Mission To present entertainment that helps young people become better human beings – by changing...

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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, 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

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

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

Scope of SLEEntertainment

Entertainment

Entertain

Entertain

Art

Media

Educate

Activate

Scope of SLEProfessional

Stars

Repeatable

Congregate

Participate

Amateur

Real people

Unique

Isolate

Observe

Scope of SLE

Art

Head

Emotion

Craft

Body

Intellect

Scope of SLECraft Enter

tainment Enter

tainment

Entertain

Activate

Repeatabl

e

Observe

Profession

al

Congregate

Mental

EmotionsArt

Art

Media

Educate

Educate

Unique

Participate

Amateur

Isolate

Physical

IntellectIN

•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

Our Audience

US teen boys

US young adults

Global young adults US teen girls

Global Youth

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

Strategy: Entertainment 2.0

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

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

Strategy: Revenue

• Portfolio of products– Balance risk

• Cross-merchandise with other SL Divisions• Focus on revenue from sale of content• Secondary revenue streams

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

Matrix of ProductsFictional Non-fiction Participatory

Big Screen Experimental Documentary

Little Screen Narrative Reality TV

Mobile Screen Flexible Mobile doc

3rd Screen Flexible Concert video

Face-to-Face Live + FilmFilm + ArtLive + ArtMusic + TheaterSpoken Word

Consumer spending

• Size of total market• Spend by segment• Spend by product type

Revenue Streams

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

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

Revenue Streams: Sale of Content through Ancillary Distribution Channels

• DVD• CD• Memory sticks• Download• Network & cable re-sale• Subsidiary markets

Revenue Streams: Participatory Revenue

• Text to vote• Online participation fee• Real-world participation fee• Competitions• License to mashup (on SL Metaverse)

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

Revenue Streams: Licensing

• Presupposes stars or franchises• Toys• Action figures• Games• Lunchboxes• Clothing & accessories• Cell phone accessories• Pet accessories• Recycling tools-can smashers, sorters

Partners

• Current TV• Participant Productions• See Jane• NAMAC• Etc.