RSA Conference Exhibitor List 2024 - Exhibitors Data
New Digital Frontier Presentation, July 2007
1. Exploiting New
Digital Media
Frontiers
July 2007
Stefan Rust July 2007
1
2. “All old-media dogs are going to have some more
sleepless nights”
Barry Diller, CEO IAC/InterActiveCorp
“Media company CEO's without a CTO on their
staff should prepare to be acquired or broken
up - they are fighting the future rather than
monetizing it.”
Chief Executive at a Fortune 500 company
“The Impact of Technology is going to be Fundamentally
important in how companies are able to explore and
exploit resources”
Jorma Ollila, Chairman Shell & Nokia
2
4. Stakeholders in a Digital World
Content
Owners Publishers Carriers / ISP’s Users
Tier 2
Tier 2
Tier 1
Developers
Tier 1
BRANDS & MEDIA AGENCIES
Technology and Software
4
5. Changing Economics
1933 2006 1953 2006
Production USD 670K USD 207M Cost of USD 375K in USD 8K
Costs (10M in today's building a today's money
money) 2 camera
TV studio
5
9. Volume & Scale
• Most of the world will
experience the
Internet through a
mobile phone
• Mobile phones out
ship PCs 10 to 1
Innovating since 1982: Best product lineup ever
9
10. Mobile Youth
“Since the mid 90’s
mobile spending
has replaced
~$500 billion
of spending on
other youth
products”
Mobile Youth 06
10
11. Asian Youth
The average 15-24 year old Asian is
wired to new media
• 3 hours instant messaging a day
• 1½ hours on emails a day
• 1.4 hours participating in various online community activities
• accesses the internet 4.8 times a week (66% use it on a daily basis)
• 45% accessed a personal homepage
• 14% of young Asians participating in online gaming
an avid consumer of all things digital
• 46% own a desktop computer or laptop
• 19% have their own TV game console
• 16% have their own digital still camera
• 56% own a mobile phone
• 34% own an MP3 player
• 48% viewing or contributing to a blog in the past 30 days
Synovate, 2006
11
12. Asian Mobile Youth
Number of youth without mobile phones (millions)
600
500 South Asia &
2004
400 Greater China
2005
300
2006
200
2007
100
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Mobile Youth, 2006
12
14. Mobile Entertainment
Gambling, Adult, Games, TV
in Billion USD
CAGR 28.7% 77
80
70
60 47
50
40
30 17
20
10
0
2006 2009 2011
Juniper Research, 2006
14
15. Asian Mobile Entertainment
Premium Content in 2011
South Korea Thailand China
Taiwan 2% Australia 14%
10%
2% 2%
Singapore
1% Hong Kong
Philippines 1%
1%
New Zealand India
0% 2%
Malaysia
1% Indonesia
2%
USD 32.9B Japan
62%
Games, Music, Video, Ringtones, Icons, Adult, Gambling, Information, email,
15 Frost & Sullivan, 2006
21. Advertising
Control
• 80% think it is important they can opt in
and out of advertising and how much
advertising they receive
Relevance
• 47% only want to hear about products and
services that are relevant to them
Quality
• consumers are resistant to low quality or
repetitive advertising
21
22. Response Rates
“Mobile Community Advertising
click through rates now stand at
around 5% compared to 02.-
0.5% for Internet based
Advertising”
ABI Research
22
23. Local Content
“Subscribers in most Asia-Pacific
countries have strong
preference for local
content, which creates impetus
for the fast-growing mobile
content market”
Janice Chong, Frost & Sullivan
23
24. New Rules
• Consumer is in charge
• Speed is everything
• Partnerships are necessary
• Opportunities are vast and massive
• Innovation in technology, business models
& implementation
• Open Networks and Environment
• Value & Trust
24