••Micro-paiements Youtube ••Virality within the app ••Tools provided to the distributor
    9. 9. Thank you

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