WGA Presentation 2.24.10

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A talk I gave to the Writers Guild of America on venture capital, disruption and the new media order.

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WGA Presentation 2.24.10

  1. 1. VENTURE CAPITAL, DISRUPTION &THE NEW MEDIA ORDER<br />MO KOYFMAN, SPARK CAPITAL<br />FEBRUARY 24, 2010<br />
  2. 2. VENTURE CAPITAL<br />
  3. 3. WHAT IS VENTURE CAPITAL?<br />
  4. 4. THE GODFATHERS <br />
  5. 5. THE ENTREPRENEUR<br />
  6. 6. WHY IS VC IMPORTANT?<br />
  7. 7. TECHNOLOGY<br />
  8. 8. DISRUPTION<br />
  9. 9. AREAS OF INNOVATION<br />
  10. 10. CLUSTERS OF INNOVATION<br />
  11. 11. DISRUPTION<br />
  12. 12. THE INTERNET<br />
  13. 13. UBIQUITOUS CONNECTIVITY<br />
  14. 14. EMERGENCE OF MOBILE PLATFORM<br />
  15. 15. ENTIRELY NEW DEVICES<br />
  16. 16. CAPITAL EFFICIENCY<br />
  17. 17. PARTICIPATORY<br />
  18. 18. SOCIAL<br />
  19. 19. REAL-TIME<br />
  20. 20. OPEN<br />
  21. 21. PERSISTENT IDENTITY & CONNECTIVITY<br />
  22. 22. NETWORKS AS PLATFORMS<br />
  23. 23. ADVERTISING GROWTH<br />Source: “US Interactive Marketing Forecast, 2009 to 2014”, Forrester Research, Inc., July 2009<br />
  24. 24. DATA, TARGETING & REAL-TIME BIDDING<br />DATA<br />EXCHANGE<br />DEMANDSIDE PLATFORM<br />Source: “US Interactive Marketing Forecast, 2009 to 2014”, Forrester Research, Inc., July 2009<br />
  25. 25. DIGITAL GOODS<br />$5 BILLIONWorldwide<br />$1 BILLIONIn U.S. Alone<br />Estimated Sales for this Year<br />Source: Claire Cain Miller and Brad Stone, NYTimes<br />
  26. 26. THE NEW MEDIA ORDER<br />
  27. 27. REDEFINITION OF NEWS<br />
  28. 28. REPROGRAMMING RADIO<br />LastFM, HypeM, Pandora<br />
  29. 29. CHANGING FACE OF TV<br />
  30. 30. FILM: THE LAST BASTION?<br />1st annual decline<br />
  31. 31. EMERGENCE OF GAMING<br />
  32. 32. THE DIGITAL DIVIDE<br />Media Consumption<br />Ages 42 – 51<br />Ages 18 – 27<br />Age 62 +<br />Other<br />Other<br />Digital <br />Other<br />Digital<br />Digital<br />Print<br />Print<br />Print<br />TV<br />TV<br />TV<br />52 Hours Weekly<br />46 Hours Weekly<br />37 Hours Weekly<br />Source: Forrester Research, Morgan Stanley.<br />Note: Digital Media includes internet, gaming, and mobile. Other includes movies and radio.<br />
  33. 33. GATEKEEPERS<br />-71%<br />Since ‘05<br />-59%<br />Since ‘05<br />
  34. 34. KEY CHALLENGE<br />How do you get here??<br />
  35. 35. HOW RESPOND?<br />Build personal brand<br />Embrace new platforms<br />Allocate time & dollars smartly<br />Ubiquitous distribution<br />Charge for uniqueness, attach sponsorship and/or explore new revenue opportunities<br />Control your destiny<br />

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