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Ms Report Summary

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Ms Report Summary

  1. 1. Profile of the Industry Sub- S ectors and Companies
  2. 2. <ul><li>This section of the report looks at the type of products and services the companies taking part in the survey produced and the sources of the company’s revenues from these activities. </li></ul>
  3. 3. <ul><li>Advertising is the largest market for digital content. According to the Australian Film Commission, it is estimated that advertising expenditure is worth three billion dollars annually to the Australian economy. </li></ul>
  4. 4. Significant markets for the digital content industry and associated revenue Activity Revenue Advertising $3,000 Million Box Office Returns $907 Million Movie Rental Hire $452 Million Pay TV Subscription Fees $267 Million Online Charges $104 Million
  5. 5. <ul><li>Advertising </li></ul><ul><li>Communications and marketing </li></ul><ul><li>Design Services </li></ul><ul><li>Video Production </li></ul><ul><li>Distribution Services </li></ul><ul><li>Video Post-Production </li></ul><ul><li>E-Commerce </li></ul><ul><li>Audio Production </li></ul><ul><li>Audio Post-Production </li></ul><ul><li>Web Hosting </li></ul><ul><li>Technical Service Provision </li></ul><ul><li>Special Effects </li></ul><ul><li>Animation </li></ul>Ranking of survey responses
  6. 7. <ul><li>Both quantitative and qualitative research found companies in the digital content industry align and define themselves by their end customers. “I guess we are technically a design company. But advertising is our bread and butter and we definitely see ourselves as part of that industry more than any other.” </li></ul><ul><li>-Interactive Multimedia Designer, Melbourne </li></ul>
  7. 8. <ul><li>Advertising is the largest single market for content.   </li></ul><ul><li>Many companies in interactive multimedia even those that design and develop websites classified themselves in advertising because the website was part of a larger branding campaign.   </li></ul>
  8. 9. <ul><li>This section of the report details key findings relating to company profiles. </li></ul><ul><li>. </li></ul>Central to the study was the need to clearly identify the type, nature and size of the companies that make up the Digital Content Industry.
  9. 11. <ul><li>Companies categorised themselves as follows </li></ul>Profitability Percentage Satisfactory 46% Marginal 27% Unprofitable 9% Highly Profitable 8%
  10. 12. <ul><li>Profitability was highly dependent on the number of staff employed . </li></ul><ul><li>Customers were increasingly willing to pay for quality regardless of industry. </li></ul>
  11. 13. Indicator Characteristics Turnover Exceed $ 1 Million Outputs More likely to be “Services” Export As likely to be involved as not involved Overseas Offices Less likely to have one Main Products Advertisements and Print Publications
  12. 14. Number of years company has been in operation
  13. 15. Companies who survived long term had a capacity for reinvention .
  14. 16. <ul><li>Average number of full-time staff employed 22   </li></ul><ul><li>Older established companies full-time staff employed 36   </li></ul><ul><li>Companies operating less than six years, full-time staff employed 15   </li></ul>Number of Employees Increases with Age of Company
  15. 17. Number of full-time employees Digital Media Companies Less than 4 40% Less than 9 60 % Greater than 100 10 % Number of part -time employees Digital Media Companies Less than 4 60% Less than 9 70 %
  16. 18. <ul><li>The ratio of full time staff to part time staff is approximately 2:1 </li></ul><ul><li>Two full time staff for 1 part-time staff </li></ul><ul><li>  </li></ul><ul><li>   </li></ul><ul><li>  </li></ul>
  17. 19. <ul><li>Companies prefer to employ full-time contract staff rather than part-time staff </li></ul><ul><li>Many companies are focused on single projects especially in post-production and game sectors. </li></ul><ul><li>  </li></ul><ul><li>   </li></ul><ul><li>  </li></ul>
  18. 20. <ul><li>6% listed on the stock exchange </li></ul><ul><li>80% listed companies turnover over $10 million </li></ul><ul><li>New pressures if listed </li></ul><ul><li>  </li></ul><ul><li>   </li></ul><ul><li>  </li></ul>
  19. 21. <ul><li>58% do not expect a change in ownership </li></ul><ul><li>32% expect change in ownership </li></ul><ul><li>68% companies producing software expect change in ownership due to merger </li></ul>
  20. 22. <ul><li>One in seven companies expect an ownership change due to share market listing </li></ul><ul><li>Few companies expressed desire to list on the stock market or peruse a merger or acquisition </li></ul><ul><li>Majority of companies wanted to retain complete ownership. </li></ul>
  21. 23. <ul><li>The majority of companies in digital media content are associated with advertising. Advertising is biggest revenue source in digital media </li></ul>
  22. 24. <ul><li>Evolved with changing technology trends </li></ul><ul><li>Have been in business more than 10 years </li></ul><ul><li>Employ skilled full-time contract staff over part-time staff </li></ul>

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