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James Enck
Daiwa Securities
www.europeftthcouncil.com
Who am I, and why am I here?
I cover the telecom and media
industries, but I am increasingly
interested in changes in
consumer behavior which
challenge our previous
assumptions about the
relationships which legacy
players have with their
customers - and how, indeed if,
those can be maintained.
http://eurotelcoblog.blogspot.com
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Where are we going?
Telcos Consumers
3
What do you want to watch?
• Telecom industry is
[understandably] focused
on delivering TV.
• “Push” (linear TV) and
some “pull” (VOD/PVR)
services.
• Old concepts/behaviors,
new delivery mechanism.
4
Meanwhile, new media are taking shape
Source: Namco
5
Virtual community media
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Virtual community media
7
Real community media
8
Social media
Source: Last FM
9
DIY distribution
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Remix, modify, mash-up
Source: Fark
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Online gaming
The typical gamer? Don’t be so sure
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Already part of daily routine
100%
90%
80%
Music downloading Gaming Online photo albums
70%
60%
50%
40%
30%
20%
10%
0%
UK France Italy Sweden Spain Germany Holland Average
Source: Daiwa, from the Intel EMEA Digital Lifestyle Survey 2005
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Permeating other activities/behaviors
Q: What is your favorite use of IM?
Share files
Share photos
Gossip
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Tools in place for something bigger
100% Computer (not laptop)
90% Laptop
Gaming console
80%
70%
60%
50%
40%
30%
20%
10%
0%
UK France Italy Sweden Spain Germany Holland Average
Source: Daiwa, from the Intel EMEA Digital Lifestyle Survey 2005
15
Online rules in Asia
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Surfing a demographic wave
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Pressuring old media
Q: Impact of home entertainment technology on leisure activities?
35%
30%
25%
20%
Go to cinema less
15%
10%
5%
0%
d
in
y
en
ly
e
e
K
lan
an
nc
ag
a
Ita
U
ed
Sp
r
a
ol
ve
Sw
Fr
er
A
G
Source: Daiwa, from the Intel EMEA Digital Lifestyle Survey 2005
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Old media concerned
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MMOGs – a brave new world
Total MMOG Active Subscriptions (All MMOGs)
10,000,000
R2 = 0.98
9,500,000
9,000,000
8,500,000
8,000,000
7,500,000
7,000,000
Total Current Subscribers
6,500,000
6,000,000
5,500,000
5,000,000
4,500,000
4,000,000
3,500,000
3,000,000
2,500,000
2,000,000
1,500,000
1,000,000
500,000
0
Jan- Jul- Jan- Jul- Jan- Jul- Jan- Jul- Jan- Jul- Jan- Jul- Jan- Jul- Jan- Jul- Jan-
97 97 98 98 99 99 00 00 01 01 02 02 03 03 04 04 05
Source: www.mmogchart.com
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Not just a pastime
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Create your own reality
Source: http://www.palletorsson.com/evil.php
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Get a [second] life
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From virtual to real world
Source: www.pacmanhattan.com
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Melding physical and virtual location
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The future: integration and evolution
Source: http://www.flickr.com/photos/crazykinux/tags/eveonline/
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Integration: Gaming sneaks into
IM
Source: Yahoo!
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While IM sneaks into gaming
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Inventive user interfaces
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Manipulating the game with the
body
Source: In2games.com
Source: Fightsuit.com
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Body and game manipulate
each other
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Conveying sensory experience
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Conclusion
• It would be naïve to claim that we really know where all
of this is going.
• However, what seems clear is that gaming/virtual worlds
are touching on, incorporating, even supplanting a lot of
activities which might previously have been separate.
• In the process they are creating new communities, forms
of interaction, and markets.
• This may have a more profound impact than just as
another form of entertainment.
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Thanks for listening!
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