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Mission

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.

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Mission

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  1. 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

  2. Meaningful Content • Sweet Mother Tour • An Inconvenient Truth • Bulworth • The Daily Show • Fast Food Nation • Half Nelson • Girl in the Café • Secret Life of Words • Mighty Joe Young • North Country • American Blackout • Amazing Grace • Paradise Now • Shut Up & Sing

  3. 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

  4. Scope of SLE

  5. Scope of SLE

  6. Scope of SLE

  7. Scope of SLE IN 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

  8. Our Audience

  9. 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

  10. Strategy: Entertainment 2.0 • What is Entertainment 2.0 • Agile • Participatory • On demand • Searchable • Simultaneous mult-platform • Mashups • Viewer-influenced stories

  11. 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

  12. Strategy: Revenue • Portfolio of products • Balance risk • Cross-merchandise with other SL Divisions • Focus on revenue from sale of content • Secondary revenue streams

  13. Focus of Media Projects

  14. Matrix of Products

  15. Consumer spending • Size of total market • Spend by segment • Spend by product type

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

  17. 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

  18. Revenue Streams: Sale of Content through Ancillary Distribution Channels • DVD • CD • Memory sticks • Download • Network & cable re-sale • Subsidiary markets

  19. Revenue Streams: Participatory Revenue • Text to vote • Online participation fee • Real-world participation fee • Competitions • License to mashup (on SL Metaverse)

  20. 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

  21. Revenue Streams: Licensing • Presupposes stars or franchises • Toys • Action figures • Games • Lunchboxes • Clothing & accessories • Cell phone accessories • Pet accessories • Recycling tools-can smashers, sorters

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

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