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The Walt Disney Company
“Content is King”
By Peter Louis
Instituto de Empresa

December 2001
1
© 2001 Peter Louis. All Rights Reserved
Agenda






Disney’s strategy
Is there a competitive advantage?
Current strategic challenges
Recommendations
Conclusions

2
© 2001 Peter Louis. All Rights Reserved
Disney’s strategy

1.
2.
3.
4.

Strong corporate culture
Innovative brands
Employee “buy-in”
Diversification

3
© 2001 Peter Louis. All Rights Reserved
Strong corporate culture
 This was based on TCC:
– Teamwork
– Communication
– Co-operation

4
© 2001 Peter Louis. All Rights Reserved
Innovative brands
 Develop brands that were:
– Highly differentiated
– Were wholesome and expressed American values
– Fun and fallible

5
© 2001 Peter Louis. All Rights Reserved
Employee “buy-in”
 Employee identification made them:
– Customer focused
– Customer friendly

6
© 2001 Peter Louis. All Rights Reserved
Diversification
 Brand extension
– 2 versions of Winnie-the-Pooh

 Channel occupation
– Beauty & the Beast, the movie
– Beauty & the Beast, the Broadway musical

7
© 2001 Peter Louis. All Rights Reserved
Is there a competitive
advantage?

8
© 2001 Peter Louis. All Rights Reserved
Disney’s brand equity
World's Most Favorite Brands

90
80

Rank
1999 2000
1
1

70
60

Disney

50

Sony

40

$ billions

Company
Coca Cola

2001
1

Source: Interbrand, Citigroup

6

8

7

18

18

20

30
20
Coca Cola

10

Disney

0
1999

Sony
2000

Disney

2001

Years

Company
Coca Cola

Brand Value
1999 2000
2001
83.8 72.5
68.9

Source: Interbrand,
Citigroup

32.3

33.6

32.6

Sony

14.2

16.4

15

Source: Interbrand, Citigroup

9
© 2001 Peter Louis. All Rights Reserved
Yes!

10
© 2001 Peter Louis. All Rights Reserved
Is it sustainable?

11
© 2001 Peter Louis. All Rights Reserved
Yes…

12
© 2001 Peter Louis. All Rights Reserved
but only if

Disney continues to both:
1. Innovate
2. Update the competitive advantage

13
© 2001 Peter Louis. All Rights Reserved
Current Strategic
Challenges

14
© 2001 Peter Louis. All Rights Reserved
Current strategic challenges

1.
2.
3.
4.
5.
6.

Recession & September 11
ABC
Talent drain
Where’s Mickey’s magic touch?
Video Games
Context is Queen
15

© 2001 Peter Louis. All Rights Reserved
Recession & September 11


Slow down: Trans Atlantic / Pacific flights



US to grow by:
–
–



EU to grow by
–



0.7 per cent in 2002 (IMF)
3 per cent in 2003 (OECD)

3 per cent in 2003 (OECD)

Japan, perhaps recovering in in 2004 (OECD)
16
© 2001 Peter Louis. All Rights Reserved
ABC
A strategic fit but:

1. How do we produce Disney hits?
2. How do we realize synergies in costs /
revenues?
3. How do we reconcile different business
cultures?
17
© 2001 Peter Louis. All Rights Reserved
Talent drain
1994 – 2000, 75 high-level executive departures.


This can affect:
–
–
–
–

Employee morale
Productivity
Company direction
Bottom line
18

© 2001 Peter Louis. All Rights Reserved
Disney’s Revenue, 1983 - 2000
Revenue, 1983-2000
30,000

($millions)

25,000
20,000

1995 ABC
m erger

15,000
10,000
5,000
-

1983 1985 1987 1989 1991 1993 1995 1997 1999
Years
Source: Annual reports

19
© 2001 Peter Louis. All Rights Reserved
Disney’s Net Income Growth,
1984 - 2000
Net Income Growth, 1984 - 2000
Linear (% change NI)

Source: Annual reports

20
00

19
98

19
96

19
94

19
92

19
90

19
88

1995 ABC
m erger

19
86

300%
250%
200%
150%
100%
50%
0%
-50%
-100%

19
84

Percent

% change NI

Years
20

© 2001 Peter Louis. All Rights Reserved
Where’s Mickey’s magic touch?


7th most valuable brand, yet:
– Generates 82 per cent of revenue domestically
(2000 annual report)
– Increasing European per capita expenditures
could raise $2 billion (1999 annual report)
– Lack of new innovative content (themes, movies,
etc.)

21
© 2001 Peter Louis. All Rights Reserved
Is there life still in myths,
history and fairy tales?

22
© 2001 Peter Louis. All Rights Reserved
Yes, there is for AOL Time
Warner

23
© 2001 Peter Louis. All Rights Reserved
The Bottom Line





Warner Bros. expects to make 7 movies
Gross revenue expected to be > $2 billion
(box-office receipts, merchandise, DVDs,
etc.)
Current estimates suggest that this is an
underestimation
24
© 2001 Peter Louis. All Rights Reserved
Video Games

25
© 2001 Peter Louis. All Rights Reserved
Video Games
Actual and projected Value of Video Game Industry

21.3

25
20
Revenue 15
($billions) 10

7

5
0
2000

2003
Year

CAGR=45 per cent

Source: IDC's 2001 Videogam e Survey
26
© 2001 Peter Louis. All Rights Reserved
Recently successful video games








Alien vs. Predator (Fox Interactive / News
Corp)
The Lost World (Dreamworks Interactive)
Metal Gear Solid 2 (Sony Computer
Entertainment)
Fifa 2002 (Electronic Arts)
Command & Conquer (Electronic Arts)
Half Life (Sierra / Vivendi Universal)
27
© 2001 Peter Louis. All Rights Reserved
And of course, the hit…

28
© 2001 Peter Louis. All Rights Reserved
Lara Croft: Tomb Raider,
became…

29
© 2001 Peter Louis. All Rights Reserved
Lara Croft: Tomb Raider,
grossing…

30
© 2001 Peter Louis. All Rights Reserved
$700 million for the game
publishers EIDOS

31
© 2001 Peter Louis. All Rights Reserved
$223 million for Viacom’s
Paramount

32
© 2001 Peter Louis. All Rights Reserved
If content is king then…

33
© 2001 Peter Louis. All Rights Reserved
Context is Queen

34
© 2001 Peter Louis. All Rights Reserved
Context is Queen
Rationale behind CapCities / ABC acquisition. It gave
Disney:


ESPN, ESPN2
–



ABC
–



cable access for NHL “The Might Ducks” franchise

mass distribution network for Disney program library

Publications
–

To distribute Disney material and promote Disney

© 2001 Peter Louis. All Rights Reserved

35
However, looking at the
Internet…

36
© 2001 Peter Louis. All Rights Reserved
Disney / AOL Time Warner
Revenue Streams
Walt Disney Co Revenue Streams, 2000
Consumer
Products
Internet Group
10%
2%
Parks and
Resorts
27%

Media
Networks
37%

Studio
Entertainment
24%
Source: Annual reports

AOL Time Warner Revenue Streams, 2000

Publishing
12%

Filmed
Enterntainme
nt & Music
33%

AOL
21%

Cable &
Networks
34%

Source: Annual reports

AOL Time Warner’s Internet segment earns 21 per cent

Disney’s internet segment earns 2 per cent
37
© 2001 Peter Louis. All Rights Reserved
But who wants to play Video
games over the Internet?

38
© 2001 Peter Louis. All Rights Reserved
Video Gamers!
High Interest Responses to Potential Connectivity Applications

76%

Download new games/levels
65%

Broadband Gaming Service

62%

Pay-per-view games

60%

Online Gaming
51%

Web surf/email

0% 10% 20% 30% 40% 50% 60% 70% 80%
Percent
Source: IDC's 2001 Videogam e Survey

Predominately male, 21 years, 2 ½ hours per day

Key: Content, New and Compelling Experience
39
© 2001 Peter Louis. All Rights Reserved
Is 20 per cent growth still
achievable?

40
© 2001 Peter Louis. All Rights Reserved
Yes…

41
© 2001 Peter Louis. All Rights Reserved
but only if

Disney continues to both:
1. Innovate
2. Update the competitive advantage

42
© 2001 Peter Louis. All Rights Reserved
Recommendations

43
© 2001 Peter Louis. All Rights Reserved
Recommendations





Reduce the attrition of executives
Licence (or buy) innovative content
Develop innovative local content
Create an Interactive Games Division (to
target the “serious gamer”)

44
© 2001 Peter Louis. All Rights Reserved
Reduce the attrition of executives


Survey executives
–

–

Use independent consultants, say Holzschu, Jordan, Schiff
& Associates
Determine causal factors (moral, culture fit, remuneration,
lack of authority, change of location, etc.)



Review findings at board level



Implement recommendations



Create future guidelines
45
© 2001 Peter Louis. All Rights Reserved
Licence (or buy) innovative
content


Source innovative international content (e.g.
programs, comic characters, cartoons, etc.)
–
–



Transferable to the US market (e.g. The Weakest Link)
Can be leveraged internationally (e.g. Walking With
Dinosaurs)

Seek extension opportunities (e.g. Teletubbies)
–

Program  Cartoon  Video  Park theme  ?

46
© 2001 Peter Louis. All Rights Reserved
Develop innovative local content


Leverage the rich cultural heritage of host regions to
create local themes and programs (e.g. Japan)
–
–



Themes include movies (The Seven Samurai or Yojimbo),
unique shopping experiences, etc
Create characters that can be leveraged internationally (e.g.
Pokemon)

Seek extension opportunities (e.g. Power Rangers)
–

Program  Movie  Cartoon  Park theme ?

47
© 2001 Peter Louis. All Rights Reserved
Create an Interactive Games
Division



Purchase an established publisher like Electronic
Arts (fiscal revenue of $1.3 billion, 2001)
Develop games for successful movie releases
–



Use new video expertise to create new Disney
themes that are:
–



Con Air, Pearl Harbor

Interactive, immersive or simulations

Leverage publisher to position for emerging
subscription based Web gaming services that allow:
–

Individual, cooperative or combative play
48

© 2001 Peter Louis. All Rights Reserved
Conclusions

49
© 2001 Peter Louis. All Rights Reserved
Conclusions


Disney can achieve 20 per cent ROE. However, this
requires a focused strategy that:
–
–
–
–
–
–

Allows effective managers to manage (à la GE)
Realizes brand values
Kindles internal and external innovation
Exploits areas of growth
Realizes synergies, and
Maintains incremental revenue growth (e.g. gate receipts)

50
© 2001 Peter Louis. All Rights Reserved
Thank you

51
© 2001 Peter Louis. All Rights Reserved
About the author






Peter is the Founder and CEO of p2people
(http://www.p2people.co.uk), the innovative micro
outsourcing service.
Formerly a freelance consultant, Peter has extensive
international experience in data warehousing and IT
& HR outsourcing.
Peter has an MBA (Instituto de Empresa) and MSc
in Knowledge Management (Cranfield).

52
© 2001 Peter Louis. All Rights Reserved
The Walt Disney Company
“Content is King”
By Peter Louis
Instituto de Empresa
December 2001
© 2001 Peter Louis. All Rights Reserved

53

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Walt Disney - Content Is King

  • 1. The Walt Disney Company “Content is King” By Peter Louis Instituto de Empresa December 2001 1 © 2001 Peter Louis. All Rights Reserved
  • 2. Agenda      Disney’s strategy Is there a competitive advantage? Current strategic challenges Recommendations Conclusions 2 © 2001 Peter Louis. All Rights Reserved
  • 3. Disney’s strategy 1. 2. 3. 4. Strong corporate culture Innovative brands Employee “buy-in” Diversification 3 © 2001 Peter Louis. All Rights Reserved
  • 4. Strong corporate culture  This was based on TCC: – Teamwork – Communication – Co-operation 4 © 2001 Peter Louis. All Rights Reserved
  • 5. Innovative brands  Develop brands that were: – Highly differentiated – Were wholesome and expressed American values – Fun and fallible 5 © 2001 Peter Louis. All Rights Reserved
  • 6. Employee “buy-in”  Employee identification made them: – Customer focused – Customer friendly 6 © 2001 Peter Louis. All Rights Reserved
  • 7. Diversification  Brand extension – 2 versions of Winnie-the-Pooh  Channel occupation – Beauty & the Beast, the movie – Beauty & the Beast, the Broadway musical 7 © 2001 Peter Louis. All Rights Reserved
  • 8. Is there a competitive advantage? 8 © 2001 Peter Louis. All Rights Reserved
  • 9. Disney’s brand equity World's Most Favorite Brands 90 80 Rank 1999 2000 1 1 70 60 Disney 50 Sony 40 $ billions Company Coca Cola 2001 1 Source: Interbrand, Citigroup 6 8 7 18 18 20 30 20 Coca Cola 10 Disney 0 1999 Sony 2000 Disney 2001 Years Company Coca Cola Brand Value 1999 2000 2001 83.8 72.5 68.9 Source: Interbrand, Citigroup 32.3 33.6 32.6 Sony 14.2 16.4 15 Source: Interbrand, Citigroup 9 © 2001 Peter Louis. All Rights Reserved
  • 10. Yes! 10 © 2001 Peter Louis. All Rights Reserved
  • 11. Is it sustainable? 11 © 2001 Peter Louis. All Rights Reserved
  • 12. Yes… 12 © 2001 Peter Louis. All Rights Reserved
  • 13. but only if Disney continues to both: 1. Innovate 2. Update the competitive advantage 13 © 2001 Peter Louis. All Rights Reserved
  • 14. Current Strategic Challenges 14 © 2001 Peter Louis. All Rights Reserved
  • 15. Current strategic challenges 1. 2. 3. 4. 5. 6. Recession & September 11 ABC Talent drain Where’s Mickey’s magic touch? Video Games Context is Queen 15 © 2001 Peter Louis. All Rights Reserved
  • 16. Recession & September 11  Slow down: Trans Atlantic / Pacific flights  US to grow by: – –  EU to grow by –  0.7 per cent in 2002 (IMF) 3 per cent in 2003 (OECD) 3 per cent in 2003 (OECD) Japan, perhaps recovering in in 2004 (OECD) 16 © 2001 Peter Louis. All Rights Reserved
  • 17. ABC A strategic fit but: 1. How do we produce Disney hits? 2. How do we realize synergies in costs / revenues? 3. How do we reconcile different business cultures? 17 © 2001 Peter Louis. All Rights Reserved
  • 18. Talent drain 1994 – 2000, 75 high-level executive departures.  This can affect: – – – – Employee morale Productivity Company direction Bottom line 18 © 2001 Peter Louis. All Rights Reserved
  • 19. Disney’s Revenue, 1983 - 2000 Revenue, 1983-2000 30,000 ($millions) 25,000 20,000 1995 ABC m erger 15,000 10,000 5,000 - 1983 1985 1987 1989 1991 1993 1995 1997 1999 Years Source: Annual reports 19 © 2001 Peter Louis. All Rights Reserved
  • 20. Disney’s Net Income Growth, 1984 - 2000 Net Income Growth, 1984 - 2000 Linear (% change NI) Source: Annual reports 20 00 19 98 19 96 19 94 19 92 19 90 19 88 1995 ABC m erger 19 86 300% 250% 200% 150% 100% 50% 0% -50% -100% 19 84 Percent % change NI Years 20 © 2001 Peter Louis. All Rights Reserved
  • 21. Where’s Mickey’s magic touch?  7th most valuable brand, yet: – Generates 82 per cent of revenue domestically (2000 annual report) – Increasing European per capita expenditures could raise $2 billion (1999 annual report) – Lack of new innovative content (themes, movies, etc.) 21 © 2001 Peter Louis. All Rights Reserved
  • 22. Is there life still in myths, history and fairy tales? 22 © 2001 Peter Louis. All Rights Reserved
  • 23. Yes, there is for AOL Time Warner 23 © 2001 Peter Louis. All Rights Reserved
  • 24. The Bottom Line    Warner Bros. expects to make 7 movies Gross revenue expected to be > $2 billion (box-office receipts, merchandise, DVDs, etc.) Current estimates suggest that this is an underestimation 24 © 2001 Peter Louis. All Rights Reserved
  • 25. Video Games 25 © 2001 Peter Louis. All Rights Reserved
  • 26. Video Games Actual and projected Value of Video Game Industry 21.3 25 20 Revenue 15 ($billions) 10 7 5 0 2000 2003 Year CAGR=45 per cent Source: IDC's 2001 Videogam e Survey 26 © 2001 Peter Louis. All Rights Reserved
  • 27. Recently successful video games       Alien vs. Predator (Fox Interactive / News Corp) The Lost World (Dreamworks Interactive) Metal Gear Solid 2 (Sony Computer Entertainment) Fifa 2002 (Electronic Arts) Command & Conquer (Electronic Arts) Half Life (Sierra / Vivendi Universal) 27 © 2001 Peter Louis. All Rights Reserved
  • 28. And of course, the hit… 28 © 2001 Peter Louis. All Rights Reserved
  • 29. Lara Croft: Tomb Raider, became… 29 © 2001 Peter Louis. All Rights Reserved
  • 30. Lara Croft: Tomb Raider, grossing… 30 © 2001 Peter Louis. All Rights Reserved
  • 31. $700 million for the game publishers EIDOS 31 © 2001 Peter Louis. All Rights Reserved
  • 32. $223 million for Viacom’s Paramount 32 © 2001 Peter Louis. All Rights Reserved
  • 33. If content is king then… 33 © 2001 Peter Louis. All Rights Reserved
  • 34. Context is Queen 34 © 2001 Peter Louis. All Rights Reserved
  • 35. Context is Queen Rationale behind CapCities / ABC acquisition. It gave Disney:  ESPN, ESPN2 –  ABC –  cable access for NHL “The Might Ducks” franchise mass distribution network for Disney program library Publications – To distribute Disney material and promote Disney © 2001 Peter Louis. All Rights Reserved 35
  • 36. However, looking at the Internet… 36 © 2001 Peter Louis. All Rights Reserved
  • 37. Disney / AOL Time Warner Revenue Streams Walt Disney Co Revenue Streams, 2000 Consumer Products Internet Group 10% 2% Parks and Resorts 27% Media Networks 37% Studio Entertainment 24% Source: Annual reports AOL Time Warner Revenue Streams, 2000 Publishing 12% Filmed Enterntainme nt & Music 33% AOL 21% Cable & Networks 34% Source: Annual reports AOL Time Warner’s Internet segment earns 21 per cent Disney’s internet segment earns 2 per cent 37 © 2001 Peter Louis. All Rights Reserved
  • 38. But who wants to play Video games over the Internet? 38 © 2001 Peter Louis. All Rights Reserved
  • 39. Video Gamers! High Interest Responses to Potential Connectivity Applications 76% Download new games/levels 65% Broadband Gaming Service 62% Pay-per-view games 60% Online Gaming 51% Web surf/email 0% 10% 20% 30% 40% 50% 60% 70% 80% Percent Source: IDC's 2001 Videogam e Survey Predominately male, 21 years, 2 ½ hours per day Key: Content, New and Compelling Experience 39 © 2001 Peter Louis. All Rights Reserved
  • 40. Is 20 per cent growth still achievable? 40 © 2001 Peter Louis. All Rights Reserved
  • 41. Yes… 41 © 2001 Peter Louis. All Rights Reserved
  • 42. but only if Disney continues to both: 1. Innovate 2. Update the competitive advantage 42 © 2001 Peter Louis. All Rights Reserved
  • 43. Recommendations 43 © 2001 Peter Louis. All Rights Reserved
  • 44. Recommendations     Reduce the attrition of executives Licence (or buy) innovative content Develop innovative local content Create an Interactive Games Division (to target the “serious gamer”) 44 © 2001 Peter Louis. All Rights Reserved
  • 45. Reduce the attrition of executives  Survey executives – – Use independent consultants, say Holzschu, Jordan, Schiff & Associates Determine causal factors (moral, culture fit, remuneration, lack of authority, change of location, etc.)  Review findings at board level  Implement recommendations  Create future guidelines 45 © 2001 Peter Louis. All Rights Reserved
  • 46. Licence (or buy) innovative content  Source innovative international content (e.g. programs, comic characters, cartoons, etc.) – –  Transferable to the US market (e.g. The Weakest Link) Can be leveraged internationally (e.g. Walking With Dinosaurs) Seek extension opportunities (e.g. Teletubbies) – Program  Cartoon  Video  Park theme  ? 46 © 2001 Peter Louis. All Rights Reserved
  • 47. Develop innovative local content  Leverage the rich cultural heritage of host regions to create local themes and programs (e.g. Japan) – –  Themes include movies (The Seven Samurai or Yojimbo), unique shopping experiences, etc Create characters that can be leveraged internationally (e.g. Pokemon) Seek extension opportunities (e.g. Power Rangers) – Program  Movie  Cartoon  Park theme ? 47 © 2001 Peter Louis. All Rights Reserved
  • 48. Create an Interactive Games Division   Purchase an established publisher like Electronic Arts (fiscal revenue of $1.3 billion, 2001) Develop games for successful movie releases –  Use new video expertise to create new Disney themes that are: –  Con Air, Pearl Harbor Interactive, immersive or simulations Leverage publisher to position for emerging subscription based Web gaming services that allow: – Individual, cooperative or combative play 48 © 2001 Peter Louis. All Rights Reserved
  • 49. Conclusions 49 © 2001 Peter Louis. All Rights Reserved
  • 50. Conclusions  Disney can achieve 20 per cent ROE. However, this requires a focused strategy that: – – – – – – Allows effective managers to manage (à la GE) Realizes brand values Kindles internal and external innovation Exploits areas of growth Realizes synergies, and Maintains incremental revenue growth (e.g. gate receipts) 50 © 2001 Peter Louis. All Rights Reserved
  • 51. Thank you 51 © 2001 Peter Louis. All Rights Reserved
  • 52. About the author    Peter is the Founder and CEO of p2people (http://www.p2people.co.uk), the innovative micro outsourcing service. Formerly a freelance consultant, Peter has extensive international experience in data warehousing and IT & HR outsourcing. Peter has an MBA (Instituto de Empresa) and MSc in Knowledge Management (Cranfield). 52 © 2001 Peter Louis. All Rights Reserved
  • 53. The Walt Disney Company “Content is King” By Peter Louis Instituto de Empresa December 2001 © 2001 Peter Louis. All Rights Reserved 53