Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Mobile Entertainment Forum Intro - Social Media World Forum Workshop 2010

1,415 views

Published on

This is the framework overview for the session I chaired at the Social Media World Forum in Singapore (Sept 22/23 2010). Social Media is an interesting and challenging proposition for the formal Mobile Entertainment Industry players and it was good to explore both the "expert's" and audiences views...

Published in: Entertainment & Humor
  • Be the first to comment

  • Be the first to like this

Mobile Entertainment Forum Intro - Social Media World Forum Workshop 2010

  1. 1. It’s All Free!<br />Welcome!<br />Mobile Social Media Workshop@ColinMiles(i-POP Networks Pte Ltd)<br />Social Media World Forum, Singapore: Sept 22nd 2010<br />
  2. 2. 1<br />MEF Core Value Proposition<br />Initiatives<br />Change the industry<br />Anticipate, defines & addresses issues & opportunities by identifying sustainable business models & promoting best practice<br />The Mobile Entertainment Forum (MEF) –isthe global trade body of the mobile media and entertainment industry.<br />Policy<br />Protects the business<br />Insights<br />Provide competitive advantage<br />Engage stakeholders, to shape regulation & raise awareness of its effective implementation to protect revenues<br />Facilitate the exchange of unique insights & expertise to create competitive advantage through development, knowledge sharing<br />1<br />
  3. 3. 2<br />Mobile entertainment industry figures<br /><ul><li>The mobile entertainment industry is worth $36bn entertainment market in 2010 (source: Analyst reports and MEF members). This growth is being driven by a ‘tipping point’ mass of 3G handset and network penetration creating availability, accessibility, appeal and affordability of digital mobile content such as video
  4. 4. Growth drivers:
  5. 5. iPhone effect: Proliferation of applications provides consumer with greater accessibility
  6. 6. Touch screen devices: Offering an engaging user experience
  7. 7. Social Networking
  8. 8. Micro-payments
  9. 9. Consumer pricing transparency & understanding
  10. 10. Uptake in emerging economies</li></li></ul><li>Social Media as Mobile Entertainment?<br />The top 5 content areas sited for growth in 2010<br />1. Games<br />2. Social Networking<br />3. Infotainment<br />4. Music<br />5. Video<br />Forecast revenues from direct consumer purchase have risen significantly since the start of 2009 from 46% to a projected 73% for Q1 2010<br />Revenue share projections for Applications have grown quarter on quarter since Q2 2009 from 14% to 21% - this Apps revenue is expected to be additional for the industry<br />
  11. 11. MEF Social Networking Initiative<br />The Mobile Entertainment Forum (MEF) announced the next stage of its mobile social networking initiative...focusing on revenue generation, business models and consumer protection <br />According to MEF’s recent membership survey, the global phenomenon of social networking tops the industry’s agenda with nearly 60% of MEF members identifying it in a recent member survey as a top priority. <br />MEF’s goal is to ensure that the mobile entertainment industry understands how to offer mobile social networks that provide a good user experience and ensure revenue generation within a safe environment for consumers.” <br />The importance of mobile social networks is reflected in a special recognition award which went to the founders of UPOC for the creation of the first mobile community and latest Meffy’s winner: Flirtomatic<br />
  12. 12. Social Networking Sites Membership?<br />http://www.thewrap.com/media/column-post/people-spend-more-12-day-consuming-media-study-finds-21005<br />
  13. 13. Half of your day is devoted to consuming Media?<br />http://www.thewrap.com/media/column-post/people-spend-more-12-day-consuming-media-study-finds-21005<br />
  14. 14. An interesting Mobile industry opportunity…<br />
  15. 15. Facebook phone?<br /><ul><li>Facebook issued its own statement denying the rumours. "Facebook is not building a phone," the company's spokesperson told Mashable.
  16. 16. "Our approach has always been to make phones and apps more social. Current projects include everything from an HTML5 version of the site to apps on major platforms to full Connect support with SDKs to deeper integrations with some manufacturers.“
  17. 17. "The bottom line is that whenever we work on a deep integration, people want to call it a ‘Facebook Phone’ because that’s such an attractive sound bite, but building phones is just not what we do." </li></ul>“In short, Facebook's active mobile user base is surely already over the 200 million mark, and probably well on the way towards 250 million.” <br />http://www.mobile-ent.biz/news/38330/Facebooks-iPhone-app-now-has-102m-users<br />
  18. 18. Social Media as Mobile Entertainment?<br />“Communicating is now entertaining, and entertainment is communication” <br />That’s been critical because smart phone owners spend 30 minutes more a day on interacting with media compared to non-smart phone owners. <br />Bruce Friend, President of Ipsos OTX MediaCT <br />http://www.thewrap.com/media/column-post/people-spend-more-12-day-consuming-media-study-finds-21005<br />
  19. 19. MTV and VH1 have partnered with foursquare to integrate social gaming across television, online and mobile entertainment into a number of the networks’ popular programming for a heightened fan-experience. <br />http://www.mobilemarketer.com/cms/news/television/5774.html<br />
  20. 20. Twitter COO Dick Costolo: “One of the things that’s a bad experience on Twitter is discovering and exploring real-time events. … With the VMAs, for instance, our integration was great, but within Twitter, searching for content just got you bits and pieces. We need to do a better job of bringing the whole event together within Twitter. And we’ll do that.”<br />Future money will be made on organizing the vast torrent of information that can easily overwhelm even the savviest users – though it was launched in 2006, Twitter processes nearly 100 million tweets per day, with 370,000 people joining the conversation daily.<br />Costolo was quick to tout the recently introduced “promoted tweets,” which allow movie studios, for instance, to plant trending-topics in the stream.<br />
  21. 21. i-POP’s tweet-to-screen for MTV Asia (2009&10)<br />12<br />i-POP developed its own SMS-driven twitter facing applications & will shortly deliver a standalone twitter clone for both Mobile Operators and local Media brands.<br />@MTV Worldstage<br />
  22. 22. Social Media as Mobile Entertainment<br />LinkedIn CEO Jeff Weiner made clear that “machine learning” technology – leveraging information gathered from the raging river of social-networking information, of course – will lead the sea change in the digital space.<br />In other words, the company that succeeds at converging content, social networking and algorithmic technology to make itself most relevant to the user in real time, wins.<br />
  23. 23. In summary…<br />LinkedIn CEO Weiner says. <br />“I think the predominant and defining 21st century media company has yet to avail itself. It will succeed at leveraging and aggregating to optimize content, and develop competencies at curating content through those methods. Whether one of these existing companies can pivot to do that, or whether a new company will emerge, remains to be seen.”<br />
  24. 24. Thank You for contributing to this #MEF #SMWF workshop!@ColinMiles<br />

×