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Mission To present entertainment that helps young people become better human beings – by changing the world; by making important positive, lasting, broad,

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Presentation on theme: "Mission To present entertainment that helps young people become better human beings – by changing the world; by making important positive, lasting, broad,"— Presentation transcript:

1 Mission To present entertainment that helps young people become better human beings – by changing the world; by making important positive, lasting, broad, global social changes To support mission – by producing entertainment that makes a difference in the lives of young people. Multi-platform delivery of meaningful content

2 Meaningful Content Secret Life of Words Mighty Joe Young North Country American Blackout Amazing Grace Paradise Now Shut Up & Sing Sweet Mother Tour An Inconvenient Truth Bulworth The Daily Show Fast Food Nation Half Nelson Girl in the Café

3 Objectives: by 2010 Create the premier brand for socially relevant films & music Develop or produce 10 films per year Develop or sponsor 10 albums per year Produce 1 TV series per year Produce 100 webisodes concurrently Net $10M

4 Scope of SLE Entertainment Entertain ArtMediaEducateActivate

5 Scope of SLE ProfessionalStarsRepeatableCongregateParticipateAmateurReal peopleUniqueIsolateObserve

6 Scope of SLE ArtHeadEmotionCraftBodyIntellect

7 Scope of SLE Craft Enter tain ment Enter tain Activ ate Repe atabl e Obse rve Profe ssion al Cong regat e Ment al Emot ions Art Medi a Educ ate Uniq ue Parti cipat e Amat eur Isolat e Physi cal Intell ect IN Films Television Music Dance Theater Live performance Web television Multimedia + Live events Circus OUT Sports Games RPG Home video 2D or 3D visual art Books Educational media Video games Comic books

8 Our Audience US teen boysUS young adults Global young adultsUS teen girls Global Youth

9 Strategy: Content Development Participant Productions model – Develop in-house with outside collaborators – Star-driven – Meaningful content both fiction & non-fiction – Distribution through major channels Co-branded model – Partner to promote externally-produced content

10 Strategy: Entertainment 2.0 What is Entertainment 2.0 – Agile – Participatory – On demand – Searchable – Simultaneous mult-platform – Mashups – Viewer-influenced stories

11 Strategy: Cross-Platform Brand Penetration Content available across all SL platforms – Original venues – SL Metaverse – SL Lounges / Discovernauts – Licensed merchandise – SL Sports – SL Games – SL House parties/ Action Centers – SL marches, events, rallies, mobilizations – SL Educational media Challenge youth to excel

12 Strategy: Revenue Portfolio of products – Balance risk Cross-merchandise with other SL Divisions Focus on revenue from sale of content Secondary revenue streams

13 Focus of Media Projects By youth Young writers & directors About youth Stories about young people For youth Messages targeted at young people, even though the performers may be adults

14 Matrix of Products FictionalNon-fictionParticipatory Big ScreenExperimentalDocumentary Little ScreenNarrativeReality TV Mobile ScreenFlexibleMobile doc 3 rd ScreenFlexibleConcert video Face-to-FaceLive + Film Film + Art Live + Art Music + Theater Spoken Word

15 Consumer spending Size of total market Spend by segment Spend by product type

16 Revenue Streams Sale of content-primary distribution Sale of content-ancillary distribution Participatory revenue Advertising & placement Licensing Cross-merchandising with other SL platforms

17 Revenue Streams: Sale of Content through Primary Distribution Channel Film box office, US & International Original network (or cable) broadcast Original webcast access fees Performance tickets, US & International

18 Revenue Streams: Sale of Content through Ancillary Distribution Channels DVD CD Memory sticks Download Network & cable re-sale Subsidiary markets

19 Revenue Streams: Participatory Revenue Text to vote Online participation fee Real-world participation fee Competitions License to mashup (on SL Metaverse)

20 Revenue Streams: Advertising & Placement. “Campaign Placement” Web CPM Web graphic ads Mailers Film product placement Musician/performer logo wear Musician /performer endorsements – Presupposes star value – Television – Billboards – Radio

21 Revenue Streams: Licensing Presupposes stars or franchises Toys Action figures Games Lunchboxes Clothing & accessories Cell phone accessories Pet accessories Recycling tools-can smashers, sorters

22 Partners Current TV Participant Productions See Jane NAMAC Etc.


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