Identifying growth platforms through a brand-driven innovation process: a case of the Sci Fi Channel. A roundtable discussion on behalf of The University of Chicago Booth School of Business.
7. PROPRIETARY AND CONFIDENTIAL
SUBSECTION TITLE
7
Sci Fi Segments
InvolvementNone High
Religion
Realists
16%
Escapists
16%
§ 41
§ Female
§ $50K
§ Married / Kids
§ Low College
§ Heavy TV
§ Heavy Readers
§ Love Fantasy
§ 40 - 50
§ Mothers
§ Married
§ Southern
§ Moderate TV
§ Light Internet
§ Conserva0ve
§ Love God &
Family
§ 31
§ Male/Female
§ $45K
§ Single
§ Ethnic. Diverse
§ Heavy TV
§ Heavy Gamers
§ Love Thrills
Screamers
19%
§ 27
§ Male
§ <$40K
§ Single
§ Ethnic. Diverse
§ Heavy TV
§ Heavy Movies
§ Love Being Scared
TV Snobs
17%
§ 40
§ Male/Female
§ $45K
§ Married
§ Caucasian
§ Light TV
§ Readers
§ Love Learning
Young Marvels
16%
SciPhiles
16%
§ 42
§ Male
§ $55K
§ Married
§ College
§ Light TV
§ Heavy Internet
§ Love science
10. PROPRIETARY AND CONFIDENTIAL
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10
Target Audiences
Adults Children
Young adults w/ no kids
(18 – 30)
Families w/
children 4 – 12
Tweens
(8 - 12 )
Young Kids
(4 – 8)
All large groups with significant purchasing power and/or influence
~ 35M (people)
~ $750B (total spend)
~ 35M (HH)
~ $1,650B (HH
expenditures)
~ 15M (people)
~ $85B (total spend)
~ 20M (people)
~ $105B (total spend on
kids)
§ Significant purchasing
power
§ Extremely tech savvy
§ Hungry for explora0on, self
expression, sharing of
informa0on and new
experiences
§ Many interested in sci-fi
related genres
§ Increasingly
influenced by
children
§ Increasingly difficult
to target as
interests within
family fragment
§ Significant influence on parents / family
§ Establishes a pipeline for future offers
§ Less likely to have limi0ng associa0ons of “sci-fi”
§ Increasing buying power
§ Extremely tech savvy
§ Media-centric – they spend
6.5 hours/day online and/or
watching TV
§ Offers developed could be
leveraged into young adults
§ Has an affinity for the
unknown / sci-fi
§ Tech savvy
§ Heavy TV watchers
§ Heavy readers
§ Impressionable
16. PROPRIETARY AND CONFIDENTIAL
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16
“Transform” Business Concepts
§ Brand a large plot of land, or
self contained property
§ Stage fantasies for 6-8 people
who share similar fantasies
§ Transport consumers to a
different 0me, place, under an
assumed role
§ Sell take-home products,
subscrip0ons to an online
community
Fantasy Des0na0ons
§ A room within houses that
enables transforma0on to a
different 0me or place
§ “Dynamic media wall”
§ Addi0onal accessories (e.g.,
music, objects, furniture) to
enhance the transforma0on
§ Revenues from user fees and
media fees
Changing Room Interac0ve Role Play
§ Sci Fi MMORP, based on new
sci-fi themes and exis0ng
programs
§ Par0cipants subscribe to
game and purchase
characters and tools to
advance to higher levels
§ Tie-into actual Sci Fi TV
content, with winners
determining the fate of
characters, outcomes
20. PROPRIETARY AND CONFIDENTIAL
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20
“Create” Business Concepts
§ Sci Fi stages themed social events;
includes crea0ng party
entertainment kits
§ Event planning that taps into social
trend of kid-designed, crea0ve
entertainment
§ Themes to include space travel,
extreme adventure, special
effects, alien abduc0on, etc.
§ Web-based, user-generated story
crea0on contest, using tools from Sci
Fi including video clips, characters,
sample scripts
§ Consumers form virtual teams and
create a “finished product”
§ The winning team has story
produced by Sci Fi into mul0ple
media forms
Networked Story-building Staged Events
21. PROPRIETARY AND CONFIDENTIAL
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21
Qualitative research to gain insights on the Sci Fi brand and
business concepts
§ 8 Total Groups (2 hour sessions)
§ 3 U.S. Ci0es
§ 3 types of par0cipant make-ups, 8 par0cipants each
§ Trend-seqng young adults w/ no kids (4 groups)
§ Progressive adults with kids 4 – 8 (2 groups)
§ Social Tweens 11 - 13 (2 groups)
§ Key Topic Areas
§ Aqtudes, percep0ons and behaviors rela0ve to entertainment and sci-fi genres
§ Reac0ons to business ideas (favorable or not, why, improvement modifica0ons)
§ Percep0ons of Sci Fi brand (equity / extendibility rela0ve to business ideas)
§ Reac0ons to brand posi0oning pla5orms / iden00es
§ Refinement of ideas (to increase their value, differen0a0on, and credibility to Sci Fi)
26. PROPRIETARY AND CONFIDENTIAL
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26
Category Distillation
1. Aerospace & Defense
2. Agriculture
3. Auto. & Transport
4. Banking
5. Beverages
6. Business Services
7. Charitable Orgs.
8. Chemicals
9. Computer Hardware
10. Computer Services
11. Computer SoUware
12. Construc0on
13. Consumer Products
14. Consumer Services
15. Cultural Ins0tu0ons
16. Educa0on
17. Electronics
18. Energy & U0li0es
19. Envt. Svcs, & Equip.
20. Financial Services
21. Food
22. Founda0ons
23. Government
24. Health Care
25. Industrial Mfct.
26. Insurance
27. Leisure
28. Media
29. Membership Orgs.
30. Metals & Mining
31. Pharmaceu0cals
32. Real Estate
33. Retail
34. Security Pdcts & Svcs.
35. Telecom. Equipment
36. Telecom. Services
37. Transporta0on Svcs.
Started with 37 SIC codes
Media
Consumer
Products
Leisure
Ended with 3 Categories
B2C
Entertainment or
Educa0onal
Lifestyle Oriented
Sci Fi Screens
27. PROPRIETARY AND CONFIDENTIAL
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27
Related Industries – Opportunity Landscape
• Conven0ons
Accessories
• Mobile
• merchandise
Gaming Hardware
• Consoles, devices, PCs
• Gaming gear
Home Appliances
• Sci Fi inspired
smart appliances
Ready to Assemble
• Changeable
Living Spaces
HH of tomorrow
Architectural
Ligh0ng
• Illuminated
wallpaper
Ligh0ng units
• Line of floor,
desk & wall lights
Technology enabled
apparel & jewelry
• MulA-funcAon
wearable device
• Bou-tech
Mul0ple IPTV
channels
Service
Provider
Content Extensions
• ringtones &
Ring backs
• Wallpaper
• Text Alerts
Hotels & Resorts
• Fantasy
DesAnaAons
Amusement
Parks /
• Fantasy
DesAnaAons
• Arcades / FECs
Gaming SoUware
• Video Games, Online Games,
Mobile Games, Computer games
• InteracAve Role Play Game
• CreaAvity Game
Home Storage,
Org. Products, &
accessories
Audio Video
Equipment
• Media Wall
• Immersion
pods
Internet / Digital
Music Distribu0on
& Downloads
Cable TV
Broadcast
TV
Produc0on &
Distribu0on
Mo0on Picture
Produc0on &
Distribu0on
(long format)
Travel
Services
• Staged events
Leisure
Music Media
Consumer
Products
(non-retailing)
Commemora0ve
Products
Television
Film &
Video
Book
Publishing
Periodicals
• Online story-
building
Trading Cards
& Comic Books
Digital Content
Distribu0on
Online
story-building
Publishing
Consumer
Electronics
Toys &
Games
House wares
Home
Furniture
Ligh0ng
Appliances
Apparel &
Jewelry
Lodging
Entertainment
Specialty Eateries
• Mind Bar
Restaurant & Cafes
Training
Services
(support)
Mobile
8
7
6
5
4
3
2
1
3 Categories
18 Industries, 8 high priority
36 sub-industries, 13 high priority (darker
backgrounds)
Concept bundles from boeom-up
explora0on
#
Abcd
Opportunity Landscape
28. PROPRIETARY AND CONFIDENTIAL
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28
Industries were profiled across key dimensions
Entertainment - Theme
Park (Experience/Ride)
Restaurant
(Themed Full Service )
Lodging
(Mid-Level Hotel)
Entertainment –
Conven0ons
Entertainment –
Arcades / FECs
Economics § $11.3B market
§ 3% CAGR
§ 20-30% op. margin
§ Avg. $67 for one day 0cket / $115
for mul0-park
§ $510 (total), $174B (themed
restaurants)
§ 6-7% CAGR
§ 10-20% op. margin
§ Avg. HH spend / year: $2,434
§ $121B (total), $42M (mid-level)
§ 5% CAGR
§ 35-35% op. margin
§ Avg. spend for leisure: $85 - 90 /
night
§ $10.8B market
§ 5% CAGR
§ Low op. margins
§ $1.4B market
§ (2-3%) CAGR
§ 10% avg.op. mgns.
§ Wide range of op.
margins fr. 0 – 17%)
Market
Outlook &
Trends
§ Mature, saturated market w/ low
growth and limited revenue
opportunity
§ High OPEX required, as an
operator
§ Industry in transi0on
Revenue drivers:
§ Admission fees (55% of revenue),
then food, games, and
merchandise
Trends
§ Increasingly sophis0cated (and
costly) rides – more immersive,
interac0ve
• Mature, saturated market w/ low
growth and limited revenue
opportunity
• Difficult business to sustain
growth (23% restaurants fail by
year one, 60% by year three)
Revenue drivers
• Traffic, revenue per table, high
margin items (i.e., dessert, liquor)
Trends
§ Migra0on from price to
experience (“eater-tainment”)
§ Less expansion, more
remodeling / re-inven0on
§ Mature market w/ low growth
§ Higher rev. genera0on
opportunity
§ High OPEX required, as an
operator
Revenue drivers:
§ Occupancy and room rates,
other services (food, spa)
Trends
§ From func0on to experience
§ Many compe0tors reinven0ng
offers with design, ingredient
brands (Heavenly, Bliss)
§ Slowly growing
market with low op.
margins
§ Coordina0on
intensive
Revenue drivers:
§ Qty. of shows / fees,
growth in segment
Trends
§ Increased role of
conven0ons as
promo0onal tools
§ Small, declining market
w/ stagnant prices
§ Severe compe00on from
subs0tutes (in-home &
mobile video games)
Revenue drivers:
§ Games, admission fees,
repeat aeend.
Trends
§ Decreased availability of
new games
§ Neg. public image
Compe00on § Top five operators account for
most indust. revenues)
CriAcal Success Factors:
§ Loca0on (near large tourist
des0na0ons)
§ Con0nuous innova0on
§ Ability to bundle services
§ Access to capital
§ Brand reputa0on
Major players:
§ Disney: 48%, $5.4B
§ Universal: 10%, $1.1B
§ Six Flags 10%, $1.1B
§ Anheuser-Busch 10%, $1.1B
§ Highly fragmented, regional,
mul0ple entrants and exits
CriAcal Success Factors:
§ Differen0ated offering
§ Loca0on
§ Access to capital
§ Op. & HR management
§ Recognized brand
Major players:
§ McDonalds: 1.4%, $7B
§ YUM!: 1.2%, $5.9B
§ Darden: 1.2, $5.7B
§ Wendy’s: 0.5%, $2.4B
§ Landrys 0.3%, 1.2B
§ Somewhat fragmented
CriAcal Success:
§ Advantage comes
§ Differen0ated offering
§ Loca0on
§ Access to capital
§ Op. management
§ Strong brand por5olio
§ Loyalty programs
Major players (%- rooms):
§ Cendant: 9.9%, $3,.3B
§ Marrioe: 8.7%, $11.5B
§ Hilton: 8.1%, $4.4B
§ Starwood: $5.9B
§ Highly fragm., few
large operators
assoc. w/ major
centers
§ Low entry barrier
§ Accounts for 1/3 of
hotel revs.
CriAcal Success:
§ Strong planning /
coordina0on
§ Alliances
§ Word of mouth
Major players:
§ The Freeman Co.:
9.3%, 1B
§ Fragmented: largest eight
account for <30% of revs.
§ High fixed cost and
capital expenditures
CriAcal Success:
§ Loca0on
§ New games
§ Control on op. exp.
Major players:
§ D&B: 25%, $0.4B
§ Chuck E. Ch.: $0.7B
§ Game Works: 4%, $60M
29. PROPRIETARY AND CONFIDENTIAL
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29
Each industry was scored to determine attractiveness
Entertainment / Other Restaurants Lodging (Hotels)
Amusement Parks Conven0ons Arcades / FECs
Financial
Objec0ves
(revenue & profit
potenAal)
§ Moderate size ($11.3B)
§ Slow growth (3%)
§ Healthy op. margins (15%)
§ High fixed costs
§ Moderate size ($10.8B)
§ Slow growth (5%)
§ Low op. margins
§ Small market ($1.4B)
§ Declining (-2-3%)
§ High failure rate
§ High fixed costs
§ Large market ($510B)
§ Slow growth (6-7%)
§ High failure rate (60%)
§ Limited rev. poten0al
§ Large market ($121B)
§ Slow growth (5%)
§ High op. margins
§ High OPEX
Business
Strategy
(alignment w/
strategy)
§ Limited poten0al to broaden
viewer ship but high poten0al to
mone0ze brand
§ Will diversify business well
§ Very synergis0c w/ other offers
and Universal
§ Limited poten0al to broaden
viewer ship or mone0ze
brand, but rela0vely easy to
enter
§ Not as diverse as others,
more for mktg. than rev.
§ Limited poten0al to
broaden viewer ship or
mone0ze brand
§ Could diversify bus. &
increase exposure, only if
large scale
§ Limited poten0al to
broaden viewer ship
§ High poten0al to mone0ze
brand
§ Will diversify business
§ Somewhat synergis0c
§ Limited poten0al to broaden
viewer ship
§ High poten0al to mone0ze
brand
§ Will diversify business
§ Somewhat synergis0c
Brand
Strategy
(reinforces future
aspiraAons)
§ Very good oppty. to be
“transforma0ve” / immersive /
fun / unique
§ Good oppty. to change limi0ng
percep0ons of Sci Fi
§ Natural fit wit the brand
§ Limited poten0al to be
“transforma0ve” / immersive
§ Risk of perpetua0ng current
brand image
§ Won’t help change
percpe0ons
§ If executed well, can be
“transforma0ve” /
differen0a0ng
§ Neg. percep0ons of
industry could reflect
poorly on brand
§ If well executed, can be
“transforma0ve” / diff.
§ Oppty. to change limi0ng
percep0ons of Sci Fi
§ Food elements could
diminish “escape”
§ If well executed, can be
“transforma0ve” / diff/
§ Oppty. to change limi0ng
percep0ons of Sci Fi
§ Current percep0ons might
limit trial
Target
Segments
(fit with target
segments)
§ Very good fit with target’s
preferences & behaviors (avg.
age: 25 – 44, esp. families)
§ Cap0ve audience (avg. stay is 5.3
nights)
§ Increasing interest by adults (1/2
of those visi0ng Disney World) ,
rejuvenile phenom.
§ Good fit with target (families,
tweens), but limited exposure
to mass audience
§ Conven0ons for sc-fi related
content is growing in
popularity
§ Trends moving away from
entertainment ctrs. and
more toward themed
restaurants (eater-
tainment) and in-home /
mobile games
§ Possible oppty. with
tweens, but untested
§ Very good fit with target’s
preferences & behaviors
§ Increasing spend and traffic
of families
§ Increas. popularity of
themed eater-tainment
restaurants w/ families
§ Good fit with consumer trends
(blend of uses – lifestyle
oriented)
§ Those who choose a
des0na0on based on a TV /
Movie more likely to be
younger, higher income,
college educated, w/ children
Overall
Attractiveness
34. PROPRIETARY AND CONFIDENTIAL
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34
Developments driven by our recommendations
Gaming
• Compiled list of 40 poten0al acquisi0on/partnership target
based on following criteria:
1. Specializes in games that appeal to SCI FI audience
2. Develops games across pla5orms
3. Is of a manageable size allowing for rapid acquisi0on
4. Has track record of releasing successful games
5. Has opera0ons in close proximity, with similar culture
6. Has publishing experience/capabili0es
Low-hanging Fruit Extensions
• New Broadband channels:
• Exploring crea0on of “Sci Fi classics” broadband
channel u0lizing public domain genre programming
• SCI FI Anime – early stage exploring acquiring or
partnering with exis0ng library companies
• Print Publishing:
• Structuring deal with Hollywood Entertainment (book
packager) for noveliza0ons of SCI FI Pictures movies
• SCI FI mobile storefront being developed through
NBCU Digital team (content to include ringtones,
wallpapers, games - launching X)
• “Digi-sodes” – Establishing a MGM/Stargate deal for
iTunes/Amazon
Interna0onal Extensions
• Soon to launch in Scandinavia, Australia
• Developing Asia, La0n America
• Structuring a global brand management
infrastructure
Programming for the Youth Market
• Kids
• Exploring Joint Venture with BKN to create a Sci Fi
branded Saturday morning on-air programming block
and corresponding broadband portal - to include ad
sales (on-air, online), DVD & licensing/merchandising
• Youth/Young Adults
• Nego0a0ng Joint Venture with Virgin Comics - ini0al scope
to co-develop/own 5 proper0es to be executed as comic
books, then owned asset to develop TV, film merchandise
efforts.