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Privileged and Confidential General –What do we most need to be more successful? Mission / purpose? Priorities? Organizational changes? Entertainment Co.

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Presentation on theme: "Privileged and Confidential General –What do we most need to be more successful? Mission / purpose? Priorities? Organizational changes? Entertainment Co."— Presentation transcript:

1 Privileged and Confidential General –What do we most need to be more successful? Mission / purpose? Priorities? Organizational changes? Entertainment Co. support? Technology / control –From technology and services standpoint, what does SNEI fully control vs. what does SCE/PlayStation own and control –What else does SNEI need to control to be successful (PS+?, Firmware?) –Do we have a plan for apps Content –How do we best manage content initiatives –How do we best engage content Cos. Organization –General description of organization and responsibilities? [review org charts Wed?] –How can a role that supports content efforts help? And how do we handle the intersection of content and services? Economics –Expected services to be profitable after direct costs on $1BN of revenues –What level of marketing budget moves the needle; and what is in place with Current initiatives [Wed?] –Can we model a VOD uplift for Crackle+ –Can we launch UV in-time to support titles in June Questions 0

2 Privileged and Confidential STRATEGIC CONSIDERATIONS 1

3 Privileged and Confidential The most realistic and impactful near-term goal for content initiatives and service improvements is to better leverage the installed base of hardware; more so than to sell more hardware –First: Convert more customers to active, paying SEN customers New accounts: Increase % of Sony Hardware customers that have SEN accounts Increase % of current accounts that are active / paying Increase revenues from current active / paying accounts –Then: Use the service, content offerings, and customer enthusiasm to drive hardware sales Platform Goals –First: Establish a superior service on with differentiated content on a “hero” platform, namely the PlayStation –Then: Broaden that service in a uniform fashion across device platforms Demographic –First: Succeed with PlayStation core customers (males 18-34) –Then: Broaden to reach other demographics Geographies for differentiated content –First: Introduce new offerings in U.S. –Shortly after (a matter of months): Launch in 2-3 other key markets [Japan, Europe?] –Then: Roll-out globally at a realistic pace Preliminary Thoughts on Priorities 2

4 Privileged and Confidential Customer Acquisition Free / easy to discover content for customer acquisition Increased marketing spend –Incorporation in Electronics TV ads –Increased SNEI budget –Increased support by SPE, SME, SCE Monetization Improved underlying services (e.g., Music Unlimited at parity or better than Spotify) to capitalize on and monetize newly acquired customers Improved User Interface (directly competitive with the new XBOX launch) –Single promotional “landing page” with clearly highlighted content for Music, Video, Games 3 rd party services on PlayStation behind a pay wall (in-line with XBOX Live Gold) Tactics 3

5 Privileged and Confidential Why Try (Customer Acquisition) Customer Value Proposition – “Why Try / Why Buy” 4 Why Buy (Monetization) Vivo+ (Free) Compelling Service (Music Unlimited) Crackle+ (Free) Heavily Promoted and Exclusive Films (Early EST, PVOD, UV) VOD & EST Gateway to well- known 3 rd party services (e.g., Netflix) PS+ required to access premium services Music Video PS+ (On PlayStation Only) Cross-Sell Gateway to Other Services

6 Privileged and Confidential February:Announce support for UV February Onward:Significant SPE and SME marketing support of existing services in the market May:Announce Crackle+ concept and upcoming originals June:First “Exclusive and Early” title available Fall:Crackle+ and Vivo+ launch Biggest “Exclusive and Early” titles Preliminary Timelines 5

7 Privileged and Confidential Organizational Engage and leverage the entertainment companies –[Discuss whether this involves organizational change, and how to manage intersection of content and services so content initiatives aren’t on an island, or thrown over the wall] Single point of ownership over elements critical to SEN’s success [discuss if this includes PlayStation services and firware] Financial Marketing budgets (in SNEI and Hardware; with “in-kind” support from SPE and SME) sufficient to: –Generate wide-spread brand awareness for SEN –Generate a specific understanding of what the service offers –Promote specific content opportunities Technical Compelling UI roll-out (competitive with XBOX) Improvements to the music service Must Haves 6

8 Privileged and Confidential Potential Changes Vivo (current ad-supported version) on PlayStation immediately Build a solution for apps On the PlayStation, move the 3 rd party services behind the PS+ pay wall; keep Video Unlimited and Music Unlimited as peers to PS+ (not behind the PS+ pay wall); Crackle+ starts in front of pay wall Music service should not be a 180 day trial of the “light” product, it should be a 30 day trial of the full product Launch integrated search and UI across Music, Video, Games Prioritize early EST engineering (UV) Projects that may now be duplicative Movie-a-day service (Crackle+ offering has greater volume free to consumer) Crunchy roll (incorporate Anime in Crackle+) Discuss SEN TV concept with input from SPT Potential Service Changes to Discuss 7


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