The Media And Entertainment
Upcoming SlideShare
Loading in...5
×

Like this? Share it with your network

Share
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
1,171
On Slideshare
1,169
From Embeds
2
Number of Embeds
1

Actions

Shares
Downloads
55
Comments
0
Likes
0

Embeds 2

http://www.slideshare.net 2

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. The Media and Entertainment Hiroko Makita DreamWorld,Inc
  • 2. Objectives
    • To have a basic knowledge of relations between Media and Entertainment
    • To have a knowledge of media contents business trend
    • To have ideas about new online business
  • 3. Table of Contents
    • Objects of this module
    • Trend of Media contents
    • Online Music Store
      • iTunes music store
    • Online video Clips
      • You Yube
      • Nico Nico Douga
    • Others
      • Digital Manga/Animation
      • Online Games
      • Digital Cinema
      • Online Magazine
    • Summary
    • Reference
  • 4. 1.Objects of this module Sources: “Media white paper 2007” by Dentsu institute Arcade game Mobile Games Online Game Games, PC Games Games E-books, Web sites, EC sites, Database Services, E-books, Web sites, EC sites, Books, Magazine, Newspaper, Data, E-dictionary Books ・ Newspaper 、 Text Medium wave, Short wave Programs, FM Karaoke Concert Online Music Store (Ring tone 、 Song Ring tone, etc ) Online Music Store, MIDI/DTM, Online data store CD, DVD Music Terrestrial TV BS CS CATV Movie (Theater) Movie (else) Online Video Clips Online Video Clips DVD, Video Cassette Video BroadCast Survices Mobile Phone Internet Packages Media/ Contents
  • 5. 2. Trend of media contents in Japan Sources: “Media white paper 2007” by Dentsu institute
  • 6. 3.Online Music Store
    • An Online Music Store is an online business which sells audio files, usually music, on per-song and/or subscription basis.
    • There are Streaming media and SNS (Social network service).
      • Streaming media is multimedia that is constantly received by, and normally presented to, an end-user while it is being delivered by a streaming provider.
      • SNS focuses on building online communities of people who share interests and activities, or who are interested in exploring the interests and activities of others. 「 Last.fm 」 (provided by U.S broadcast CBS) is one of the example of music SNS, that allows to listen free streaming music for users recommended by users’ history of listening music and find friends who are interested in music. In Japan, 「 mixi radio 」 is famous.
  • 7. 3.Online Music Store
    • This business is growing faster. In Japan, 535 billion yen in 2006 (156% up from last year). In the world, 20 billion dollars(2400 billion yen) in 2006 (200% up from 2005)
    • In U.S, Online Music Store for PC is shared 68% in this business. Cf: EMI , AmazonMP3
    • In Japan, Online Music Store for Mobile is shared over 90%. The song ring tone (provide only a part of a song) or the full song ring tone (provide a full song) is now 2.7times of last year instead of ring tone.
  • 8.
    • Factors of growing are..
      • Recognition of illegal shared files and their risks
      • Spread of mobile music player, such as iPod
      • The success of 「 iTunes Music Store 」
    • History
    • Examples of this business
      • Creating music on the internet
      • 「 Radio head 」 (musician in U.K.) didn’t make a contract with specific company and sell their music on the internet, that allows users to decide its price in 2007.
    3.Online Music Store 1999.12 Bitmusic By SonyMusicEntertainment,Inc Stored 44 music 350 yen per music 2003 iTMS By Apple,Inc Stored over 100 million music 150 yen per music 2004.4 Mora By Label Gate. Co.Ltd Stored 2.5 million music 200 yen per music 2006.10 Napster By Napster&Towerrecord,Inc Monthly pay
  • 9. 3.1 iTune Music Store (iTMS)
    • The iTunes Store is a software-based online digital media store operated by Apple Inc. Opening as the iTunes Music Store in 2003.
    • It has 100million songs and 150 yen per song.
    • It recorded 100 million songs downloaded after 4 days opening.
      • http:// jp.youtube.com/watch?v =fPNQGmCMv1E
    • It was new business model, Spreading with [iPOD 」 (Mobile digital player, opening on November 2001), [iPOD mini 」 (small version) 「 iPOD Shuffle 」 (silicon memory), 「 iPOD   nano 」
    • http:// www.apple.com/itunes /
  • 10. 4.Online Video Clips
    • Video clips are short clips of video, usually part of a longer piece. Video clips in digital format are often found on the internet where the massive influx of new video clips. One of the CGM ( Consumer Generated Media) Services.
    • In the past, they are provided by TV company or movie company, but since 「 You Tube 」 was created in 2005, video clips are created and uploaded by individual users.
    • It allows users to link to their blogs and SNS. Advantage is high flexibility. Disadvantage is illegal contents.
  • 11. 4.1 You Tube
    • 「 You Tube 」 is a video sharing website where users can upload, view and share video clips.
    • It was created in February 2005 by three former PayPal employees.
    • In October 2006, Google Inc announced that it had reached a deal to acquire the company for US$1.65 billion in Google stock. The deal closed on November13,2006.
      • http:// jp.youtube.com /
  • 12. 4.2  Nico Nico Douga (Smiley videos)
    • Nico Nico Douga (Smiley videos) is a popular video sharing website in Japan managed by Niwango.
    • Users can upload, view and share video clips. Unlike other video sharing sites, however, comments are over laid directly onto the video, synced to a specify playback time. This allows comments to respond directly to events occurring in the video, in sync with the viewer – creating a sense of a shared watching experience.
    • It has a copyright infringement problem.
      • http:// www.nicovideo.jp /
  • 13. 5.Others
    • Digital   Manga/Animation
      • Digital Manga/Animation are uploading and selling Manga/Animation online. 3DCG animation and Flash animation is more popular than before.
      • It grows over 100 billion yen and is shared 60% in digital books industry. The digital manga for mobile is 82 billion yen in 106 billion yen in digital manga industry.
      • In the past, they remade popular manga into digital manga and sold them on demand, however, original digital manga are created by amateur creator these days.
      • There are Online digital Manga store for mobile, such as 「 comic i 」 and 「 comic seemore 」 (NTTsolmare,co ) in Japan.
  • 14. 5.Others
    • Online Games
      • Sales of Online Games Industry was 737 billion yen in 2006. It grew 123.7% up from last year.
      • There are two types of services. One is a service that offers pay games or pay monthly fee. Another one is a service that offers events that users enjoy playing games.
      • Most of user plays online games in PC and prefer to play free online games.
  • 15. 5.Others
    • Digital Cinema
      • Digital cinema refers to the uses of digital technology to distribute and project motion pictures. The final movie can be distributed via hard drives, DVDs or satellite and projected using a digital projector instead of a conventional film projector. It makes it possible to provide not only movies but also concert, sports events, and stages. Cf ; Cinema Kabuki
      • The high costs to use the system for digital cinema is a big problem.
      • In U.S. They use Virtual Print Free model to reduce the cost. Digital cinema product company rental the facility for digital cinema and Hollywood major studio, a company which provide movies, pay the fee
  • 16. 5.Others
    • Online Magazine
      • A online magazine is a magazine that is delivered in an electronic form. An online magazine may be online-only, or may be the online version of an otherwise print-published magazine.
      • Advantage is a small risk of holding stocks. Small amount of cost to create. The problems are big amount of data and whether people who think they all are free on the internet allow to buy.
      • Sales of E-books in 2006 are 70 billion yen for PC/PDA and 112 billion yen for Mobile. For Mobile gets bigger than for PC/PDA.
  • 17. 6. Summary
    • Online business is still growing and many chances are there. In Japan, online business for mobile phone is bigger than for PC.
    • On the other hand, the copyright problem is always in this business.
    • The point is solving the copyright problem and thinking how to make money with hard products.
  • 18. 7.References
    • Entertainment white paper 2007, pia research institute
    • Media white paper 2007,dentsu institute
    • Contents business Industry, Human Media,Inc
    • Wikipedia http:// en.wikipedia.org/wiki/Main_Page