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Published byJuliet Rosalyn Knight Modified over 8 years ago
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Money for Content Recent developments in the value chain Paris, Feb. 27th, 2013
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T-Venture Story. Start-up strategy of DTAG. Attractive return on invested capital Innovative services and products of T-Venture’s portfolio companies will leverage DT’s performance Access to the latest technologies in the ecosystem Transformation of high-tech innovation Positioning of DTAG for possible M & A transactions IP Communication IT Cloud Intelligent Networks Mobile Commerce Advertising
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Third fund generation since 1997. T-Venture status: Successful deal history, excellent networks and deeply embedded in Deutsche Telekom. 1. Fund-Generation T-Venture Beteiligungs mbH (T-TVB 1-3) Bonn-Innova CT INI Ventures GTV 2. Fund-Generation T-Online T-Mobile T-Systems T-Com T-Corporate 3. Fund-Generation Deutsche Telekom Venture Funds (CLWF, T-Home, T-Mobile, T-Systems and Corporate Fund) Telekom Innovation Pool (TIP) Products + Services Processes + Infrastructure Vintage 1997 Fund size (EUR) 200m Successful exits: Vintage 2001-2004 Fund size (EUR) 330m Successful exits: Vintage 2009 Fund size (EUR) 170m Successful exits: Vintage 2012 Fund size (EUR) 240m @motion Portfolio highlights: Vintage 2012 Fund size (EUR) 40m
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Content distribution. Conceptual framework. Content Segments Digital Content Health Education Government Entertainment Infotainment Technologies/Trends Infrastructures (Access, Mobile, LTE, Security, DRM, Backup…) Smart phones, Terminals etc. Social Networks Apps Cloud (Storage, Functionality….) Business Models/Monetization Paid content Terminals/Hardware Advertising/donations Software Infrastructure (Network/Cloud)
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Content distribution. Example health. IHE Based Health Infrastructure Overview. http://www.ikimap.com/map/where-world-xds-and-cda
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Content distribution: Example mobile gaming value chain Conception Pre- Production Production Workorder Conception Workshop Prototypes Prototypes & Vision Paper NO YES First Playable Strategy Technical Proof Core Mechanic Proof Concept & Budget & First Playable Artistic Proof IMP NO YES FP Meeting IMP Alpha IMP Live Operations Live IMP FP Meeting Closed Beta Internal Beta Open Beta Release Game Development Game/Content Distribution Partners for coverage € € € E-/m-Commerce Advertising Pay for content Premium games Freemium games Advertising €
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Content distribution: Example Education Current Technologies allow for cheap digitization of Content, barrier less distribution and a massive scaling in reach. This is changing the traditional model of Education and also adds a variety of monetization models to it. Nowadays Education is getting… increasingly accessible as ‘basic’ content is free on the Internet. more interactive, social and collaborative. individually tailored as algorithms assess learning and adapt content accordingly. location independent/ massively scaling with Ivy-League Content distributed by virtual Universities. …and applies a variety of monetization models Donations Advertising Freemium / Subscription Enrolment fees Fees for assessment and certificates Revenue sharing
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Content distribution: Example localisation Mix of device and local content/apps to leverage local content Satkirit Offer apps and services with useful local content for emerging markets Preselection of various categories with local partners and governmental entities Additional offers to what is already available via social networks and search engines. Luvo Affordable mobile device (smartphone) with state of the art technology Helps to get easy access to relevant content and services Company is in stealth mode Strong partners on the device and design as well as on the content side Distribution partners for emerging markets with access to younger population Basic mission: do good!
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Summary: current trends facilitate content monetization Stronger focus on local needs/demand Partnering with various elements in the food chain required Broader penetration of standards (IHE) to enable easier content communication Ubiquity Trends in mobile network design and hardware will facilitate deployment Social networks will enable content distribution and quality control Subsidisation Infrastructure and terminals/devices Software and advertising Paid content Clear models about entertainment with stronger push in DRM/technologies Funding for content production in those areas available Desiterata Price erosion Infrastructure and devices are under price pressure and so enable easier access to content in various domains
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