tech, media and content news from a producer's pov

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Tech, media and content news - a producer’s view

Cartoon Digital 2015

nickdorra.com

A little bit of background.

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Activate Tech and Media Outlook 2016

Can premium mobile games make a comeback?

How AMC and Next Games's "The Walking Dead" is killing the licensed gaming competition

Mind Candy signals that the kids market for games is too tough, even for them

Mobile user acquisition costs climb and download volumes drop in September

Why you need to spend $100,000 to prove your F2P game works

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10 learnings from 10 years of Channel Frederator.

Amazon Getting Ready to Bundle Other Video Services with Prime

Don't Panic, Says CBS: More People Are Watching TV Now Than a Decade Ago

Facebook Hits 8 Billion Daily Video Views, Doubling From 4 Billion In April

Hey New Media! Your video view numbers are bogus. Sincerely yours, Old Media.

How This Agency's Completely Blank 4-Minute YouTube Video Got 100,000 Views

Snapchat To Shut Down Snap Channel, Laying Off Team, Changing Content Plans

The Cable Network Story No Media Exec Wants Investors to Hear

A selection from your newsfeed:

“What does this mean for an animation producer?”

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Making mobile games

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Q: As an animation producer, how can I develop

my own mobile games?

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Q: As an animation producer, how can I develop

my own mobile games?

Q: Should I develop mobile games?

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A: It depends. What is your goal?

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Exposure? (get)

Engagement? (keep)

Revenue? (monetise)

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F2P has overrun the market.

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27 monthson average in the App Store (Oct 2015).

The TOP25 top grossing games have spent

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The cost to acquire a user who opens an app 3+ times was $4.14 in September (up 84% from Sep/’14).

source: Venturebeat 10/2015

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Can you afford to pay $4+ per user for mere exposure?

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Exposure? (get)

Engagement? (keep)

Revenue? (monetise)

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Top 10 (0,7%) = 50% of revenue

Top 3 (0,2%) = 33% of revenue

+ 2M other games +10.000 new games per month

slide by @ipaananen / 17.Nov 2015

And first you have to develop and test the game(s).

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Q: But there’s not only F2P. How about premium games?

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Case: Monument Valley

• Cost to develop: $1.4M • Total revenue to developer: $5.9M • Return on Investment: x4

➯ Every 4th game you develop has to be Apple’s Game of the Year!

nickdorra.comsource: Pocketgamer 11/15

Case: Mind Candy

“The competition is immense. Kids just don’t want to play those games specifically designed just for them… we’re not going to build products which are just aimed at a kids audience any more. It’s just too challenging.”

nickdorra.comsource: Gamesbrief 11/15

Q: Umm, so would [insert developer] make my game?

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A: Probably no.

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“[…] to re-create what fans liked about the original [movie

or TV show] is often at odds with what makes for a good

game. This is especially true in modern mobile gaming with

its short but frequent sessions [and it is] why many smaller

game developers skip licensed content altogether.” - Teemu Huuhtanen, CEO Next Games

source: Fast Company 11/2015

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So what SHOULD I do then?

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Exposure? (get)

Engagement? (keep)

Revenue? (monetise)

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1. Understand the business.

2. Set the right goals.

3. Find the right partner.

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1. Understand the business.

2. Set the right goals.

3. Find the right partner.

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IP creation = real estate development

Mobile games = SaaS = a service business

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Ross Dunn / Flickr CC licenseKaren Mardal / Flickr CC license nickdorra.com

Understand the differences between the industries. Follow the relevant media outlets.

Find a guide (or several).

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1. Understand the business.

2. Set the right goals.

3. Find the right partner.

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Focus on Engagement.

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The small advantage that exists, is with established companies

or with brands.

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1. Understand the business.

2. Set the right goals.

3. Find the right partner.

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Go find an experienced indie, and keep your budget in check!

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RevenuePromotion (no €€€)

Engagement (no €€€)

Conclusion: The evolving reasons to get into games

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Convenience andavoiding the bundle.

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What happened to the talk about the second screen?

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While 50% of DVR users would routinely skip ads, “the number is declining now,” said CBS’s Chief Research Officer Poltrack, “because they’re too busy on their phones to fast-forward through the ads,”.

source: Adweek 08/15

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All views are not created equal.

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Creating good content is still hard.

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Remember the barber shop?

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TV won’t die (look at radio),

but it will adapt (= change).

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SVOD

Single channelofferings

OTT bundles

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Convenience is driving the market.

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What does this mean for a producer?

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1. Remember what you’re worth.

2. Build an audience.

3. Be where your fans are.

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You’re the expert on storytelling.

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Hang on to your rights! (slice ’n’ dice)

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1. Remember what you’re worth.

2. Build an audience.

3. Be where your fans are.

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“Media brands that don’t interact with their audiences are toast.”

- Fred Seibert, CEO Frederator Networks

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source: Fred Seibert's Tumblr 11/2015

Avoid the bundle, make a connection!

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1. Remember what you’re worth.

2. Build an audience.

3. Be where your fans are.

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Experiment with bespoke, next generation content.

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Forget what you know, focus on making that connection!

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Conclusion:

Questions and opinions,please!

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Thank you! nick@nickdorra.com

@ndorra

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