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Media Disruptions-Second Screen & Application
Economy
A Primer

India
24th Sep, 2012



www.darkhorsemedia.in
nsingh@darkhorsemedia.in




ROADMAP-SECOND SCREEN, E-READER, GAMING, APP STORES



DARK HORSE MEDIA                              CONFIDENTIAL
Second Screen

      A handheld device is called the ‘second screen’
      It constitutes Mobile, Tablet ,eReader or a Gaming device today
      The digital user is now led by the ‘screen’ he is on and not by the destination url
      Second Screen is the BIGGEST channel of content DISCOVERY for the consumer
       today
      Monetisation is in In-App advertising, Downloading or streaming today
      Consumer Engagement is the BIGGEST objective of Second sceeen TODAY
      The multi-tasking consumer instead of fast forwarding or pausing on TV with engage
       with the second screen if done well
      Most common user behavior on second screen which needs to be harnessed is-Text,
       email, surfing of the mobile web or using facebook and twitter
      Polls, contests, buy merchandise and sampling content are other popular engagement
       criteria
      Twitter is the MOST successful second screen today
      Standardisation of the content delivery on second screen will be led by METATAGS
       which will be controlled by the content creators.

In Cinema Second Screen

      Potential is in the second screen inside movie theaters
      Young theatergoers are going to use their phones anyway, so why not exploit that --
       especially in the commercials or previews that precede a feature
      If you can get any information from people who come to that movie, you begin to build a
       database.
      The audience is captive.
      Real world examples range from filling out a survey in exchange for a free drink or
       popcorn to downloading film clips and instantly buying tickets for an upcoming film.

Application Economy

      Over 600 -thousand apps have been written for the iPhone, with downloads reported at
       5.65- million per day.
       On the Android phones, there are over 300 -thousand apps with downloads upwards of
       16-billion
      The iPad has over 200 thousand apps to date, and it keeps growing daily.
      Apps can be Film/Show Led
      They can be Network/Studio Led
      They can also be third party
      Apps primarily help in getting Location Data
      In future they will drive Mobile Ticketing
      Apps will replace DVDs and hence release of films on DVD and Blue Ray
      Single Sign on is Critical for usage




Content Discovery/Consumer Experience:




DARK HORSE MEDIA                                                        CONFIDENTIAL
   55-thousand out of the 500+ thousand iPhone apps are entertainment apps. If one looks
       at the Android apps, the figure is about 200-thousand.
      Word of mouth is important in getting viewers to your app.
      Next is distribution; being on every platform is one way to reach the biggest audience.
      Do as many pre-bundled deals as possible too.
      Making an app successful today requires a lot more investment and commitment than in
       2008;
      Acquiring customers is a lot more difficult. You have to be willing to invest in continuing
       the app, making the user experience the best and then get consumers to spend money
       through it
      The app space is crowded and users can find what they want, but there is an
       overwhelming amount of choice. Having a broad content catalog, knowing who your
       audience is and putting out content based on that is one of the challenges.
      You also have to make it easy for your audience to find the content they want –
       metadata tags to show all channels, recommendations and social networking/word of
       mouth are a big part of this
      Personalization is important as it allows listeners to put their experience with the content
       in their own context related to their life.
      Content is provided by the producer, but curation and organization of the content is up to
       the user
      This also allows producers to learn habits, preferences and constants across multiple
       users to determine trends, and program the main channel based on these insights.
      Preloading content to the device is the ultimate thing to do
      Consumers should not be expected to create or manage the content lists themselves,
       nor invest that much time. They need to be helped in making these decisions.
      Content Creators will have to work with platform owners like Apple, Samsung ,Kindle
       and popular App creators like Instagram,Flipboard to get maximum mileage

Syncronised Screening

      Apps that recognize what you’re watching on TV and sync with it hold the promise to
       create new Second Screen monetization opportunities.
      This can be done with using audio watermarking or video fingerprinting
      Content on the apps is of two kinds – guidance and the companion element that works
       interactively with the show

The Last Word

‘Apps are stories in a different form, and if there isn’t a compelling story, it will not work. They
also evaluate how they would make money and make a decision based on their intuition.’

Conclusion

Second Screen is changing the media landscape in many compelling ways and engaging the
audience in a behavior they created themselves. That applies to broadcast, cable, advertising,
publishing, film, gaming and all forms of entertainment or information.




DARK HORSE MEDIA                                                              CONFIDENTIAL

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Primer-Second Screen and App Economy

  • 1. Media Disruptions-Second Screen & Application Economy A Primer India 24th Sep, 2012 www.darkhorsemedia.in nsingh@darkhorsemedia.in ROADMAP-SECOND SCREEN, E-READER, GAMING, APP STORES DARK HORSE MEDIA CONFIDENTIAL
  • 2. Second Screen  A handheld device is called the ‘second screen’  It constitutes Mobile, Tablet ,eReader or a Gaming device today  The digital user is now led by the ‘screen’ he is on and not by the destination url  Second Screen is the BIGGEST channel of content DISCOVERY for the consumer today  Monetisation is in In-App advertising, Downloading or streaming today  Consumer Engagement is the BIGGEST objective of Second sceeen TODAY  The multi-tasking consumer instead of fast forwarding or pausing on TV with engage with the second screen if done well  Most common user behavior on second screen which needs to be harnessed is-Text, email, surfing of the mobile web or using facebook and twitter  Polls, contests, buy merchandise and sampling content are other popular engagement criteria  Twitter is the MOST successful second screen today  Standardisation of the content delivery on second screen will be led by METATAGS which will be controlled by the content creators. In Cinema Second Screen  Potential is in the second screen inside movie theaters  Young theatergoers are going to use their phones anyway, so why not exploit that -- especially in the commercials or previews that precede a feature  If you can get any information from people who come to that movie, you begin to build a database.  The audience is captive.  Real world examples range from filling out a survey in exchange for a free drink or popcorn to downloading film clips and instantly buying tickets for an upcoming film. Application Economy  Over 600 -thousand apps have been written for the iPhone, with downloads reported at 5.65- million per day.  On the Android phones, there are over 300 -thousand apps with downloads upwards of 16-billion  The iPad has over 200 thousand apps to date, and it keeps growing daily.  Apps can be Film/Show Led  They can be Network/Studio Led  They can also be third party  Apps primarily help in getting Location Data  In future they will drive Mobile Ticketing  Apps will replace DVDs and hence release of films on DVD and Blue Ray  Single Sign on is Critical for usage Content Discovery/Consumer Experience: DARK HORSE MEDIA CONFIDENTIAL
  • 3. 55-thousand out of the 500+ thousand iPhone apps are entertainment apps. If one looks at the Android apps, the figure is about 200-thousand.  Word of mouth is important in getting viewers to your app.  Next is distribution; being on every platform is one way to reach the biggest audience.  Do as many pre-bundled deals as possible too.  Making an app successful today requires a lot more investment and commitment than in 2008;  Acquiring customers is a lot more difficult. You have to be willing to invest in continuing the app, making the user experience the best and then get consumers to spend money through it  The app space is crowded and users can find what they want, but there is an overwhelming amount of choice. Having a broad content catalog, knowing who your audience is and putting out content based on that is one of the challenges.  You also have to make it easy for your audience to find the content they want – metadata tags to show all channels, recommendations and social networking/word of mouth are a big part of this  Personalization is important as it allows listeners to put their experience with the content in their own context related to their life.  Content is provided by the producer, but curation and organization of the content is up to the user  This also allows producers to learn habits, preferences and constants across multiple users to determine trends, and program the main channel based on these insights.  Preloading content to the device is the ultimate thing to do  Consumers should not be expected to create or manage the content lists themselves, nor invest that much time. They need to be helped in making these decisions.  Content Creators will have to work with platform owners like Apple, Samsung ,Kindle and popular App creators like Instagram,Flipboard to get maximum mileage Syncronised Screening  Apps that recognize what you’re watching on TV and sync with it hold the promise to create new Second Screen monetization opportunities.  This can be done with using audio watermarking or video fingerprinting  Content on the apps is of two kinds – guidance and the companion element that works interactively with the show The Last Word ‘Apps are stories in a different form, and if there isn’t a compelling story, it will not work. They also evaluate how they would make money and make a decision based on their intuition.’ Conclusion Second Screen is changing the media landscape in many compelling ways and engaging the audience in a behavior they created themselves. That applies to broadcast, cable, advertising, publishing, film, gaming and all forms of entertainment or information. DARK HORSE MEDIA CONFIDENTIAL