WP1 Dynamic media business models, value chains and ecosystems
Transcription
WP1 Dynamic media business models, value chains and ecosystems
Multichannel Multimarket Media Services – WP1 Dynamic media business models, value chains and ecosystems Juho-Petteri Huhtala, Aalto SE Seppo Leminen, Aalto SE / Laurea Agenda 1) Key objectives and research questions in MuMuMeSe 2) How rapid digitalization is affecting on traditional business? - 3) Market situation among the virtual learning environments - 4) Case Sony Music Entertainment Trends, market outlook for eReading devices and eLearning Business models for digital platforms - Supplier roles in e-business – Why providing full service is challenging? - Case Moodle – Open source business model Agenda 1) Key objectives and research questions in MuMuMeSe 2) How rapid digitalization is affecting on traditional business? - 3) Market situation among the virtual learning environments - 4) Case Sony Music Entertainment Trends, market outlook for eReading devices and eLearning Business models for digital platforms - Supplier roles in e-business – Why providing full service is challenging? - Case Moodle – Open source business model Multichannel Multimarket Media Services WP1: Key objective (Aalto SE & Laurea) Perspective 1 Virtual environments and spaces for multimarket online services Task 1 Business models , value chains and ecosystems in service internationalization Perspective 2 eReading concepts for training and HRD online services Perspective 3 Scalable architechts and processes for multimarket online services - Our key objective is to examine alternative e-business models and develop consumeroriented business models for both e-learning and online gaming environment - We approach this objective from 3 different perspectives: Virtual environments and spaces for multimarket online services, eReading concepts for training and HRD online services and scalable architechts and processes for multimarket online services Multichannel Multimarket Media Services WP1: Key research questions (Aalto SE & Laurea) Perspective 1 Virtual environments and spaces for multimarket online services Task 1 Business models , value chains and ecosystems in service internationalization 1 Perspective 2 eReading concepts for training and HRD online services 2 Perspective 3 Scalable architechts and processes for multimarket online services 3 Key research question(s) for Aalto/HSE from 3 different perspectives are: 1 What is the current market situation among the virtual learning environments available in Finland? 2 What are the most relevant business models for combining the printed and digital materials to the various types of services in learning solutions aiming at productization? 3 How should the service concepts be developed so that they are scalable to the international market? (Master thesis, will be published 31.12.10) Multichannel Multimarket Media Services WP1: Current status of the study (Aalto SE & Laurea) Perspective 1 Virtual environments and spaces for multimarket online services Task 1 Business models , value chains and ecosystems in service internationalization 1 What is the current market situation among the virtual learning environments available in Finland? Perspective 2 eReading concepts for training and HRD online services 2 What are the most relevant business models for combining the printed and digital materials to the various services in learning solutions aiming at productization? Perspective 3 Scalable architechts and processes for multimarket online services 3 How should the service concepts be developed so that they are scalable to the international market? -Study steps done by far: • Academic literature review of eBusiness models, data collection from additional resources for eLearning market outlook • Interviews with key participants (WSOYpro, Sanoma Games) • Definition of the current digital business models through benchmarking cases - Moodle, Sony Music Entertainment (Aalto SE) - eReading business model adaptations from Next Media eReading-project (Laurea) • In final report: Roadmap of future business models and revenue logics for virtual environments • Based on earlier academic research, conducted interviews and benchmarkings Agenda 1) Key objectives and research questions in MuMuMeSe 2) How rapid digitalization is affecting on traditional business? - 3) Market situation among the virtual learning environments - 4) Case Sony Music Entertainment Trends, market outlook for eReading devices and eLearning Business models for digital platforms - Supplier roles in e-business – Why providing full service is challenging? - Case Moodle – Open source business model Case Sony Music Entertainment – Evolution of the music market 1982-2009 1982 – CD 1993 – Mp3 1999 - Napster 2009 - Spotify 2008 – Nokia Comes With Music 2008 – Amazon MP3 Store 2003 - iTunes 1997 - WinAmp 2001 - 1. iPOD 2007 - Rockband 31,70% 23,40% 1998 – 1st MP3 player 20% 15% 11% 2000-> Large amount of P2Pnetworks available CD era (1982-1999) 1980 1985 1990 1995 5% Free music era (1999-) Music eCommerce era (2003->) 2000 2005 Case Sony Music Entertainment – Strategic milestones1992-2009 2004 – Sony Connect music store 1992 – ATRAC 2001 – PressPlay 1995- CD Focused business 1999 - SDMI CD era (1982-1999) 1995 1982 – CD 1993 – Mp3 2008 – Co-operation with Google and Nokia 2001 – Duet 2009 – Co-operation with Apple and Spotify 2003 – MusicNet, FullAudio etc. Free music era (1999-) Music eCommerce era (2003->) 2000 1999 - Napster 2005 2003 - iTunes 2009 - Spotify Case Sony Music Entertainment – Revenues 5,7 5,2 5,3 5,6 4,4 5,5 Music integrated with other digital media content-segment ! 4,3 3,8 3,7 3,0 2,9 2,9 2,3 1,5 1999 – CD focus CD era (1982-1999) 1995 1982 – CD 1993 – Mp3 SDMI Duet MusicNet Connect store Free music era (1999-) Music eCommerce era (2003->) 2000 1999 - Napster Wide co-operation 2005 2003 - iTunes 2009 - Spotify Case Sony Music Entertainment – Business model Strategy Old (1992-2007) • • • New (2007-) • • Dominant player Monopolistic attitude towards whole music market Controls the value-chain Focuses producing quality music Being everywhere: strategic partnerships (Spotify, AT&T, Nokia) Digital Services • • • • • Digital music in copyrighted ATRACformat (DRM) No other digital formats Secure Digital Music Iniative – Mp3 = Piracy attitude Own platform with Sony mucis (Connected) Bundled records • • • • • Mp3 accepted as main format SDMI suspended Spotify, Nokia Comes with music New own online-store launched 09/10: Ariama.com (50 major and independent labels) Single songs Agenda 1) Key objectives and research questions in MuMuMeSe 2) How rapid digitalization is affecting on traditional business? - 3) Market situation among the virtual learning environments - 4) Case Sony Music Entertainment Trends, market outlook for eReading devices and eLearning Business models for digital platforms - Supplier roles in e-business – Why providing full service is challenging? - Case Moodle – Open source business model Major trends in digital landscape 2010 1) SOCIAL MEDIA Radical exchange in consumers’ internet experience 2) REAL MOBILITY: eREADING DEVICES, SMARTPHONES AND SOFTWARE Rapid technological development in both devices and software 3) PAID DIGITAL CONTENT Increase in digital services demand and willingness to pay for it eReading devices: single & multi-purpose Single-purpose eReaders Multi-purpose eReaders Single-purpose eReader usage intentions Online Survey, Q4 2009) Total U.S. Internet Audience, n=6,870 (Source: NAT Digital Home Multi-purpose eReader (iPad) usage intentions If you owned an iPad, how likely would you be to use the following features of activities on the device? Internet Browsing 50% 21% Email 48% 21% Music 38% 26% Books 37% 30% Address books/contact lists 37% 27% Videos Photos 26% Most likely 36% 28% Unlikely 35% 34% 30% Newspapers/magazines 30% 32% Games (card games, puzzles etc.) 26% Downloading apps 36% 22% Games (strategy, rpg, shooters etc.) 0% 10% 20% 44% 30% Total U.S. Internet Audience, n=2,176 40% 50% 60% Tablets today (Adapted from various raports such as BCG e-reader survey & PwC market outlook 2010-2014) 29 % of customers would like to own single-purpose e-reader e.g. Sony Reader (66 % multi-purpose, e.g. Apple iPad) 91 % of customers think that ability to purchase content from different retailers is increasing the usage of e-readers/tablets ~11-15 % of finnish consumers are intending to purchase an eReader/tablet within a year Single-purpose devices Finnish consumers willingness to pay: Inexpensive Expensive Current prices in Amazon.de: Sony Reader Pocket Kindle DX Bookeen Cybook opus Multi-purpose devices 51 € 94 € 90 € 137 € 162 € Finnish consumers willingness to pay: Inexpensive Expensive Current prices in Amazon.de: eLocity 7" tablet Apple iPad Wifi 16GB Toshiba dual ts 94 € 195 € 267 € 403 € 1300 € How much eReading device should cost? (Source: Forrester Research, Inc.) Global printed and electronic educational book market 2005-2014 45 40 35 30 25 20 15 10 5 0 Printed educational books 2005 2006 2007 2008 2009 2010 2011 2012 37,45 37,897 38,972 39,849 38,911 38,47 38,691 39,34 Electronic educational books 0,186 0,231 0,293 0,372 0,514 0,649 0,884 1,319 2013 2014 40,01 40,712 1,875 PwC projects, that in 2014 5,65% of educational books will be e-books (PwC, 2010) 2,439 Pricing - Willingness to pay for digital content (Adapted from various raports such as BCG e-reader survey & PwC market outlook 2010-2014) Digital book (Finnish consumers): • From 5 to 9,40 € for a book on e-readers/tablets • Case Akateeminen.com: Finnish literature e-book costs ~18-25 € Digital magazine (Finnish consumers): • From 2,90 to 5 € for single copy of digital magazine • Case Suomen Kuvalehti: single copy costs 5,99 € Digital newspaper (Consumers world wide): • From 7 to 11 € for a monthly subscription • Case USA Today: 8,7 € a month E-learning markets 2010 in Finland 4% 2% 2% 2% 1% 4% 1% Content production, digital learning materials e-learning platform services and development 22 % Learning@net 5% Development of social media tools 6% Learning games 21 % 12 % 3D-world services for educational purpose Translation services 18 % Netcasting According to Suomen Oppimiskeskus ry (2010) 150 e-learning firms are existing in Finland (77% of firms are less than 10 person micro companies) Overall revenues were about 248 million € (59% comes from the fifth largest content publishing companies in Finland) (Suomen Oppimiskeskus ry, 2010) Revenues from electronic content were 54 million € and revenues from platforms were roughly 52 million € Agenda 1) Aalto/HSE key objectives and research questions in MuMuMeSe 2) How rapid digitalization is affecting on traditional business? - 3) Market situation among the virtual learning environments - 4) Case Sony Music Entertainment Trends, market outlook for eReading devices and eLearning Business models for digital platforms - Supplier roles in e-business – Why providing full service is challenging? - Case Moodle – Open source business model The supplier roles in e-business 1) Content providers • • 2) Application providers • • 3) Offers hw for digital content, not learning specific in most cases E.g. Sony, Apple, Nokia (both) Service platform providers • • 5) Offers applications and often co-operates with content providers E.g.Gateway Multimedia (e-learning), SC5 (online league) Hardware providers • • 4) Offers predetermined content (Standardized or individualizable) E.g. Otava (e-learning) SM-Liiga (online league) Offers digital service platform, which complement the mediation of digital content by applications E.g Moodle and Blackboard Full service providers • • Offers all-in-one solutions, comprises products and services in relation with the whole elearning system E.g. WSOYpro (?) Why providing full service is challenging? 1 Content provider Possible eLearning value chain Support activities Learning process related services Distribution Promotion Bundling Hardware provision Software provision Didactic planning Content generation Pricing Product design 5 Full service provider Why providing full service is challenging? Other publishers Consulting service providers Content creators Labor unions Teleoperators Media Teachers Hardware developers Newmedia houses Muncipalities Free platforms Software developers Free professional material portals Free content providers Case Moodle – Briefly Open source web application designed for producing Internet-based courses and websites Written in PHP, runs nearly any server platform, used with any web browser Translated into over 70 languages including Finnish Currently 49597 registered sites in 210 countries, 3.7 million courses held by 1.1 million teachers Case Moodle – Key groups 1) Moodle trust • The core company that maintains and coordinates the Moodle project 2) Moodle partners • Selling support / consulting services for Moodle clients • Paying to Moodle Trust for certified partnership 3) Moodle clients • Buying services from Moodle partners • Services are e.g. system implementations, new installations, consulting, training • Buying certain extra features from Moodle Trust 4) Moodle developers • Spread across the globe, some work for institutions that use Moodle • Some are funded by Moodle trust, some are paid by other companies • Majority work on a voluntary basis 5) Moodle community – ”Moodlers” • Testing features and providing ideas for new features • Organizing and attending MoodleMoot-meetings • Entirely voluntary • Information is shared mainly through Moodle community forums Case Moodle – Business model Moodle developers -€ +€ Moodle community Moodle trust +€ Annual fees + royalties Free Extra features Moodle +€ partners Muncipalities -€ -€ -€ Free +€ Schools = source code = product = service Case Moodle – Advantages 1) Robustness Infinite number of Mooble developers, many testers in Mooble community -> number of bugs minimized 2) Flexibility Flexibility of mixing and matching Mooble on existing software sollutions 3) Community support Constantly evolving platform, community highly motivated to solve problems / answer questions Case Moodle - Disadvantages (ITC Distance education survey 2009 - Administrators & faculty of American Community Colleges, n=226) Case Moodle - Disadvantages Case Moodle - Disadvantages (ITC Distance education survey 2009 - Administrators & faculty of American Community Colleges, n=226) Last words 1) In digital landscape companies need to forget their status in traditional market and start to rethink and reshape their business models 2) Today digital landscape is business model playground – time tells, which one(s) succeeded 3) Setting the rules and controlling the whole value chain in digital lanscape business is more challenging than in traditional market, because of the amount of different actors 4) eLearning solutions needs to developed so they can be easily consolidated and integated to any LSM platforms / eReading devices possible (iPad is not the last and only format out there) 5) eReading hype is on, larger markets will follow - In order to be widely used/accepted device, the price of the eReading device must be much lower than todays multi-purpose devices 6) Future is blended learning (Traditional + digital) – Big question is, how off-line and on-line content should be bundled?