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THINK AGAIN:
www.activate.com
www.activate.com
www.activate.com
XX
3
www.activate.com
XX
4
CAGR = 7.2%
4,230
17.9%
BY 2020:
440
20.9%
670
13.9%
410
GAMING
MESSAGING
SOCIAL MEDIA
3,000
180
170
MESSAGING will
350
1,240
AUDIO
5.3%
960
SOCIAL MEDIA
AUDIO time will grow
as ambient technology
becomes pervasive
VIDEO
1,340
1,470
1.9%
2015
2020E
Note: Values do not account for multitasking. 2020 estimate is not normalized for population growth.
Sources: Activate analysis, comScore, Deloitte, Edison, eMarketer, Flurry Insights, Global Web Index, Informate,
NetMarketShare, Nielsen, Pew Research Center, Sandvine, SNL Kagan, Statcounter, We Are Social
ALWAYS
OFTEN
10%
15%
29%
29%
11%
29%
4%
4%
10%
10%
16%
23%
92% OF
12%
SOMETIMES
RARELY
30%
13%
26%
12%
25%
28%
12%
CONSUMERS
MULTITASK
ACROSS AT
LEAST TWO
MEDIA TYPES
58%
38%
NEVER
18%
18%
20%
VIDEO
MUSIC
MESSAGING
GAMING
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,003)
READING
Multitaskers
across daily
activities
89%
84%
COMMUTING
79%
EXERCISING
PERSONAL
CARE
#2 ACTIVITY
#3 ACTIVITY
MUSIC
VIDEO
MESSAGING
VIDEO
MESSAGING
MUSIC
MUSIC
MESSAGING
SOCIAL MEDIA
MUSIC
VIDEO
MESSAGING
MESSAGING
MUSIC
SOCIAL MEDIA
MUSIC
VIDEO
MESSAGING
99%
EATING/
DRINKING
SHOPPING
#1 ACTIVITY
67%
67%
65%
<1 hour
Personal emails
54%
54%
Internet browsing
50%
Messaging
1-2 hours
22%
44%
Social media
36%
Online shopping
2-3 hours
3-4 hours
Streaming music
6%
3%
4%
26%
20%
14%
14%
4+ hours
30%
11%
8%
Online dating
3%
Watching pornography
2%
A GAMING SUPER-USER
SPENDS ~6X MORE MONEY PER
MONTH THAN 82% OF USERS
31%
43%
Users with under
5 hours of weekly
gaming attention
$4 /
USER
42%
Users with under
3 hours of daily
video attention
82%
69%
57%
Users with 5+
hours of weekly
gaming attention
A VIDEO SUPER-USER
SPENDS ~2X MORE MONEY PER
MONTH THAN 79% OF USERS
$23 /
USER
18%
Total Weekly
Gaming Time
Total Monthly
Gaming Spend
$28 /
USER
32%
$48 /
USER
58%
Users with 3+
hours of daily
video attention
User Population
79%
68%
21%
User Population
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,003)
Total Daily
Video Time
Total Monthly
Video Spend
55
51
22
13
5
Includes:
Note: Only digital-first businesses included. Values do not account for multitasking.
Sources: Activate analysis, comScore
10
100
75
50
25
15
30
45
60
11
www.activate.com
12
Over the next five years, global internet and media revenues will
grow by over $400 billion, outpacing GDP growth
CONSUMER INTERNET AND MEDIA REVENUES*, GLOBAL, 2016E-2021E, USD
ACTIVATE
FORECAST
$402 billion
$1.7 trillion
$2.1 trillion
GROWTH
DOLLARS
CAGR 4.4%
Global GDP CAGR: ~3%
2016E
CONSUMER INTERNET AND
MEDIA REVENUES
2021E
CONSUMER INTERNET AND
MEDIA REVENUES
*Consumer Internet and Media Revenues include Radio, Recorded Music, Magazine Publishing, Newspaper Publishing,
Video Games, Filmed Entertainment, Book Publishing, TV Subs and Licensee Fees, Internet Access, Digital Advertising
& Traditional Advertising on these platforms.
Sources: Activate analysis, eMarketer, GroupM, IBIS, IFPI, IMF, World Bank, NewZoo, PwC, RBC, ZenithOptimedia
13
Access, not content, will be the revenue growth driver over the next
five years
CONSUMER INTERNET AND MEDIA REVENUE GROWTH BY REVENUE SEGMENT*, GLOBAL, 2016E-2021E, USD
ACTIVATE
FORECAST
$177 billion
$138 billion
CAGR 4.7%
$1.7 trillion
CAGR 6.3%
Paid content
$87 billion
$2.1 trillion
CAGR 2.6%
35%
Paid content
39%
32%
Ad revenue
Cost of Internet
access**
32%
29%
Ad revenue
33%
2016E
CONSUMER INTERNET AND
MEDIA REVENUES
2021E
CONSUMER INTERNET AND
MEDIA REVENUES
*Consumer Internet and Media Revenues include Radio, Recorded Music, Magazine Publishing, Newspaper Publishing,
Video Games, Filmed Entertainment, Book Publishing, TV Subs and Licensee Fees, Internet Access, Digital Advertising
& Traditional Advertising on these platforms.
**Includes fixed broadband, wireless, and mobile internet access.
Sources: Activate analysis, eMarketer, GroupM, IBIS, IFPI, NewZoo, PwC, RBC, ZenithOptimedia
14
$226 billion
CAGR 4.7%
$1.7 trillion
Single
Transactions
18%
Ad revenue
32%
Subscription
Revenue
50%
2016E
CONSUMER INTERNET AND
MEDIA REVENUES
$138 billion
CAGR 4.9%
$38 billion
$2.1 trillion
CAGR 2.3%
17%
Single
Transactions
32%
Ad revenue
51%
Subscription
Revenue
2021E
CONSUMER INTERNET AND
MEDIA REVENUES
*Consumer Internet and Media Revenues include Radio, Recorded Music, Magazine Publishing, Newspaper Publishing,
Video Games, Filmed Entertainment, Book Publishing, TV Subs and Licensee Fees, Internet Access, Digital Advertising &
Traditional Advertising on these platforms.
Sources: Activate analysis, eMarketer, GroupM, IBIS, IFPI, NewZoo, PwC, RBC, ZenithOptimedia
15
3%
3%
20%
30%
Pay to Download
PERCENT OF REVENUE
29%
15%
2%
12%
26%
54%
63%
23%
32%
Freemium
65%
28%
82%
86%
2015
2016 YTD**
71%
20%
57%
38%
Subscription
18%
17%
2011
2013
2015
2016 YTD**
2011
2013
*Non-game apps are all apps across all categories except games.
**January - September 2016.
Sources: Activate analysis, App Annie, Apple, App Websites, Google Play, Multiple (100+) News Article Reviews of Apps
(e.g., PC Magazine)
16
The top subscription services in app stores are mainly video and
music streaming
TOP TEN (NON-GAME)* SUBSCRIPTION APPS BY REVENUE, U.S., TRAILING 12 MONTHS FROM SEPT. 16
EST. REVENUE (MILLIONS USD)
174
1.1
103
0.6
94
0.7-1.0
94
1.6-2.0
61
0.4-0.6
47
0.2-0.4
34
31
31
31
0.1-0.2
0.2
0.1
0.2-0.8
*Non-game apps are all apps across all categories except games.
Sources: Activate analysis, App Annie, Apple, App Websites, comScore, Google Play, Multiple (100+) News Article
Reviews of Apps (e.g., PC Magazine)
17
70%
59%
52%
47%
42%
42%
41%
39%
39%
31%
*Non-game apps are all apps across all categories except games.
Sources: Activate analysis, App Annie, Apple, App Websites, comScore, eMarketer, Google Play, Multiple (100+) News
Article Reviews of Apps (e.g., PC Magazine)
18
1 - 2 Subscription Services
35%
3%
7%
9%
11%
41%
49%
62%
72%
3 - 4 Subscription Services
46%
43%
38%
28%
5 - 6 Subscription Services
16%
13%
18 - 34
35 - 44
6%
1%
16%
1%
45 - 54
55 - 64
65+
*Includes Virtual Pay TV (e.g., Sling TV), Subscription Streaming Video (e.g., Netflix), Phone Plan (Cellular and Landline), Pay
TV (e.g., Comcast, Direct TV, etc.), Online Video Gaming Service (e.g., Xbox Live), and Streaming Music Services (e.g., Spotify).
Note: excludes broadband Internet.
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
19
ARPU
$686
$601
$592
$150
(Wired)
(Includes TWC)
$142
(Alphabet)
$100
$64
$43
$23
$18
$14
(Only Streaming)
ARPU based on consolidated US revenues except: Comcast ARPU is based on Residential & Business Services and advertising within the Cable
Communications division. Verizon Wired based of Consumer ARPU, and Wireless based off retail post & post-paid ARPU. Charter includes TWC
Subscription Revenue for Residential & Businesses services along with advertising, all Charter, and all Bright House Networks. DirecTV uses a
2014 ARPU grown by average rate of other listed PayTV providers. AT&T Wireless based on pre & post-paid services. Sirius is based on
subscriber and subscriber related revenues. Netflix is streaming revenues only. Facebook is based on advertising revenue.
Sources: Activate analysis, Company financials (10-K/10-Q), comScore, eMarketer, IRS exchange rates
20
ARPU
$754
$670
$617
$280
$54
XBox
(Hardware Only)
Playstation
$54
$39
$32
$28
$19
$11
$8
(WeChat et al.)
ARPU based on consolidated global revenues except: Apple ARPU is for equipment sales (excludes accessories, apps, and iPods). Amazon
excludes services. Xbox values are for fiscal year ending June 30th, 2015 and include all xbox related revenue. Playstation includes all items
in Games & Network services segment. Facebook is based on advertising revenue.
Sources: Activate analysis, Company financials (10-K/10-Q), comScore, eMarketer, IRS exchange rates
21
www.activate.com
22
DISCOVERY OLIGOPOLY
Limited Capability
CONSUMER JOURNEY
Access
OS
BROWSER
Discovery
CLOUD
SERVICES
SEARCH
ENGINE
VIRTUAL
ASSISTANT
SOCIAL
NETWORK*
Consumption
AD STACK
SPONSORED
CONTENT**
FIRST-PARTY
PUBLISHING
E-COMMERCE
PAYMENT/
WALLET
U.S. Platforms
PROPRIETARY
HARDWARE
Little/No Capability
Chinese Platforms
23
DISCOVERY OLIGOPOLY
SEARCH
OPTIMIZATION
PREFERRED CONTENT
CURATED RESULTS
PAID PROMOTION
SPONSORED ADS
Search results
personalized
based on past
browsing or
shopping history
Removal of
content for
abuse or
violations of
terms of service
Search
algorithms will
return partnered
content (e.g.,
Sponsored
Tweets) along
with a list of
other results
Unifying search
and business
development
EXCLUSIVES
EXAMPLES
DEFINITION
Visibility of content
dependent upon
past click history or
relationship to
content shared by
friends/colleagues/
family members
Optimization
algorithms require
content creators
to adapt to
search engine
requirements
Optimization also
requires
partnerships with
search widgets
like Google Now
Sponsored ad
inventory
enables
marketers to
gain increased
exposure in
search results
on highly
trafficked
platforms
Consumption of
specific content
requires using a
proprietary
platform
(e.g., New York
Times exclusive
at launch of
Facebook
Instant Articles)
24
DISCOVERY OLIGOPOLY
40%
39%
34%
36%
35%
38%
36%
33%
33%
31%
23%
21%
18%
15%
39%
39%
35%
33%
33%
13%
8%
10%
2013
2014
2015
25
DISCOVERY OLIGOPOLY
The major search and social platforms have squeezed out news
sites to solidify their control over publishers
NEWS/INFORMATION REFERRAL TRAFFIC BY SOURCE, U.S. 2014-2016, PERCENT
29%
22%
14%
+14%
1%
News Sites
9%
36%
Social
BY THE NUMBERS
46%
+6%
Growth in number of consumers using
push notifications for news, 2014-2016
32%
44%
Search and
Portals
41%
40%
Jan-Feb 2015
Jan-Feb 2016
30%
Jan-Feb 2014
26
DISCOVERY OLIGOPOLY
FIRST-PARTY PUBLISHING
BOT APPLICATIONS
27
DISCOVERY OLIGOPOLY
Ratio of
Mobile Web
to App
MUVs
2.9x
11.4
2.7x
8.9
2.3x
6.3
4.0
3.3
2.7
App
2014
Mobile
Web
App
2015
Mobile
Web
App
2016
Mobile
Web
28
DISCOVERY OLIGOPOLY
$3.09
$2.25
$2.23
$3.21
$2.10
$1.53
$1.45
$1.05
Mar-14
$1.06
Jun-14
$4.23
$4.14
$1.21
Sep-14
$1.17
Dec-14
$1.53
$1.70
$1.46
$1.15
Mar-15
Jun-15
Sep-15
Dec-15
Mar-16
29
DISCOVERY OLIGOPOLY
iOS
20%
10%
14
30
45
60
90
30
DISCOVERY OLIGOPOLY
2015
2016
52%
44%
55%
41%
34%
Search Engines
34%
28%
16%
4%
Other Retailers
Includes search and direct traffic
31
DISCOVERY OLIGOPOLY
OTHER*
$93.2
$8.0
$10.6
$59.9
Other
41%
Microsoft
Facebook
4%
13%
$13.9
$0.9
24%
35%
3%
31%
42%
3%
20%
41%
Google
41%
2015
2018E
32
DISCOVERY OLIGOPOLY
INSTANT ARTICLES
DISCOVER
+ FOLLOW
33
DISCOVERY OLIGOPOLY
Netflix:
Updated global recommendations and bot integration
Native Recommendation Engine
71%
Discover Weekly
listeners save at
least one track to
personal playlists
Name of TV Show:
Making a Murderer
On Netflix
me, Mom
60%
Discover Weekly
listeners stream
at least five of the
playlists tracks
34
DISCOVERY OLIGOPOLY
14.8
MILLION
SUBSCRIBERS
KSI
Group of partnered
FIFA YouTubers
Promotion of FIFA
titles and add-ons
Merchandise sales
and online stores
8.5
MILLION
SUBSCRIBERS
W2S
5.2
MILLION
SUBSCRIBERS
Gaming-oriented
music singles
Sponsored gaming
content
Game promotions
through Lets
Play series
Social media
presence
Miniminter
35
www.activate.com
36
Bot proliferation began in early 2016; in less than six months, each
of the major tech platforms either launched a bot platform, created
a messaging app, or both
DEVELOPMENTS IN:
2016
Bots
VB Voice Bot
Messaging
Platform
VB
Messenger
Instant Video
Samsung Otto
VB
Kik Bot Store
Echo Dot
iMessage apps
and iOS 10
VB
Google Allo
App
Line opens to
Bot Developers
Acquires Viv
AI assistant
VB
Bots for
Messenger
Platform
APRIL
10K+
developers
building
Messenger
chatbots
MAY
Alexa has
1,400 skills,
over 10,000
developers
JUNE
Messenger
reached
1B MAU
JULY
Payments
available on
Messenger
SEPTEMBER
VB
Google
Assistant,
Home, and
Pixel
OCTOBER
Facebook M
Public
Availability?
37
Despite all the investment, bots are still in their infancy, with real
challenges to functionality, discovery, adoption and monetization
POOR DISCOVERABILITY
LIMITED PAYMENT
INTEGRATIONS
LACK OF CROSS-PLATFORM
DISTRIBUTION
38
ACTIVATE
FORECAST
1,250
1,000
WeChat Launched 2011
750
500
250
2012
2013
2014
2015
Facebook
messaging
properties
comprise a majority
of global usage
Google launched
Allo to compete
against Messenger
and provide a home
for Google
Assistant to live
across platforms
Hybrid platforms,
e.g., Snapchat and
Instagram, are
experiencing
notable growth as
each bolsters
social media
presence with
messaging features
2016E
Note: Messaging defined as communicating in real time with other contacts; social defined as broadcast sharing of
updates, images, videos, etc.
*Hybrid messaging apps
**No data available for MAU of Allo
Sources: Activate analysis, Company websites, eMarketer, GlobalWebIndex, SNL Kagan, TechCrunch, US Census
39
The messaging wars are far from over, and various market
dynamics could tip the balance of power
SCENARIOS: MAJOR MESSAGING PLATFORMS, GLOBAL, 2012-2020E, MONTHLY ACTIVE USERS, MILLIONS
2,100
ACTIVATE
FORECAST
FB Messenger
WhatsApp
1,750
1,400
1,050
iMessage
Instagram*
700
Snapchat*
Allo
Kik
350
iMessage without
launching on
competitor
platforms
2012
2013
2014
2015
2016E
2017E
2018E
2019E
2020E
40
MARKET DIFFERENTIATION
17%
Snapchat
16%
3 or more
64%
20%
2 Apps
1 Messaging
App
16%
Google Hangouts
9%
WhatsApp
9%
GroupMe
4%
Kik
2%
Google Allo
2%
Line
2%
Viber
2%
Slack
2%
WeChat
1%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,003)
iMessage is used to
communicate
conversationally with close
friends
41
KINGS
Platform owners
have loyalty of users
5
Platform owners
provide
OS for apps
NOBLES
Platform owners
develop apps for user
engagement
4
In reality, apps must
go through a chain of
control for discovery
and engagement
1
User perception
is that they go
DIRECTLY to
apps and
websites for
content and
services
KNIGHTS
END
EXPERIENCE
Content
SERFS
USER
42
APPS
RETAIL E-COMMERCE
ENTERPRISE
43
Messaging
Enterprise
Communication
Document Storage
and Search
Document
Creation
Bot
Platform
In-place integrations
Add-on integrations
Sources: Activate analysis, Company websites, LinkedIn, Salesforce Annual Report, Salesforce appexchange, Quartz
44
Snapchat
Chat
Instagram Direct
with threading and
direct content
DECEMBER 2013
MAY 2014
DECEMBER 2014
Snapchat
Chat 2.0
MARCH 2016
520
400
301
180
100
2014
2015
2016E
Th
an rea
d d
co dir ing
n t ec
en t
t
2013
Ins
t
Di a g r a
rec m
t
2016E
2.0
2015
at
2014
int C h
ro a t
du
ce
d
2013
150
Ch
33
300
45
The voice bot market started very differently from chatbots, relying
on hardware-connected platforms like Amazon Alexa instead of
text-based messaging
HARDWARE WITH VOICE BOTS BY INITIAL LAUNCH YEAR, 2011-2014
2011
2012
2014
2014
COMPANY
VOICE BOT
Siri
Cortana
HARDWARE
iPhone 4S
Galaxy Nexus
Echo
46
$180
Fully featured standalone
Dot with Alexa
$50
$50
$40
Free?
2014
2015
2016
2017E
47
The bots that matter today are largely recognizable brands that rely
on messaging apps and major platforms for distribution
Bots that Matter
MAJOR FIRST-
PARTY PLATFORMS
INTERFACE
FIRST-PARTY
VOICE BOTS
THIRD-PARTY CHATBOTS
TRAVEL/TRANSIT
MESSAGING
WeChat
Line
Viber
Telegram
Kik
Slack
FB Messenger
SHOPPING/COMMERCE
Facebook M
NEWS/WEATHER
PERSONAL ASSISTANCE
CUSTOMER SERVICE
Hello Jarvis
GuestBot
VOICE &
MESSAGING
Assistant
USER
Cortana
VOICE
Siri
Alexa
48
GOOGLE
ASSISTANT
MICROSOFT
CORTANA
APPLE SIRI
SEARCH
SEARCH
Bing
Bing*
Bing
BROWSING
Chrome
Edge
Safari
N/A
AMAZON ALEXA
FACEBOOK M*
N/A
PROFILE
Cloud-Based
Cloud-Based
Device-Based
Cloud-Based
Cloud-Based
LOCATION
Google Maps
Bing Maps
Apple Maps
N/A
N/A
DEFAULT
CONTENT
SOURCES &
SELECT
INTEGRATIONS
Google Finance
Google News
Weather.com
Zagat
OpenTable
Walgreens
Instacart
Google Play
Music
MSN
MSN Money
Uber
Foreca
Yelp
OpenTable
Groove Music
Apple News
Apple Stocks
Yahoo Local
Citysearch
Weather.com
OpenTable
Yelp
iTunes
AP
BBC News
NPR
Uber
Accuweather
Twitter
Jeopardy
Dominos
Amazon Music
SHIFT IN SEARCH
N/A
*Note: Bing search as default on Facebook M unconfirmed, though Facebook search agreement is with Microsoft
Sources: Activate analysis, Company websites, SearchEngineLand
49
ECOMMERCE
CUSTOMER SERVICE
QUICK DIAGNOSTICS
When can I
expect my
order?
DECISION
TREES
CONVERSATIONAL
INTERNET OF THINGS
VOICE
PERSONALIZED CONTENT
Alexa, how
long will it
take me to get
to work this
morning?
COMMANDS
OR PASSIVE
SUGGESTIONS
50
COMPLEX PURCHASES
51
2012
2013
2014
2015
2016
Google Now
debut on
Android
Major
platforms are
accelerating
acquisitions in 2016
alongside
messaging
growth
Siri debut
AI has many
applications, but its
following current
market momentum
Bot-focused
Sources: Activate analysis, CB Insights, Company press releases, Company websites, CrunchBase, TechCrunch
52
COMMERCE
Automated purchasing
Personalized shopping experience
Integrated payment
COMMANDS
OR PASSIVE
SUGGESTIONS
Bots will no
longer require
commands, and
will instead
automatically
serve preferred,
regular content
and services
MEDIA DISCOVERY
Audio & video content management
Tailored recommendations
Discovery across content providers
53
LINE
Ads
Stickers
Games
Payments
App Store
Music
TV
Apple
Facebook*
Microsoft**
Amazon***
ARPU
$15.65
$13.16
$6.03
$4.94
$2.47
ACTIVATE
FORECAST
$1.83
$1.74
54
The key question for messaging: will the rest of the world follow the
adoption patterns of Asia?
LINEs Platform Timeline
Taxi services
Grocery delivery
$
Launched
in response to
Japan earthquake
2011
Stickers
Games
App Store
Creators
market for
usergenerated
content
eCommerce
TV
$1.3B
Revenue
Music
IPO
BOT API
released
Payments
JUN
2012
JAN
JUN 2013
2014
2016
2016
2015
Games
Launched
Payments
eCommerce
Taxi
services
Grocery
delivery
Music
Fitness
tracker
Stickers
Reached web scale
(100 million MAUs)
TV
Ben the
WeChat
Robot
Free global
calling
800 million+
MAU
Personal
loans
55
Homepages
Blogging
62%
3,732
Social Media
74%
2,052
30%
2%
33
25%
943
501
11%
2012 2014
Asia Pacific
248
Latin
America
Europe
Middle East
& Africa
North
America
>80%
<10%
57%
55%
52%
50%
47%
2014
2015
2016E
2017E
2018E
Sources: Activate analysis, eMarketer, GlobalWebIndex, Medium, TechCrunch, TechinAsia, The Economist, We Are Social,
World Bank
2019E
56
STICKERS AND
EMOJI
MESSAGING
PAYMENT
ADOPTION
MESSAGING
ECOMMERCE
ADOPTION
YES
YES
NOT YET
NOT YET
Visual messaging
short-hand e.g.,
emoji, emoticons and
stickers drives
messaging
engagement by
enabling quick
interactions
SMS
POPULARITY
True outside
of Asia?
Messaging payment
adoption in Asia has
been driven by cultural
watershed moments
e.g., Q Coin and the Red
Envelope phenomenon
with WeChat
Messaging
commerce has
translated into
success for shopping
use cases in
messaging
57
ASIA PACIFIC
2,385
2,052
NORTH AMERICA
434
53
2004
2006
2008
2010
2012
2014
*Note: Indexed against United States SMS costs, normalized for median household income & purchasing power
parity 2015
Sources: Activate analysis, China Internet Network Information Center (CNNIC), eMarketer, Forbes, Gallup Global Data
Insights, OECD, Twilio, U.S. Census Bureau, We Are Social, World Bank
58
$280
LINEs sticker
revenue set it up
for a billion
dollar IPO
YEAR
U.S. Users
16-35 (Millions)
PENETRATION
(PERCENT OF SOCIAL
NETWORK USERS)
LAUNCH
Chat
2014
32.8
18.9%
Geofilters
$95
Discover
2015
46.1
25.6%
Lenses
2013
2014
2015
2016
58.6
31.6%
Auto-Advance
Stories
Memostories
59
RED ENVELOPES
In 2014, WeChat launched red envelopes, allowing
users to send random amounts to money to each other.
Since exchange of red envelopes was already an
established cultural practice, tens of millions of users
attached their bank cards to the app, opening up
opportunities for purchasing rides, meals, etc via
WeChat. Since then, gifting digital red envelops has
become a tradition.
American culture has no analogous practices
WECHAT RED ENVELOPES SENT LUNAR NYE, CHINA,
BILLIONS
8.08
In 2006, the total volume of
trading in virtual items in
China was worth $900
million USD. Only 45% of this
was for Tencent items. A
parallel market for real items,
such as CDs and makeup,
also quickly formed.
As of Q1 2016,
WeChat Pay has over
400m users
0.2
2014
1.01
2015
2016
60
US % of smartphone users
China % of smartphone users
55%
Paid bill
54%
49%
47%
45%
29%
38%
27%
Paid in store
31%
28%
27%
13%
24%
Paid by text
19%
15%
10%
23%
7%
4%
2%
12%
PAYMENT OPTIONS OWNED BY U.S. PLATFORMS
2014
2015
2016E
2017E
2018E
2019E
Messenger P2P
Google Wallet
Apple Pay
61
SHADOW MARKETS
Informal C2C eCommerce on social media is on the rise in Asia.
Merchants feature their products on Instagram, and customers
purchase the items entirely through messenger platforms, such as
LINE. This was estimated to account for 33% of eCommerce gross
merchandise volume in Thailand in 2014.
PLATFORM MONETIZATION
Purchasing via platforms is considered a necessity in
Asia due to mobile playing such a large role in commerce
(versus a convenience in the US). As a result, buy buttons
are expected to take off quickly in Asia.
62
2014
2015
2016
38%
Very comfortable
50%
China
55%
Not at all
comfortable
6.5%
Quite comfortable
6.0%
18.5%
50.8%
19%
United States
22%
Somewhat
comfortable
18.2%
25%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,003), Critero State of Mobile
Quarterly Reports, Gartner, Goldman Sachs
Hardly
comfortable
63
www.activate.com
64
eSPORTS
eSports
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), Newzoo, Nielsen,
SuperData Research
65
eSPORTS
495 Fans
451
411
~400M Fans
365
270
2016E
2017E
2018E
2019E
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), Newzoo, Nielsen,
SuperData Research
2020E
66
eSPORTS
ESPN launched a
dedicated vertical
for eSports; began
broadcasting
tournaments
Broadcasting
Activision Blizzard
games live on
Facebook
Partnered with
WME/IMG to
organize ELeague
that airs on TBS
and Twitch
Launched gaming
dedicated service:
YouTube Gaming
Introduced
PlayStation Plus
League for eSports
Collaborating on
streaming, new
tournaments,
sponsorships
with ESL
Invested
~$150m in the
International
eSports
Federation
Sources: Activate analysis, Business Insider, ESL, ESPN, Fortune, Google, IeSF, Microsoft, Narus Advisors/Eilers &
Krejcik Gaming, Newzoo, Sony, Tencent, The Guardian, Turner, Variety, Yahoo
67
eSPORTS
70 Million+
WILL WATCH
AN ESPORTS FINAL
11 Billion hours
of eSports
VIDEO VIEWS
VIEWERS
Examples of
Current Games:
League of Legends
Dota 2
Counter-Strike:
Global Offensive
World of Tanks
Smite
3 Billion hours
of eSports viewed
vs. 30 Billion across
all other sports
ESPORTS VS SPORTS
Hearthstone:
Heroes of Warcraft
Starcraft II:
Wings of Liberty
Overwatch
68
eSPORTS
144
88
82
52
36
2015
2016E
2017E
2018E
2019E
2020E
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), ESPN, Forbes, NewZoo,
Nielsen Scarborough, SuperData Research
69
eSPORTS
$140
$4B
$9B
$5B
$70
$13B
2020E
$1.5B*
2016E
$0
$1B+
$300M*
0
70
Audience Size (M)
140
*Revenues include sponsorship and advertising, prize pools, eSports betting, ticketing, merchandise, and media rights
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), ESPN, Forbes, H1 Gambling
Capital, IEG, Narus Advisors/Eilers & Krejcik Gaming, NewZoo, Nielsen Scarborough, SuperData Research
70
eSPORTS
$1.4B
EUROPE
$1.6B
NORTH AMERICA
$1.7B
ASIA PACIFIC
$0.1B
SOUTH AMERICA
*Includes sponsorship and advertising, prize pools, eSports betting, ticketing, merchandise, and media rights
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), ESPN, Forbes, H1 Gambling
Capital, IEG, Narus Advisors/Eilers & Krejcik Gaming, NewZoo, Nielsen Scarborough, SuperData Research
71
eSPORTS
Digital Video
Streaming
$22
Consumer
eBooks
$15
Digital Music
Streaming
$11
Digital
Newspapers*
eSports
Digital
Magazines*
$7
$5
$4
72
eSPORTS
60
Leveled Growth
High Growth
91%
of eSports
enthusiasts also
follow or play
traditional sports
76%
of eSports
enthusiasts steal
viewing time from
traditional sports
30
Possible Decline
Leveled Growth
30
Percent of Fans Age 18-34
60
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), Nielsen, opendorse
73
eSPORTS
LIKELY TO JOIN
ACTIVATE
FORECAST
$2.5B
40% C
AG
CURRENT ENDEMIC
$0.7B
2016E
Sources: Activate analysis, Company press releases, IEG, Ludlow Ventures, Newzoo, Nielsen Scarborough, Smart Launch,
SuperData Research
2020E
74
eSPORTS
eSports stars are likely to move into the mainstream, and prize
levels are reaching those of other professional sports
SELECT MONETARY AWARDS FOR INDIVIDUAL TOURNAMENTS, MILLIONS, USD
$2.6
$1.8
Serena
Williams
Li
iceice
Peng
$1.9
Jason Day
$1.6
Joey Logano
$0.2
$0.3
Lee
"Faker"
Sang Hyeok
Andrew
Andinster
Woodward
LoL Season 3
World Championship
(2013)
Smite World
Championship
(2015)
The International
(2016)
Wimbledon
(2016)
Players Championship
(2016)
Daytona 500
(2015)
75
eSPORTS
Across the tech and media ecosystem, many players stand to win
with eSports
CONTENT DEVELOPERS
EXAMPLE
ESPORTS
BUSINESS
OPPORTUNITIES
New monetization
(e.g., in-game betting)
eSports as a marketing
channel
DEVELOPERS & PUBLISHERS
DISTRIBUTORS
New platforms
Platforms integrated into
games
Marketing and sponsorships
DIGITAL VIDEO PLATFORMS
ENABLING TECH
ORGANIZERS
Betting tech
Low latency infrastructure
Gaming engines
Gaming communications
Talent representation
GAMING PLATFORMS
EXAMPLES
TEAMS
EXAMPLE
INVESTORS or
PARTNERS
Alex Rodriguez
Shaquille ONeal
Rick Fox
Steve Aoki
VENUES
Mark
Cuban
Sources: Activate analysis, CrunchBase, Dexerto, ESPN, eSports Betting Report, Forbes, Fortune, Ludlow Ventures,
Narus Advisors/Eilers & Krejcik Gaming, Newzoo, Sport Techie, The Daily Dot, The eSports Observer
76
eSPORTS
66%
52%
50%
77%
Traditional Sports
Video Gaming
eSports
Enthusiasts*
77
eSPORTS
eSports
Betting
AS A PARTICIPANT (ACTIVE)
unlike in traditional sports, gamers
can bet on the outcome of their own
competitive game
+
2
Higher ARPU
driven by deeper
engagement
AS A SPECTATOR (PASSIVE)
similar to traditional sports,
enthusiasts can bet on the outcome
of others competitive game
78
eSPORTS
66%
60%
55%
40%
34%
21%
18-24
25-34
35-44
45-54
55-64
Only 33% of
the general
population
currently
engages in
gambling
activity
65+
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
79
eSPORTS
$14
Total Amount
Wagered
5-10%
$10
$7
$2
$1
2016E
Revenues
2017E
2018E
2019E
2020E
Sources: Activate analysis, H1 Gambling Capital, Narus Advisors/Eilers & Krejcik Gaming, Newzoo, SuperData Research
80
eSPORTS
In-game betting
could reach $12B by
2020 and increase
user engagement
OPPORTUNITY
In-game betting
could add
$12
Total
Amount
Wagered
$10
$1-2B*
revenue to global video
gaming revenues
$9
$7
EXAMPLE PUBLISHERS
(OF M-RATED GAMES) LIKELY TO WIN
$5
2016E
2017E
2018E
2019E
2020E
81
eSPORTS
NFL
Football is
professional
first player gets
paid to compete
Regional
leagues form
from the growth
of associations
and clubs
Initial consolidation
14 teams combine
as the American
Professional
Football Conference
1946
30 YEARS
1890
1920
BEGINNINGS
1998
Tournaments
emerge
One league
NFL and AFL agree
to merge in 1966,
becoming the NFL
as we know it today
1960
1950
CONSOLIDATION
<20 YEARS
Associations
form
UNITY
2016
Consolidation
begins
World eSports Association
(Global)
eSports
International
e-Sports Federation
(Global)
Profesional eSports
Association
(North America)
Sources: Activate analysis, ESL, eSports Earnings, IeSF, KeSPA, Narus Advisors/Eilers & Krejcik Gaming, NFL, WESA
82
eSPORTS
COHESIVE SCHEDULING
OF EVENTS
LEAGUE
CONSOLIDATION
GROWTH IN
GAMBLING
83
www.activate.com
84
VIDEO
2016E
5:04
2018E
TOTAL
4:53
7:09
Traditional TV
TOTAL
7:22
2:29
0:21
2:05
0:18
Rentals/Purchases
0:48
Ad-Supported
0:59
Subscription
Digital Video
CAGR
0:54
1:14
Traditional TV
+2%
Total
-2%
Traditional
TV
+8%
Rentals/
Purchases
+6%
AdSupported
+12%
Subscription
Digital Video
Sources: Activate analysis, eMarketer, MediaREDEF, Netflix, Nielsen, Parks Associates, Sandvine, ZenithOptimedia
85
VIDEO
100.9
100.8
99.3
98.0
97.1
96.1
13.9
14.6
2015
2016E
PAY TV HOUSEHOLDS
Pay TV was likely
oversaturated after
reaching 100M
households
CORD-CUTTER/CORD-NEVER HOUSEHOLDS
6.1
7.5
9.2
11.3
2011
2012
2013
2014
Sources: Activate analysis, Experian, Leichtman Research Group, U.S. Census Bureau
86
VIDEO
LIKELIHOOD OF PAYMENT
WITHOUT PASSWORD, 2016
15%
28%
43%
20%
Unlikely**
30%
Somewhat Likely
53%
50%
Very Likely
WatchESPN
HBO GO
35-44
32%
24-35
14%
13%
16%
45+
18-24
87
VIDEO
LIKELY
ANNOUNCED
SERVICE
PARENT(S)
Sony
Dish
Disney, Fox,
Comcast, Time
Warner
MONTHLY
PRICE(S)
$30-$40 (Slim)
$40-$75
(Standard)
$20-$40
$30-$40 (est.)
$30-$40 (est.)
$20-35 (est.)
Unknown
Unknown
LAUNCH YEAR
2015
2015
2017
2017
2017
Unknown
Unknown
SUBSCRIBER
BASE
~100,000
~800,000
N/A
N/A
N/A
N/A
N/A
Increase sales
for Playstation
4 games and
consoles
APPARENT
STRATEGY
Draw attention
to other digital
offerings
Capture Pay
TV cordcutters
Maintain
consumer
relationship
with Pay TV
cord-cutters
AT&T
Alphabet
N/A
N/A
Protect
television
market share
Attract cordcutters and
younger
subscribers,
even at a lower
margin
Build on
established
web video
presence to
reach digitalnative cord
cutters
Continue shift
to more
premium
experience
Disrupt
traditional
providers by
providing
expansive IP
solution
Disrupt
traditional
providers by
providing
expansive IP
solution
Build on
extensive IP
delivery
infrastructure
and deep cash
reserves
Build on
extensive IP
delivery
infrastructure
and deep cash
reserves
88
VIDEO
100
Wireline
Penetration
91%
94%
95%
75
79%
Inflection point
indicates 141%
penetration rate
50
Wireless
Penetration*
78%
157% peak
penetration rate,
shortly after
iPhone launch
51%
46%
38%
25
2000
New
Experiences
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
SOCIAL
TEXT
SOCIAL
APPS &
MOBILE
WEB
APPS &
MOBILE
WEB
TEXT
VIDEO
2013
2014
5810
MOBILE
EMAIL
VIDEO
89
VIDEO
PAY TV PENETRATION
75
50
25
2010
2011
2012
2013
2014
2015
2016 E 2017E
2018E
Sources: Activate analysis, Experian, Leichtman Research Group, U.S. Census Bureau
2019E
2020E
2021E
2022E
90
VIDEO
+
+
+
+
+
Quality Programming
Competitive Pricing
Channel Buffet
Better User Experience
Reliable Delivery
91
VIDEO
Higher Churn
New entrants without an ecosystem of services will have difficulty creating stickiness
Established players can bundle offerings and offer discounts to departing customers to
increase consumer retention
Virtual Pay TV players like Sling have seen high churn numbers over recent quarters
92
VIDEO
Premium
Linear
On-Demand
Advantaged in
Live Content
LIVE
RECORDED
CreatorDriven
Social
VIDEO
Live sports are essential for a Pay TV package, but are highly
fragmented across markets, limiting the ability of a new virtual
entrant to offer the full range of demanded content
National Broadcast
National Pay TV
Local Pay TV
5%
10%
95%
87%
3%
95%
5%
7%
93%
16%
84%
12
8
94
VIDEO
Compared to an average
inflation rate of 1.5% over
2010-2016
$74
5.3%
CAGR
$70
$67
$61
$72
$63
$57
$54
$60
Willingness
to Pay Upper
Limit
Willingness
to Pay Lower
Limit
2011
2012
2013
26%
Can't Afford It
16%
Favorites Elsewhere
Poor Reliability
6%
6%
Other
2010
35%
11%
95
VIDEO
$75
$58
$76
$79
$77
$62
$56
$61
$60
$25-35k
$35-50k
$65
$60
$50
$15-25k
$50-100k
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
96
VIDEO
$54
$39
$70
$64
$45
$50
$76
$53
$33
0-25
25-50
50-75
75-100
100-200
200-300
300+
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
97
VIDEO
100-300 channels
45%
36%
29%
16%
40%
24%
47%
46%
49%
49%
41%
23%
17%
37%
26%
17%
13%
22%
18%
17%
21%
21%
21%
13%
18%
300+ channels
00
50
0k
00
5k
$2
$1
an
th
-2
50
-1
10
75
50
35
an
th
25
00
5-
0-
5-
5-
or
$1
$1
$7
$5
$3
$2
5-
ss
$1
Le
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
98
VIDEO
Skinny
Expanded
$65
$40-75
$20-40
60+ Channels
60+ Channels
25+ Channels
(no HBO)
Custom TV - Essentials
80+ Channels
100+ Channels
(includes HBO & Showtime)
Sources: Activate analysis, AT&T, Charter, Comcast, Time Warner Cable, Verizon
40+ Channels
99
VIDEO
$48.84
$44.83
$41.16
$37.69
$18.27
$16.91
Other Cable
Networks
Major Cable
Networks
ESPN
Broadcast
$25.01
$15.66
$14.50
$6.33
$6.61
$6.99
$7.21
$7.60
$7.87
$8.05
$8.80
$10.25
$11.30
$12.45
$13.72
2015
2016E
2017E
2018E
Note: Based on analysis of a 60-70 channel non-broadcast bundle containing popular networks including ESPN, TNT,
TBS, and USA. Major cable networks is comprised of 6 channels (ESPN2, TNT, Disney, TBS, USA, Nick).
Sources: Activate analysis, CNBC, Forbes, MoffettNathanson, SNL Kagan
100
VIDEO
The old winners are likely to be the new winners; once established
MVPDs enter the market, they will leverage their wide reach into a
cost advantage over smaller players
SUBS & PROGRAMMING COSTS / SUBSCRIBER / MONTH, U.S., 2016E, USD
NETWORKS CURRENTLY
PARTNERED WITH DIRECTV NOW
$56.93
25.4M
22.4M
$39.36
$43.07
2.6M
Subscribers
AT&T
Programming cost/sub/month
Comcast
Cablevision
101
VIDEO
$62
$59
$55
$52
Stand-alone
Service
MVPD-Operated
Service
$49
$45
$38
2016E
2017E
$41
2015
2018E
Sources: Activate analysis, AT&T, Charter Communications, Cablevision, Comcast, Time Warner Cable, UBS
102
VIDEO
30%
5-10 min
31%
10-20 min
16%
20-30 min
30-40 min
40-50 min
60+ min
N/A
Uninterested
41%
59% Interested
7%
3%
~40% of viewers
spend more than
10 minutes surfing
for channels to
watch
2%
2%
9%
103
VIDEO
Live/On-Demand Synthesis
Integration of library catalog
titles and live broadcasts
maximize content buffet
Broadcast Curation
Live TV recommendations
adapt to viewer tastes and
behavior
104
VIDEO
10 Mbps
Minimum advertised
speed required for
PS Vue
KEY
60-70%
40-60%
<40%
105
VIDEO
25 Mbps
Slings recommended
speed for households
running internet on
2+ devices
KEY
60-70%
40-60%
<40%
106
VIDEO
Limited
Weak
MVPD VIRTUAL
PAY TV
STAND-ALONE
VIRTUAL PAY TV
ESTABLISHED
TECH PLAYERS
Customer Acquisition
Quality Programming
Channel Buffet
Competitive Pricing
Reliable Delivery
107
VIDEO
Overall, virtual Pay TV may not see significant growth in the shortterm unless the major Pay TV and technology players pursue
aggressive strategies to build their virtual Pay TV businesses
VIRTUAL PAY TV REVENUE AND HOUSEHOLD PROJECTIONS, U.S., 2016E-2020E, BILLIONS USD, MILLIONS HH*
ACTIVATE
FORECAST
CURRENT ESTIMATE
1M
HHs
BASE CASE
5.4M
HHs
MAJOR PLAYER AT
ELEVATED PRICE
7.0M
HHs
HIGH-END
ENTRANT
12.9M
HHs
PAY TV
$102.3
$9.0
$3.0
$4.4
$0.3
2016E
2020E
108
www.activate.com
109
VIDEO
22%
16%
15%
$50-$75k
$75-100k
7%
6%
2016E
2017E
2018E
2019E
63%
68%
6%
>$100k
2015
52%
75%
2020E
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (N=4,000), Digital TV Research,
Nielsen, PwC, SNL Kagan, Strategy Analytics
110
VIDEO
PENETRATION BY AGE
SVOD
68%
73%
72%
65%
64%
53%
74%
PENETRATION BY INCOME
72%
74%
75%
64%
Pay TV
55%
52%
Pay TV
70%
74%
50%
43%
37%
36%
Substantial drop
off among older
cohorts
18-24
25-34
35-44
SVOD
21% disparity,
compared to 5%
for Pay TV
22%
45-54
55-64
65+
<$25k
$25-$49k
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
$50-$99k
>$100k
111
VIDEO
35%
LIKELIHOOD OF PAYMENT
WITHOUT PASSWORD*, 2016
Extended
family
17%
Direct family
23%
Unlikely
27%
Somewhat Likely
50%
Very Likely
66%
11%
Friend/
Acquaintance
$500 million
5%
1% Roommate
Work
Colleague
112
VIDEO
Subscriptions
Per User
1.58
1.64
1.70
1.76
1.82
3+ Services
13%
15%
16%
17%
19%
2 Services
31%
35%
37%
40%
+18%
43%
2016 to 2020
increase in
multiple service
usage
1 Service
56%
2016E
50%
2017E
47%
43%
2018E
2019E
38%
2020E
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=2,064), Parks Associates,
Strategy Analytics
113
VIDEO
84%
75%
39%
20%
9%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=2,148)
114
VIDEO
CONTENT CATEGORY
Major Studios
(select titles)
(e.g., Star Wars, Avengers)
(e.g., Tallulah)
Major Dramatic/
Comedy Shows
Indie
(select titles)
Sources: Activate analysis, eMarketer, MediaREDEF, Netflix, Nielsen, Parks Associates, Sandvine, ZenithOptimedia
115
VIDEO
$4.88
Increased investment in
originals mirrors similar
HBO strategy beginning in
late 2000s:
$4.29
$3.41
$2.66
$2.12
$1.78
- Addition of 40 million
international subscribers
(2009-2015)
$1.38
$0.98
2014
% Original
Content Spend
9%
2015
6%
15%
2016E
9%
22%
16%
- Increased originals
investment leads to 5%
annual programming cost
growth
2017E
25%
21%
Sources: Activate analysis, All Flicks, HBO, Motley Fool, Netflix, SNL Kagan, The Verge
116
VIDEO
2016
2014
22%
Extremely Important
Quite Important
19%
23%
23%
Slightly Important
64%
Library Size
21%
15%
67%
Cost
17%
Moderately Important
82%
Convenience
37%
Family Programs
19%
17%
24%
Originals
23%
117
VIDEO
Dozens of niche services have launched, despite the fact that the
lions share of viewing goes to the major platforms
Only 3-4% of U.S.
SVOD users subscribe
to a service other than
Hulu, Amazon, Netflix,
or HBO Now
2011
2012
2013
2014
2015
2016
118
VIDEO
PAY TV PROVIDER
Bundle Offerings
BUNDLED PACKAGES
STREAMING ADD-ONS
Basic Internet
$44.99/mo
Your Bundles
Chefs Delight
Sports Bundle
Internet Plus
$74.99/mo
Hit Series
Music Lovers
Internet Plus/
Starter TV
$94.99/mo
Indies/Docs Bundle
Internet
Advanced/
Premium TV
$114.99/mo
Documentaries
Hispanic Bundle
Independent
Hispanic
119
VIDEO
$2,600
$3,100
$1,883
$767
$930
$2,600
$569
$709
$1,548
2000
2006
2013
2019
2025
120
VIDEO
68%
32%
6%
5%
Engaged With
Live Streaming
Watch Live
Watch Recorded
Watch Both
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,003), Wall Street Journal
121
VIDEO
23.7
2.4
0.2
Twitter Stream
Yahoo Stream
Live TV*
122
VIDEO
Limited
Weak
SUBSCRIPTION
STREAMING
Customer Acquisition
Quality Programming
Channel Buffet
Competitive Pricing
Reliable Delivery
123
VIDEO
20-25M
15-20M
15-20M
70-80M
40-50M
50-60M
FRUGALISTS
PRAGMATISTS
CUSTOMIZERS
TRADITIONALISTS
MULTI-USERS
SUPER-USERS
USES:
BROADCAST
& WEB VIDEO
USES:
ONE SVOD SERVICE
& WEB VIDEO
USES:
MULTIPLE
SVOD SERVICES
& WEB VIDEO
USES:
PAY TV
& WEB VIDEO
USES:
ONE SVOD SERVICE ,
PAY TV & WEB VIDEO
USES:
MULTIPLE SVOD
SERVICES,
PAY TV & WEB VIDEO
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000)
124
www.activate.com
125
AUDIO
$1.4
$1.9
56%
Subscription
44%
41%
2013
2014
22%
$3.6
33%
$2.4
78%
49%
59%
Ad-Supported
$6.5
67%
51%
2015
2016E
*Includes Pandora and Sirius XM as well as on-demand ad based platforms (e.g., free Spotify, YouTube).
Sources: Activate analysis, GlobalWebIndex, RIAA
2020E
126
AUDIO
$11.8
$10.6
-12% CAGR
$8.8
7% CAGR
0% CAGR
$7.8
$7.0
$7.1
$7.0
$7.0
$6.9
$7.0
$7.5
Physical Sales
Digital Downloads
Other Digital*
Ad-Supported Streaming
Subscription Streaming
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
*Other Digital includes categories such as ringtones and music video downloads.
Sources: Activate analysis, RIAA
2016E
127
AUDIO
Both Apple Music and Tidal have lined up exclusive artists and
releases, but Spotify has added the most subscribers without
exclusives
NEW PAID GLOBAL SUBSCRIBERS, JUNE 2015 - SEPTEMBER 2016, MILLIONS
300%
Drake,
Coldplay,
Kanye West,
The Life of Pablo
Frank Ocean,
Dr. Dre,
Jay-Z,
Jay-Z,
Gwen Stefani,
Future,
Beyonce,
Jay-Z,
Taylor Swift,
Rihanna,
Prince
Views
1,580%
Blonde
20
Compton
The Blueprint
The Blueprint 2
17
This is What the
Truth Feels Like
3.6
Total subs: 40
Total subs: 17
Exclusives
*Permanent exclusive
Note: Exclusives do not include curated channels, singles, or video
Sources: Activate analysis, Apple, MusicBusinessWorldWide, Spotify, Tidal, Time
EVOL
1989*
Exclusives
Lemonade*
Anti
The Blueprint 3*
(entire catalogue)*
Exclusives
128
AUDIO
12%
No change to
subscription
Subscribe to
both, at least
temporarily
74%
14%
End current
service and
subscribe to
new service
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=965)
129
AUDIO
BEYONCE LEMONADE
DRAKE VIEWS
POST-RELEASE
AVAILABILITY
Immediate
1 week
On-Demand Streaming
2 weeks
1 month+
Digital Purchase
Not available
Sources: Activate analysis, Apple Music, Consequence of Sound, New York Times, Pandora, Spotify, Tidal
130
AUDIO
Quite important/essential
Somewhat important
18%
18%
64%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=748), Bloomberg, Cowen, Google
131
AUDIO
Remixes
Live Performances
Mixtapes
132
AUDIO
120 million+
~30 million
~30 million
~110 million
~1.5 million
78
17
100
Unlicensed tracks
(covers, mixes,
remixes, DJ sets)
Unsigned artists
~30 million
~15 million
GLOBAL
USERS
(MILLIONS)
GRAY MUSIC
820
LICENSED
LABEL MUSIC
175
133
AUDIO
49%
11% more
users ripping vs.
illegally
downloading
30%
73% believe
40%
activity is legal
if done via app
from app store
27%
25%
21%
16%
25% increase
in use of
YouTube ripper
sites in 2015
2015
2016
16-24
25-34
Sources: Activate analysis, Alexa, IFPI, MusicWatch, MUSO, Wall Street Journal
35-44
45-54
55-64
134
AUDIO
vs.
BILLBOARD
CHART DEBUT
57 million
65%
35%
Americans
acquired music
illicitly in 2015
STREAMING
EXCLUSIVE
INITIAL ONLINE
PIRACY
BEYONCE:
LEMONADE
SOLANGE:
A SEAT AT THE TABLE
#1
#1
Tidal
None
Negligible
Have illicitly
downloaded
135
AUDIO
GENERATION 2:
TORRENTS
STREAM RIPPING
METHOD
Users upload and download from
a centralized service
GENERATION 3:
METHOD
METHOD
136
AUDIO
PRESENT
Inability to stream or
purchase unlicensed
music pushes users to
stream ripping services
with poor user
experiences, and
encourages belief in
rippings legality
Rights-holder takedown
requests limit ability to
promote music on legitimate
platforms, affecting reach
and potential monetization
LISTENERS
GRAY MUSICIANS
Lack of compensation
mechanism for use of
intellectual property
requires investment in
policing and litigation, and
limits revenue
RIGHTS HOLDERS
STREAMING SERVICES
- Labels
- Artist owners
FUTURE
Widespread music
availability on legitimate
services enables listeners
to easily listen
and/or discover, driving
down ripping
Defined compensation
structure ensures
appropriate payment and
reduces resources
devoted to enforcement
137
AUDIO
Tracking Metrics
138
AUDIO
55+
27%
36%
18%
36%
13%
13%
45-54
22%
16%
Millennials aged
18-34 grew from
29% to 47% of the
total home audio
market in only
two years
17%
21%
35-44
17%
18%
30%
24%
25-34
19%
18-24
10%
May 2013 - May 2014
18%
14%
17%
32% of
consumers aged
18-34 indicate that
they intend to
purchase a
soundbar system
in the next year
12%
Population 18+*
139
AUDIO
21.4M
17.6M
12.7M
7.4M
Googles introduction
of Home will further
drive market
penetration; Apple also
expected to launch a
similar product
3.2M
1.2M
2015E
2016E
2017E
2018E
2019E
2020E
Sources: Activate analysis, 1010data, App Annie, Business Insider, Consumer Intelligence Research Partners, Creative
Strategies, IHS, ITU, JCHS, NPD
140
AUDIO
SMARTPHONE
SMART SPEAKER
OPEN QUESTIONS FOR
SMART SPEAKERS
Individual
Introduced a
new consumer
behavior
Mobile
Personal costs
Monthly subscription
Created a new
user app
interface
Household-based
Location tethered
Costs shared across group
No subscription required
Lower hardware
investment (e.g., Echo Dot at $50)
141
AUDIO
95%
WIRED
76%
60%
51%
49%
54%
46%
40%
Wireless headphones
could evolve into the
mobile version of smart
speakers
24%
WIRELESS
Similar to smart
speakers, acceleration
of wireless adoption will
link the user to services
beyond audio (e.g., IoT,
apps, etc)
5%
2013
2014
2015
2016
AirPod
announcement
142
AUDIO
Decreased
6%
Same
24%
6%
12%
33%
51%
57 million listen to
podcasts monthly
71%
61%
37%
Age Groups
Percentage
of Total
Podcast
Listenership
18-34
35-54
55+
48%
38%
14%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,212), Edison Research, Nielsen
143
AUDIO
$167M
30%
CAGR
Absence of standardization
and metrics have kept
podcasting from monetizing
Stand-alone subscription
services will not be the answer
in podcasting, although format
will continue to grow through
subscription music streaming
services
$133M
$90M
$75M
$58M
2012
2013
2014
2015
2016E
144
www.activate.com
145
POST-HOUSEHOLD AMERICA
SINGLE PERSON
28%
3%
OTHER NON
RELATIVE HH
SAME SEX COUPLES
NO CHILDREN
7%
Both
None
56%
1%
Two Parents
Mother Only
19%
43%
Father Only
No Parents
32%
8%
36%
Mother Only
NON TRADITIONAL
1%
STRAIGHT MARRIED
COUPLES NO CHILDREN
40%
Father Only
1%
1%
4%
2%
5%
33%
12%
MOTHER ONLY
WITH CHILDREN
Sources: Activate analysis, American Community Survey, NY Times, U.S. Census Bureau
146
POST-HOUSEHOLD AMERICA
Increasing complexity
of people living
under one roof,
purchasing and
experiencing tech and
media in the home
COMPLEX HOUSEHOLD
(Under one roof)
POST HOUSEHOLD
(Beyond the home)
147
POST-HOUSEHOLD AMERICA
Living
arrangements
Accounts and
subscription
Payments
POST-HOUSEHOLD BEHAVIORS
Close
social circle
Authentication
and identity
Virtual family
room
Communication
148
POST-HOUSEHOLD AMERICA
COMPLEX HOUSEHOLDS
USER EXPERIENCE:
PRICING / PACKAGING:
PAYMENT:
Allow for multiple payers
and payments
POST-HOUSEHOLD
149
POST-HOUSEHOLD AMERICA
BOOMERS AND
SENIORS
MILLENNIALS
MULTICULTURAL
Over
60M
25%
PEOPLE LIVE IN
MULTIGENERATIONAL HH
Over
75M
Over
45M
BOOMERS
SENIORS
Over
75M
Under
33%
MILLENNIALS
Over
65M
Over
25M
The following pages outline the specific needs and opportunities to serve these Post-Household segments
Sources: Activate analysis, Pew Research, Prince Market Research, rent.com, U.S. Census Bureau
150
POST-HOUSEHOLD AMERICA
Population
(Millions)
Family HH
Non-Family HH
19%
2.3%
2.2%
1.0%
17%
0.6%
2 Member Households
15%
14%
35.4
60.6
3+ Member Households
51.5
42.4
62%
33%
1990
2000
2009
2014
20-29
30-39
23%
26%
24%
40-49
50-59
60+
*defined as a household in which at least one person is related to the head of household by birth, marriage or adoption
**defined as a household consisting of non-relatives, excluding those by marriage
A quarter of
adults have a
roommate, even
into the middle
age and beyond
Sources: Activate analysis, Bloomberg, BuzzFeed, CNN, iTunes, Pew Research, Rent.com, Thrillist, Zumper, U.S. Census Bureau
151
POST-HOUSEHOLD AMERICA
Video
Gaming
18-24
22%
25-34
32%
36%
SVOD
35%
Music
Streaming
Direct
(immediate)
Family
66%
29%
Extended
Family
TV
Everywhere
14%
Friend/
Acquaintance
Roommate
Colleague
17%
11%
5%
1%
Password sharing
also happens
outside the home,
including with
extended family
members (and
direct family not
living under the
same roof),
friends,
colleagues
35-44
21%
45-54
12%
55-64
9%
65+
5%
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000 LHS, n=840 RHS)
78% of
people using
an account
paid by
someone else
are over 25
152
POST-HOUSEHOLD AMERICA
PRODUCTS/
SHARED
ACCOUNTS
PAYMENTS
CUSTOMER
ACQUISITION
TIME AND
CONNECTIVITY
Finstas
Personal and
Business Accounts
PAYMENTS
One User - Multiple Payments
Personal and
Business Accounts
Shared Bank Accounts
Sources: Activate analysis, Bloomberg, BuzzFeed, CNN, iTunes, Rent.com, Thrillist, Zumper
153
POST-HOUSEHOLD AMERICA
Total
+10.5
5
25-34
55+
8.4
US BOOMERS SPENDING
INTENTIONS
Expect to
spend more
than in
earlier years
35-54
0.0
18-34
1.6
0-17
80% of
expected
population
change
0.4
2016E-2020E
70%
52%
Boomers
35-44
18-24
45-54
OPPORTUNITY TO
BETTER TARGET
BOOMERS
50
60
55-64
65+
70
80
90
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=4,000), Deloitte Digital Democracy
Survey, Fortune, Influent50 Research, MarketingResearch, Nielsen, U.S. Census Bureau
154
POST-HOUSEHOLD AMERICA
Tech and media companies should serve Boomers and Seniors as late
adopters, and adjust the user experience to their expectations this
is a significant revenue opportunity for tech and media companies
SMARTPHONE PENETRATION, U.S., 2015-2020E, PERCENT
OPPORTUNITY IN
SMARTPHONES: Boomers
are next on the adoption
curve followed by Seniors
26%
2015 - 2020
EXPECTED
NEW USERS
55-64
45-54
20%
65+
0-11
13%
12-17
35-44
18-24
7%
25-34
0%
25%
50%
75%
100%
Sources: Activate analysis, eMarketer, Fortune, NY Times, Pew Research, U.S. Census Bureau
155
POST-HOUSEHOLD AMERICA
13%
5%
22%
14%
Married or cohabiting in
own household
62%
32%
50%
SVOD
40%
39%
38%
Cell Plan
29%
Pay TV
32%
Living in parent(s) home
20%
1960
2014
Sources: Activate analysis, Activate Consumer Tech and Media Survey 2016 (n=1,003), NY Times, Pew Research,
U.S. Census Bureau
156
POST-HOUSEHOLD AMERICA
3%
Primarily
Spanish
21%
2%
4%
2%
Proficient in English
10%
91%
26%
88%
30%
Both English/
Spanish
85%
65% of Hispanic
Millennials and 94% of
Hispanic Gen Z-ers are
US-Born
81%
32%
40%
US Born
Primarily
English
Englishonly
28%
66%
57%
63%
27%
60%
60%
2000
2005
17%
First-generation Second-generation Third-generation
Note: Media language preference is across TV, Radio, Internet, Newspapers, and Magazines.
Sources: Activate analysis and interviews, Google, Pew Research, PwC
2010
2015
157
POST-HOUSEHOLD AMERICA
SELF-IDENTIFICATION OF HISPANICS,
U.S., 2016, PERCENT
US-BORN
29%
52%
42%
36%
47%
45%
37%
35%
Country
of Origin
63%
22%
Mobile Video
37%
UGC Video
19%
49%
23%
24%
Movies on Opening
Weekend
13%
N/A
Spanish-Language
Television
Hispanic/
Latino
29%
American
citizen
8%
Firstgeneration
49%
36%
Secondgeneration
Thirdgeneration
158
POST-HOUSEHOLD AMERICA
8%
13%
Mandarin
2.3M Mandarin
speakers in 2015
~ Number of
Hispanic Spanish
speakers in 1940
Tagalog
10%
Vietnamese
7%
6%
French
6%
5%
Other (300+)
English
5%
37%
Korean
German
4%
79%
Arabic
2% 3%
3% 3%
3%
4%
3%
Russian
Creole
Italian
Portuguese
159
POST-HOUSEHOLD AMERICA
24%
Size of population
speaking a language other
than English or Spanish
San
Francisco
New York
(3.5M)
18%
Los Angeles
(2.1M)
Seattle
Boston
Washington
12%
Chicago
Detroit
Miami
Riverside
6%
0%
Houston
125
140
Philadelphia
Atlanta
Dallas
155
Phoenix
170
185
200
Total number of languages other than English or Spanish spoken at home, by MSA
160
POST-HOUSEHOLD AMERICA
88
76
57
Filipino
Chinese
English
Native
Language
53
Avg. US
SAY THEY CAN SPEAK
ENGLISH VERY WELL
15
Chinese
69%
44%
39%
13%
Filipino
Chinese
Filipino
Chinese
Opportunity to
target US Filipino
with English
language Filipino
video content
Both
Filipino
161
POST-HOUSEHOLD AMERICA
ON-DEMAND
LIVE
HISPANIC
INDIAN
28
24
20
19
17
ASIAN
Sources: Activate analysis, Comcast, Dish, FierceCable, SNL Kagan, Time Warner Cable, Verizon
162
POST-HOUSEHOLD AMERICA
$4 - 5
VIRTUAL FAMILIES
$3 - 4
MULTICULTURAL
$2.5 - 3.5
MILLENNIALS
$0.5 - 1.0
FEASIBILITY
INVESTMENT REQUIRED
Lower
Note: Total market size discounted for feasibility, investment required and
overlaps among groups
Source: Activate analysis
Higher
Feasibility
Investment Required
Higher
Lower
163
POST-HOUSEHOLD AMERICA
Own a
broadband connection
Reliable, fully
banked, finances
Strong English
skills
11M
computer at home
dependent to go online
164
POST-HOUSEHOLD AMERICA
Tech and media companies will need to strengthen the major pillars
of their user experience to reach the under-served
TECH AND MEDIA STRATEGIES TO REACH THE UNDER-SERVED
PRICING STRUCTURE /
PACKAGING
PAYMENT
CONTENT CHOICES
CONNECTIVITY/
ACCESSIBILITY
AUTHENTICATION /
IDENTITY
Ensure breadth of
content reflecting
cultural and language
diversity
Help gain
connections in and
out of the home
(e.g., sponsored
data)
Allow flexible
authentication
(possible
identification
constraints)
165
POST-HOUSEHOLD AMERICA
LOWER INCOME
UNBANKED/ UNDER-BANKED
UNWIRED/ UNDER-WIRED
UNDOCUMENTED IMMIGRANTS
166
POST-HOUSEHOLD AMERICA
-25%
2.6
3.0
3.1
$25-35k
$35-50k
3.4
US HH Average
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=1,590), Bureau of Labor
Statistics Consumer Expenditure Survey 2015, U.S. Census Bureau
167
POST-HOUSEHOLD AMERICA
UNDER $25K
1
Stand-alone
home internet
Cell plan
$25-35K
52%
Cell Plan
49%
US HOUSEHOLD
AVERAGE
$35-50K
61%
Cell plan
64%
Cell Plan
Stand-alone
home internet
46%
65%
Bundle
(double, triple)
47%
Streaming video
(e.g., Netflix)
52%
TAKEAWAYS
Services with higher
penetration within lower
income households
typically have:
- Lower prices
(e.g., Netflix vs. Pay TV)
- Several price tiers
(e.g., cell plan)
Streaming video
(e.g., Netflix)
37%
Streaming video
(e.g., Netflix)
44%
Stand-alone
home internet
44%
Stand-alone
home internet
47%
Bundle
(double, triple)
31%
Bundle
(double, triple)
44%
Streaming video
(e.g., Netflix)
43%
Bundle
(double, triple)
43%
Streaming
music service
19%
Stand-alone
Pay TV
21%
Stand-alone
Pay TV
27%
Stand-alone
Pay TV
26%
Pricing strategies, in
addition to more
flexibility and subsidies
in payment terms, and
high value perception
should allow tech and
media to better serve
lower income
households
168
POST-HOUSEHOLD AMERICA
Unbanked
Under-banked
8%
Other
71%
21%
CREDIT / DEBIT
CARD
REQUIREMENTS
60%
Live in
non-coastal areas
60%
Aged 18-34
50%
$35-50k
10%
PROHIBITIVE
TRANSACTIONAL
EFFORT
>$50k
30%
PAYMENT TERMS
AND FEES
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=200), Business Insider Business
Intelligence, Consumers and Mobile Financial Services 2016 (Board of Governors of the Federal Reserve), Emerging
Payment Alternatives for the Unbanked and Underbanked 2015 (Federal Reserve Bank of Richmond)
169
POST-HOUSEHOLD AMERICA
70%
+23%
Pay TV
Penetration
47%
65%
Cell Plan
Penetration*
+17%
48%
*Actual penetration of cell phone use likely higher due to availability of pre-paid services.
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (Banked n=3,800; Unbanked n=200)
170
POST-HOUSEHOLD AMERICA
PREPAID DEBIT
CARDS
CURRENTLY ACCEPTED BY
27%
Netflix currently the only SVOD
service accepting prepaid cards
16%
MOBILE
PAYMENTS
3%
MOBILE
WALLETS
EXAMPLES
Sources: Activate analysis, Activate 2016 Consumer Tech & Media Research Study (n=200), Business Insider Business
Intelligence, Consumers and Mobile Financial Services 2016 (Board of Governors of the Federal Reserve), Emerging
Payment Alternatives for the Unbanked and Underbanked 2015 (Federal Reserve Bank of Richmond), the Finance Buff,
Kansas Federal Reserve Board, Wall Street Journal
171
POST-HOUSEHOLD AMERICA
While 6Mbps is a
relatively low speed*,
significant coverage
gaps stand out: low
density in Midwest and
South vs. coastal areas
172
POST-HOUSEHOLD AMERICA
55% are
Millennials
34
32
Affordable wireless service provided
by Google
No access to
broadband* at home
173
POST-HOUSEHOLD AMERICA
11.1
8.6
3.5
1990
2000
2007
2014
Have an
occupation
71%
29%
2013
3%
2% 4% 6%
14%
Central
America
Mexico
15%
Documented
Immigrants
56%
Undocumented
Immigrants
2000-
2013
11.9%
5.1%
83.0%
5% 4% 5%
25%
26%
Other
U.S. Born
34%
174
POST-HOUSEHOLD AMERICA
INCOME TAX
COMPLIANCE
Note: on an after
tax basis, this is
no lower than the
overall US median
HH income =
$38-40K
5075%
$35-40K
Over
$160B
$5-6B
IN TOTAL
EARNINGS
Sources: Activate analysis, American Community Survey, The Atlantic, FedSmith, Institute on Taxation and
Economic Policy, Migration Policy Institute, Pew Research, U.S. Census Bureau
175
CREATED BY
Michael J. Wolf
Michele Anderson
William Bird
Anil Dash
Michelle Forrest
Seref Turkmenoglu
Anthony Aguila
NEW YORK
156 Fifth Avenue, Penthouse 1
New York, NY 10010
212 316 4444
Sri Narasimhan
Samuel Studnia
Ellis Bowen
David Howard
Christopher Meyer
SAN FRANCISCO
2 Bryant Street, Suite 100
San Francisco, CA 94105
415 385 3725
Samuel Adams
Lauren Libby
Rohun Reddy
Denise Shea
www.activate.com
176
DIGITAL
STRATEGY
NEW BUSINESSES
AND PRODUCTS
PRICING
SALES AND
MARKETING
EFFECTIVENESS
STRATEGIC DUE
DILIGENCE
Formulate strategies
and identify
opportunities
to enable tech and
media companies to
create new and
engaging user
experiences, products
and services that
underpin new growth
businesses, revenue
streams and
audiences.
Create new
businesses as
virtual startups
within large
companies.
Leverage content,
technology and
experiences to take
advantage of the
native capabilities
of devices and
platforms.
Bring industry
expertise and
track record in
enhancing business
performance
to help strategic
acquirers and
private equity firms
assess assets and
determine how to
create value.
Take advantage
of innovation,
platforms, businesses,
content and
technology.
www.activate.com
177