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Proprietary & Confiden0al
brand	growth	strategy	
Iden0fying	growth	pla5orms	through	a	brand-driven	
innova0on	process		
(a	case	of	the	Sci	Fi	Channel)	
	
Roundtable	discussion	on	behalf	of:	
The	University	of	Chicago	Booth	School	of	Business	
	
	
Michael	Million	
mmillion@fullsurge.com
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
2	
Sci	Fi	Channel	–	Background	
§  A	14	year-old,	niche	cable	channel	offering	both	
syndicated	and	original	shows	
§  Parent	company:	GE	/	NBC	Universal	
§  Ranked	#7	basic	cable	channel,	aUer	USA,	TNT,	
TBS,	FX,	SPIKE,	and	LIFE		
§  Revenues:	$435	million	(primarily	from	licensing	
and	adver0sing	fees)	
§  Opera0ng	profits:	34%;		Ra0ngs	growth:	8%	
§  Fully	distributed	in	88M	U.S.	homes,	with	
opera0ons	in	Europe	
§  SciFi.com	ranked	#1	Sci-fi	website	
§  Core	audience:	Older	males,	average	age:	42
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
3	
Sci	Fi	Channel	–	Background	
Strides	to	change	percep0ons	were	being	made	
(more	contemporary	shows	/	branding)	
Although	there	were	stereotypes	of	the	
Sci-fi	genre	….	
Freaks,	geeks,	and	pocket	protectors	
…	Opportuni0es	to	become	a	“category	
killer”	existed		
Space,	aliens,	dark	/	apocalyp0cal,	
Star	Trek	
Sci-fi	genre	includes	the	top	grossing	movies		
Others	successfully	grew	beyond	TV	plaHorm
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
4	
The	Project	
Business	Strategy	&	Innova0on	
•  Assess	strategic	business	opportuni0es		
•  Formulate	business	cases	for	extending	the	Sci	Fi	brand	through	various	concepts	
•  Iden0fy	new,	innova0ve	products	and	services	the	Sci	Fi	brand	could	offer		
•  Help	prepare	for	S1M	discussions	(strategic	planning	process)	
Brand	Strategy		
•  Understand	the	sci-fi	/	fantasy	genre	from	the	consumer	perspec0ve		
•  Explore	the	poten0al	extendibility	of	the	Sci	Fi	brand	beyond	its	core	television	pla5orm	
•  Refine	the	brand	strategy	to	allow	for	significant	business	growth	with	a	target	
audiences		
Objec0ve:		
Iden0fy	growth	pla5orms	by	re-imagining	the	en0re	business	and	brand	in	ways	that	
significantly	increase	opportuni0es	for	expansion
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
5	
Approach	
Art	
Science	
External	 Internal	
Size	New	Businesses	
Redefine	the	
Sci	Fi	Brand	
Define	Target	
Segments	
New	Media	
Consumer	
Electronics	
Travel	&	
Leisure	
Retail	
Explore	New	Offers	
Growth	PlaHorms
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
6	
Process	
§  Defining	target	consumers	
§  Redefining	the	Sci	Fi	brand	
§  Brainstorming	offer	concepts	
§  Narrowing	in	on	aerac0ve	businesses	
§  Recommenda0ons
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
8	
Addressing	shortfalls	with	the	Sci	Fi	segments	
§  Segmenta0on	based	primarily	on	TV	watching	behaviors	–	tomorrow's	segments	will	have	to	
be	based	on	broader	entertainment	consump0on	
§  There	was	limited	future	poten0al	with	how	targets	were	defined	(we	did	not	know	enough	
about	them	outside	of	the	TV	/	sci-fi	categories)	
§  High	poten0al	groups	(children)	were	not	included	in	the	segmenta0on	
Address	the	shorHall	
§  We	developed	a	hypothe0cal	consumer	framework	more	useful	and	ac0onable	for	future	
offer	development	
§  We	validated	and	refined	those	hypothe0cal	consumer	groups	with	inputs	from	the	
qualita0ve	research
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
9	
Tomorrow’s	target	will:	
§  Look	very	different	than	today’s	core	viewing	audience	
§  Skew	considerably	younger			
§  Move	toward	more	of	a	gender	balance,	but	might	slightly	skew	male	
§  Consume	more	forms	of	entertainment	(including	digital)	vs.	tradi0onal	TV	
§  Have	higher	incomes	and	more	sophis0cated	tastes
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
11	
An	iterative	process	to	redefine	the	brand	and	determine	
the	best	concepts	to	consider		
•  Development	of	
mul0ple	offer	ideas	
from	different	
sources	
•  From:	TV-centric	
•  To:	a	broader	
defini0on	to	direct	
future	concept	
development	
•  Combining	mul0ple	
ideas	into	bigger	,	
broader,	more	
diges0ble	concepts	
•  Packaging	ideas	to	
generate	
excitement	and	
elicit	internal	
feedback	
•  Overall	Appeal	
•  Differen0a0on	
•  Brand	Extendibility	
Idea	Genera0on	
Brand							
Redefini0on	
Concept	
Development	
Evalua0on	&	
Priori0za0on	
Diverge	 Converge
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
12	
Process	
§  Defining	target	consumers	
§  Redefining	the	Sci	Fi	brand	
§  Brainstorming	offer	concepts	
§  Narrowing	in	on	aerac0ve	businesses	
§  Recommenda0ons
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
13	
Idea	Generation	
Par0cipants	 Internal	
§ Sci	Fi		
§ NBC	Universal	
§ Prophet	
§ Agencies	partners	
Crea0ve	
Consumers	
Pulled	from	panels	
consis0ng	of	
crea0ve	thinkers	
Genre	Enthusiasts	
Self	iden0fied	
enthusiasts	of	the	
Sci-fi	genres	
Methodology	 § Management	
Interviews	
§ Channel	Retreat	-	
over	50	internal	
par0cipants	
§ Full	group	
discussions	and	
break-outs	
§ 3	-	4	sessions	
§ Each	group	to	focus	on	dis0nct	topics	to	
provide	breadth	of	ideas	
§ Warm-up	–	geqng	par0cipants	in	the	
right	frame	of	mind	(“all	things	sci-fi”)	
§ Mul0ple	techniques	used	
§ Several	short-burst	discussions	
Facilitators	 § Professional	facilitator	specializing	in	crea0ve	thinking,	
innova0on,	and	new	product	development	
§ Trained	to	strike	appropriate	balance	between	“blue	sky”	
idea0on,	and	idea	genera0on	that	is	more	pragma0c	
Hundreds	
of	Ideas	
&	Brand	
Insights
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
14	
Brand	Definition	&	Concept	Development	
Brand	Themes	and	Filters	/	Criteria	
1.  Be	entertaining	and	fun	
2.  Be	thought-provoking	
3.  Be	mysterious	/	a	liele	quirky	
4.  Be	significant	
Hundreds	of	Ideas	&	Brand	Insights	
Business	Concepts
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
15	
Brand	Theme:	“Transform”	
Transform	
From	-	To	
Moment-in-
0me	
Another	
Realm	
Role	Playing	
New	
Experiences		
Escape
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
17	
Brand	Theme:	“Explore”	
Explore	
The	Journey		
Uncover	
Unknown	
Discovery	
Soul	Search		
Mysterious
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
18	
“Explore”	Business	Concepts	
§  A	kiosk	that	uses	virtual	reality	
technology	to	provide	users	with	an	
explora0on	of	the	unknown	
§  Themes	to	include	“0me	travel”	to	
numerous	different	combina0ons	of	
loca0on	and	0me	(e.g.,	space,	the	
human	mind,	etc.)	
§  Kiosks	could	be	freestanding	or	
reside	in	a	mall	
§  An	overnight	train	ride	that	stages	an	
explora0on	of	themes	rela0ng	to	sci	fi	
§  The	staff,	always	in	character,	interact	
with	passengers	to	facilitates	
explora0on	
§  Periodic	stops	along	the	journey	
brings	the	explora0on	to	life	
§  Children	and	adult	versions	
Fantasy	Train	 Virtual	Reality	Pods
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
19	
Brand	Theme:	“Create”	
Create	
Self-express	
Enabled	Play	
Personal	
Connect	
Community	
Experiment
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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)
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
22	
Evaluation:		
Appeal	and	differentiation	were	based	on	three	things	
+	
•  Fantasy	Des0na0ons																				
“If	Sci	Fi	did	an	amusement	
park”	
•  Immersion	Pods																														
“It	would	have	to	be	close	to	
home	video	games	now	–	high	
definiAon”	
+	
•  Fantasy	Des0na0ons	“You	
can	role	play,	you	can	create…
it’s	a	fun	family	thing”	
•  Mind	Bar	
•  Role	Play	Game	
•  Crea0vity	Game	
+	
•  Changing	Room	
	“I	can	put	anything	I	want	
on	it	-	even	Johnny	Depp”	
•  Role	Play	Game	
•  Fantasy	Des0na0ons	
-	
•  Virtual	Reality	Gear														
“Earlier	versions	were	crappy”	
•  HH	of	the	Future																											
“A	liKle	out	of	reach;	too	
futurisAc”	
-	
•  Immersion	Pods																														
“So	isolaAng…it’d	be	more	fun	
if	there	were	others	to	interact	
with”	
-	
•  HH	of	the	Future																													
“It	loses	the	appeal	of	home	
–	there	is	no	comfort,	no	
warmth”	
Believability	 Interac0vity	 Customizable
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
23	
Evaluation: 	
Credibility	came	primarily	from	digital	gaming	and	experiences		
Digital	Games	 Home	Products	Entertainment/Experiences	
Networked	Story	
Building	
(UGC)	
Crea0vity	Game	
(Educa0on)	
Mind	Bar	
(Restaurant)	
Fantasy	
Experiences	
(Leisure/Travel)	
Changeable	
Living	Spaces	
(Furnishings)	
Immersion	Pods	
(Virtual	Reality)	
Interac0ve	Role	
Play	Game	
(MMORPG)	
Household	of	
Tomorrow	
(Appliances/Design)	
Bou-tech	
(Retail)
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
24	
Based	on	the	insights,	we	refined	what	the	brand	should	stand	for	in	
the	future	
Fueling	the	
ImaginaAon	
From	 To	
For those with curious minds and a love for entertainment, Sci
Fi is the lifestyle brand that allows consumers to escape to new
realms through continuous transformative experiences
TransformaAve	Escapes	
Op0mis0c	
	
Mind-blowing	 Immersive	 Wonderfully	Eccentric	
The	Sci	Fi	Experience	 The	Sci	Fi	Personality	
Human	
S0mula0ng	
High-Quality	
Risk-taking	
Smart	
Relatable	
Invi0ng	
TV-Centric	 Experien0al	(at	home,	on-the-go,	des0na0ons)
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
25	
Process	
§  Defining	target	consumers	
§  Redefining	the	Sci	Fi	brand	
§  Brainstorming	offer	concepts	
§  Narrowing	in	on	acrac0ve	businesses	
§  Recommenda0ons
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
30	
We	then	developed	financial	models	for	each	industry	
Aggressive	Scenario	
INCOME	STATEMENT	
Revenues	
Cost	of	Goods	Sold	
Gross	Profit	
Gross	Margin	
Opera0ng	Payroll	
Opera0ng	Profit	
OperaAng	Margin	
CASH	FLOW	PROJECTIONS	
Operat.	Cash	Flow	
Capital	Expenditures	
Net	Cash	Flow	
OPEARTING	DATA	
FIXED	ASSET	DATA	
Total	Investment	
Moderate	Scenario	
INCOME	STATEMENT	
Revenues	
Cost	of	Goods	Sold	
Gross	Profit	
Gross	Margin	
Opera0ng	Payroll	
Opera0ng	Profit	
OperaAng	Margin	
CASH	FLOW	PROJECTIONS	
Operat.	Cash	Flow	
Capital	Expenditures	
Net	Cash	Flow	
OPEARTING	DATA	
FIXED	ASSET	DATA	
Total	Investment	
1	
Established	
appropriate	line	
item	details	for	a	5-
year	pro	forma	
Conserva0ve	Scenario	
Year	1	 Year	2	 Year	3	 Year	…	
INCOME	STATEMENT	
Revenues	
Cost	of	Goods	Sold	
Gross	Profit	
Gross	Margin	
Opera0ng	Payroll	
Opera0ng	Profit	
OperaAng	Margin	
CASH	FLOW	PROJECTIONS	
Operat.	Cash	Flow	
Capital	Expenditures	
Net	Cash	Flow	
OPERATING	DATA	
FIXED	ASSET	DATA	
Total	Investment	
2		
Determined	scenarios	to	
model	conserva0ve	to	
aggressive	projec0ons	
3	
Made	educated	assump0ons	for	key	financial	inputs	
based	on		secondary	industry	data	from	analogous	
companies	and	offers
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
31	
Process	
§  Defining	target	consumers	
§  Redefining	the	Sci	Fi	brand	
§  Brainstorming	offer	concepts	
§  Narrowing	in	on	aerac0ve	businesses	
§  Recommenda0ons
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
32	
Six	platforms	to	grow	the	business	
Non-Media	Related	($15MM:	License:	$12MM,		Memberships:	$3MM)	
Online	gamin	($5MM)	 Mobile	($5MM)	
Programming	for	Youth	Market	($15MM	Ads)	
Home	–	Sci	Fi	Surround	($20MM)	
Low-hanging	Fruit	–	Extensions	($30MM)	
Media	Related	($15MM:		$6MM	License,	$9MM	Content)	
Custom	Devices	($20MM	license)	Media	/	Gaming	Content	($10MM)	
Mobile	–	Sci	Fi	Jolt	($30MM)	
Interna0onal	Extensions	($40MM)	
Low-hanging	Fruit	($30MM)	
Gaming	–	Sci	Fi	Blast	($85MM)	
Video	Games	
($10MM	
Licensing)	
Online	Games	($60MM)	
(Content:	$50MM;	Ads:	$10MM)	
Des0na0on		
Games	
($15MM	Licensing)	
Household	Products	($10MM	Licensing)	 Mul0-media	Home	Theater	($10MM	Licensing)	
Children 	 	 	 	 	 	 	 					Adults	
1	
6	
3	
2	
5	
4
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
33	
The	expected	revenue	growth	from	these	opportunities	is	
$220	MM	over	the	next	5	years			
Sci	Fi	
Channel	
(20XX)	
Low-hanging	
Fruit	
Gaming	
(Sci	Fi	Blast)		
Home	
(Sci	Fi	Surround)	
Total	20XX	
$0	
$500	
$750	
$436MM	
$720	MM	
$	Million	in	Revenues	
Mobile	
(Sci	Fi	Jolt)	
Interna0onal	Sci	Fi	Channel	
Incremental	
(20XX-20XX)	
$64MM	
$250	
$30MM	
$40MM	
Video	&	
Des0na0on	
($25MM)	
Online		
($60MM
)	
HH	Products	
($10MM)	
Mul0-media	
home	theater	
($10MM)	
Devices	
($20MM)	
Content	
($10MM)	
Youth	market	
programming	
$15MM	
§ DVDs		
§ New	Broadband	Channel		
§ Digi-sodes		
§ Print	Publishing	
§ Mobile	extensions	
§ Toys	&	games	
§ Accessories	
§ Consumer	electronics	
§ Logo-wear	apparel	
§ Conven0ons		
§ Clubs
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
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.
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
35	
In	Conclusion	
§  Brands	are	very	important	to	consider	when	innova0ng	-	they	can	either	be	a	
source	of	inspira0on	or	limi0ng	factor	of	inflated	ego		
§  Brands	are	typically	more	or	less	credible	in	entering	new	businesses	/	offerings	than	
companies	think	they	are	
§  Rarely	do	companies	know	exactly	how	far	their	brand	can	/	should	stretch	as	they	innovate	
for	white	space	opportuni0es	
§  Flexibility	around	process	is	also	important	
§  A	itera0ve	art	/	science	and	top-down	/	boeom-up	approach	can	garner	the	best	results,	
but	an	overly	structured	approach	could	limit	uncovering	the	best	insights
PROPRIETARY	AND	CONFIDENTIAL	
SUBSECTION	TITLE	
36	
Click	to	edit	Master	title	style	
1603	Orrington	
Evanston	IL	60201	
MMillion@fullsurge.com	
fullsurge.com	
	
Thank	you

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