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netflix

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netflix

  1. 1. Super-E Group Presentation
  2. 2. Service  Movie and television show rental service  Disc rental  Monthly flat-fee service ( $8.99 in US, $7.99 in Canada ) for the rental of DVD and Blu-ray movies  Movies delivered individually via the US Postal Service  Internet streaming  Watch selected videos instantly on computers  No additional charge
  3. 3. Company History  1997 Reed Hastings & Marc Randolph was charged late fees for returning after due date  1998 Website launched with an online version a more traditional pay-per-rental model  1999 Monthly subscription concept
  4. 4. Positioning  Male or Female  Ages 17-45  Access to Internet  Busy parents are most vulnerable!
  5. 5. Business Model  Subscription  15Million Subscribers  Unlimited TV episode & Movies via internet  Unlimited DVD titles via Mail  Protected by Patent
  6. 6. Unique Selling Proposition  Huge Movie Library  Decent Price (No Late fees / No Hassle)  Delivery / Watch Instantly  Most Popular Website  Tailored Service
  7. 7. Demonstration
  8. 8. 2010 2009 Growth Rate Total Revenue (USD) 553.2M 423.1M 31% (6% sequential ↑) Watched instantly (%) 66 41 61% Financial Information  Subscribers: 16.9 million, 52% year-over-year growth  Main information of the 3rd quarter of 2010
  9. 9. the world's largest in-store video rental chain entered the U.S. online market in 2004 one third of Netflix's size and growing started Movie Value Pass (MVP) service in late 2004 same service for a comparable price uses a kiosk approach pick up and return DVDs at self-service kiosks Competitors a set-top video device access to the iTunes Store to rent movies and TV shows streaming from internet video sources, including YouTube and Netflix
  10. 10.  Technology changes very quickly  Threat of new competitors  Google, Sony, Apple, Microsoft  Illegal downloading is increasing  P2P / direct download link / free streaming  Netflix business is very dependent on partnerships  Studios / hardware compagnies Risk Factors
  11. 11. Future Success  Expand to non-american markets  Focus on the online service  Develop partnerships with successful studios  Marster new technologies (3D, new game consoles)

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