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    Bringing TV to Life, Issue II

    The race to dominate

    the future of TV

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    Bringing TV to Life 3

    Jan

    09

    TRSMon

    thlyVa

    lues

    Netflix, 5.92

    Pay TV Segment

    Free-to-Air Segment

    Fe

    b09

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    6.0

    5.0

    4.0

    3.0

    2.0

    1.0

    0.0

    CBS, 3.61

    Sun TV, 3.07

    ITV, 2.83

    TWC, 2.75

    RTL, 2.71

    Antena 3, 2.22

    DirecTV, 1.93

    TIF1, 1.84

    Dish TV, 1.80

    BSkyB, 1.62

    Comcast, 1.61

    Televisa, 1.49

    Nippon, 1.45Mediaset, 1.41

    Canal Plus, 1.33

    Tokyo Br, 0.91

    Dispersion2= 2.70

    Figure 1 Accenture Shareholder Value analysis: the broadcasting industry

    Bringing TV to Life

    ntroduction

    How Over-the-Top TV isreshaping the video industryThe box in the corner of the room is breaking out. The impactof the Internet on TV is only the beginningbut its alreadychanging everything. Consumers are taking control of their ownviewing, creating personal schedules and using different deviceso dip into video when and where they want. The Internet has

    grabbed the remote to control a whole new world of TV viewing.And everyone in the industry needs to tune in.

    he broadcast sector (both pay and free)

    s emerging from one of the toughest

    eriods in its history. During the recent

    ecession macroeconomic forces

    ombined to provoke panic within the

    ndustry and drain investors confidence.

    While the upturn in the economy has

    iven traditional broadcasters some

    nancial stability, the current bounce

    hould not obscure some of the more

    tructural trends and issues that still

    hreaten to overwhelm media busi-

    esses that do not embrace and speedp their digital transformation journey

    owards a multiplatform digital era.

    he performance of Netflix versus the

    more traditional pay and free-to-air

    roadcasters clearly highlights the

    ifferent expectations that financial

    markets have about the sustainability

    f traditional broadcasting business

    models, and the potential of truly

    interconnected business to consumer

    models to gain traction and generate

    alue at scale.

    IPTV and Internet TV are often confused

    with one another, but in fact they are

    quite different. IPTV has matured (in the

    few countries where it has been able to

    grow) into another form of pay TV, and

    involves the delivery of high quality

    video content to a captive consumer

    device over a managed network.

    Internet TV (or Over-the-Top TV),

    defined as the distribution of video

    content to a wide range of IP-enabled

    devices (TVs, PCs, mobile phones and

    tablets) over the unmanaged Internet,has the potential to shift the existing

    balance of power within the broadcast

    sector and the wider communications

    industry. Back in the late 70s a very

    popular song celebrated the golden age

    of a radio industry that was then on

    the brink of demise at the hands of TV.

    Internet Killed the TV Star could be a

    potential hit in the charts of 2015.

    We have entered a new era, an era

    where even if TV remains the primary

    screen for video consumption, the

    long-term fragmentation of the

    audience will challenge traditional TV

    business models in yet another example

    of media meltdown. Deep convergence

    between television and Internet has

    finally arrived and as a result media

    companies can no longer ignore

    fundamental differences in the underly-

    ing business models and in the enabling

    technologies design principles.

    Some of the sources of competitive

    advantage of the traditional broadcast

    model are being questioned: Proprietary

    and vertically integrated distribution

    networks are being challenged by open

    broadband distribution and linear top

    down programming (complemented

    by catch-up and video-on-demand).

    Moreover, the traditional rights

    windows, which gave broadcasters

    almost monopoly over quality content,

    have multiplied, and business-to-

    business revenue models are now beingquestioned by potentially superior

    business models that are based on a

    deeper and more direct relationship

    with the end consumer.

    In the first Point of View in the

    Bringing TV to Life series, issued in

    2010, we focused on defining the

    Over-the-Top TV (OTT-TV) phenomenon

    and understanding its differences with

    IPTV and its relationships with the

    online video space.

    In this latest installment of the series

    we will focus on:

    unders tanding the drivers behind

    the acceleration of Internet TV and

    identifying some of the enablers and

    challenges that could facilitate or

    limit its mass adoption;

    outli ning the increased competitive

    pressure brought to the broadcast

    sector by Internet TV with players

    from different backgrounds attracted

    by a multibillion dollar industry

    segment with high price earnings

    ratios; and

    presenting some potential end state

    scenarios for the industry and the key

    capabilities that successful Over-the-

    Top providers need to build.

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    he TV screen is both a gold mine and

    mirror in which broadcasters can

    ake stock on a daily basis of the need

    or change in their business models. A

    irect attack on that screen by players

    oming from outside the TV industry

    electronics companies, Internet

    ggregators, telcos, and so on) will

    aise and is raising, attention levels

    nd driving reactions. In this paper we

    will argue that these reactions will

    eed to be built not on the traditional

    ources of broadcasting competitivedvantage but instead on new ele-

    ments that are derived from the

    nternet experience, and will include

    he need to ensure:

    standards and ubiquity across

    platforms rather than walled

    gardens built on proprietary

    devices and networks;

    seamless integration across linear

    and non-linear TV, broadcast and

    broadband;

    the ability to partner with other

    industry players rather than attempt-

    ing to rebuild vertical integration in

    the industry value chain;

    a true multi-screen approach;

    not just content (which could

    become a king without a crown)

    but consumer content services that

    leverage the effective use of

    different screens to build consumer

    stickiness and loyalty; and

    large, established players having

    the humility to recognize that they

    need to invest in new capabilities

    (such as consumer insight,

    service creation, and application

    development).

    Clearly the threat of new players

    entering the broadcasting space

    by leveraging Internet TV is real, is

    happening now and is a major issue.

    But we argue that if Google can

    become a broadcaster then the new

    order could also see a broadcaster

    becoming a Google.

    Amid all this uncertainty, however, one

    thing is sure: todays video consumers

    have never had it so good!

    Vision and realityThe once pristine vision of convergence between broadcastand broadband technologies is being overtaken by the messyreality of conflict and volatility with little clarity about whaties ahead. The outcome of this volatility is uncertain atbest and will clearly vary across geographies and differentregulatory frameworks.

    Bringing TV to Life Bringing TV to Life 5

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    Bringing TV to Life 7Bringing TV to Life

    Generally speaking, the Internet

    isrupts media businesses in three

    ways:

    t removes barriers to distribution,

    which previously provided the basis for

    monetization. It provides an abundance

    f free content that shapes consumers

    xpectations that content should

    lways be free and therefore under-

    mines models based on scarcity. And

    t grabs a larger share of the time that

    onsumers devote to other media.

    The current reigning champion of

    Mediatelevisionhas thus far

    remained relatively unaffected by

    the rise of the Internet. Three pieces

    of evidence offer proof that:

    Television broadcast rights continue

    to command world class price

    tags (NBC recently agreed to pay

    US$2billion for 2010 and 2012

    Olympics);

    Consumer paid programming on

    cable and satellite has recentlyprovided some of the only bright

    spots for recession-battered TV

    companies;

    Although skyrocketing, online video

    consumption seems not to be at the

    expense of linear TV but instead is

    incremental and additive.

    But there are a number of strong forces

    driving unprecedented change in

    the broadcast industry. Broadband

    penetration is on the rise across

    the world. In the EU, the five most

    connected countries have an average

    broadband penetration of 50 percent,

    and 80 percent of those connections

    are of sufficiently high bandwidth to

    support OTT-TV consumption.2Gartner

    predicts that by 2014 broadband

    connections globally will number

    644m.3

    And all this connectivity means online

    video consumption is on the rise.

    In the United States in December 2010

    there were 88.6m unique daily online

    video consumers and almost 179m in

    an average month in 2010.4 Usage is

    also increasing considerably as figure 2

    shows, although, and this is very

    important since it reinforces the need

    for seamless integration between the

    two worlds, this is not at the expense

    of linear programming.

    The winds of change are blowing

    The Internet has become a mainstream news and entertainmentmedium, but its path to such scale has been far from smooth. Onhe way it has met resistance and disrupted many long standing

    media businesses, publishing being one of its first victims.

    Patterns of video consumption are

    changing fast and the new video

    consumer has become a complex,

    multifaceted user whose needs and

    wants require a customized approach.

    The active vs. passive differentiation

    has become less relevant only because

    active consumption has become more

    mainstream and has spilled from young

    people to other demographic segments.

    Consumers are increasingly used to

    viewing content on their terms and

    not by appointment. This means thatloyalty is increasingly directed towards

    content brands rather than channel

    brands. Understanding how consumers

    find and access content is becoming

    critically important. On-demand

    services, catch-up TV, recommendations

    rather than electronic program guides,

    social networking applications,

    convergent services, which follow the

    consumer across devices (watch on

    PC, continue on TV, receive advertising

    and extras on iPad) are all key to

    remaining relevant in this new and

    rapidly evolving space.

    Time spent watching TV is s till rising,

    even among the younger generations,

    and live TV is by f ar the largest

    component of video consumption,

    especially in Europe. According to

    Forrester research, even in the most

    sophisticated digital markets such as

    Sweden and the UK, more than 70

    percent of the total hours spent

    watching TV each week are devoted

    to live broadcasts. But the multi-

    screen audience is growing and the

    share of the European consumers whoexclusively watch TV on a TV screen

    is decreasing fast. In 2009, only

    63 percent of European internet users

    watched TV only on TV, down from

    80 percent in 20 07.5

    Last, but by no means of least

    importance, Gartner estimates that

    by 2014 manufacturers will produce

    over 70 million broadband connected

    TV sets worldwide.6If we add to this

    the number of Internet-enabled gaming

    consoles and set-top boxes it soon

    becomes clear that we are close to

    seeing mass adoption.

    Figure 2 Average daily online video consumption in EU-5 and United States

    Average USA:31 min

    Germany

    Spain

    France

    Italy

    UK

    35 min

    33 min

    31 min

    24 min

    20 min

    Linear TV (2010 avg) Online Video (Dec. 2010)

    Total:258 min

    86.5% 13.5%

    88.2% 11.8%Total:

    265 min

    88% 12%Total:

    275 min

    90% 10%Total:

    236 min

    92.4% 7.6%Total:

    266 min

    Gartner Industry Research, Two Roads to TV 2.0, March 24, 2009.

    Source: e-Media Institute Web-TV Intelligence & Strategies, March 3, 2011.

    Gartner, Emerging Technology Analysis: Broadband-Connected Televisions, Consumer Technologies,

    September 23, 2010.

    Source: e-Media Institute Web-TV Intelligence & Strategies, February 22, 2011.

    5 Forrester Research, The European Three-Screen Audience Is Growing, But TV Still Reigns,

    April 22, 2010.

    6 Gartner, Emerging Technology Analysis: Broadband-Connected Televisions, Consumer Technologies,

    September 23, 2010.

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    Bringing TV to Life

    ven though it is still only in its

    ormative stage, the emerging world

    f Internet TV already has a fairly

    well-defined set of players. We see a

    umber of distinct groupings of these

    layers emerging, each with their own

    istinctive sources of competitive

    dvantage to deliver video content to

    onsumers from outside the traditional

    aths of linear programming (terrestrial,

    atellite and cable). These players can

    e grouped around four main sources

    f power: content, service, device andloud.

    Content power

    epresented by the traditional

    roadcasters (free and pay) that see

    nternet TV as a way of delivering

    ew consumer experiences directly to

    onsumers without being intermediated

    y telecommunication companies and

    PTV providers. While they see Internet

    V as a great opportunity to evolve

    owards becoming consumer c ompa-

    ies, they also need to take care that

    others do not take over their position.

    In recent years, broadcasters have seen

    their monopoly over auto-produced

    content eroded. Rights holders (such

    as the football leagues) and the major

    studios hold the vast majority of the

    much needed on-demand content

    and could themselves have the same

    ambitions as traditional broadcasters.

    Service power

    Represented by the telecommunication

    companies who act as consumer and

    service provider aggregators (triple

    play/four play). These companies

    serve as single point of c ontact and

    a common user interface to the

    consumer over any device and in

    most cases owning a content delivery

    network (CDN), which can guarantee

    the much needed quality of service.

    Device power

    Manufacturers of TV sets, PCs, and

    hybrid set-top boxes who have the

    opportunity to become access gate-

    ways and develop their own platforms

    and widgets on which to host or

    provide on-demand services. On one

    hand they clearly have great consumer

    traction and the ability as global

    players to negotiate global content

    acquisition deals, but on the other it is

    hard to envision a world of proprietary

    standards in which consumers decide

    which TV set to buy based on the

    content it carries. (However, it should

    not be forgotten that one of the lead-

    ing manufacturers, Sony, is also one of

    the largest original content producersand distributors in the world.)

    Cloud power

    This group introduces a new concept,

    encapsulating the ability to deliver

    cloud-based infrastructure and ser vices

    for management and distribution of

    video to any Internet connected device.

    While this group may lack the needed

    media market expertise to strike

    significant content deals, they have

    developed a critical ability to intercept

    and manage the needs and behaviors

    of the online consumers.

    A battlefield or a chessboard?

    Bringing TV to Life 9

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    0 Bringing TV to Life

    ow, what are the key success factors

    nd the new capabilities that will

    e required to succeed in this new

    ompetitive environment? There is a

    ide range of both adapted and wholly

    ew forms of behavior and abilities

    hat players will need to acquire in

    rder to be successful. These include:

    The ability to create the future

    platform for content consumption.

    The video market is the evolution of

    a platform that connects content

    creators, advertisers and consumers.

    Successful players in the past

    managed to define unique platforms

    (NTSC, PAL, SECAM) and adapt the

    ecosystem to it. The same thing will

    happen to online video consumption.

    This implies the need to be present

    across non-proprietary devices and

    platforms, in particular connected

    TVs and gaming platforms, the latter

    being the next big thing in terms of

    competing for the time and attention

    of users on the TV screen.

    The need to provide seamless

    integration across linear and non-

    linear services on hybrid broadcast

    and broadband devices. As mentioned

    before, linear TV remains the largest

    component of video consumption and

    VoD and catch-up services become

    even more indispensable on the

    back of a strong linear and live

    programming.

    The ability to understand CDN-based

    and cloud-based content distribution

    mechanisms and platforms.

    The capability to leverage consumer

    insights in order to develop tailored

    and personalized video services

    across all IP-based platforms (vs.

    traditional top down programming

    schedules) to build loyalty through-

    out a 360-degree consumer experi-

    ence and, crucially, to monetize them.

    The experience and insight to shape

    and successfully deliver partnerships

    across the industry value chain in a

    context where traditionally vertically

    integrated value chains are

    fragmenting and exploding.

    The ability to attract and aggregate

    content and value-add services from

    a multitude of sources in a way that

    consumers find easy to use, and

    identify and present them with

    relevant, personalized content.

    igure 3 A competition framework

    Con

    tentPo

    wer

    Cloud

    Power

    Devi

    cePowerS

    erv

    icePow

    er

    Sports Leagues/Rights Holders

    Studios

    FTABroadcasters

    Google

    VideoConsumers

    Hulu

    Netflix

    Amazon.com

    STB Manufacturers

    Electronic

    Manufacturers

    Cable/IPTVOperators

    Telecommunication TV setManufacturers

    Bringing TV to Life 11

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    ince the birth of c ommercial

    elevision, TV broadcasting has been

    ominated by a limited number of

    takeholders (the networks, the TV

    manufacturers and the advertisers)

    nd has been ostensibly local in nature.

    oday the future of TV is clouded by an

    verabundance of stakeholders, most

    f whom have a defensible position in

    elevisions future. New stakeholders

    uch as telcos, web search engines,

    ortals, new media titans such as

    pple and Microsoft, and otherectronic manufacturers are all

    ooking for a significant stake in the

    uture of TV, even if revenue models

    or next generation broadcasting

    remain a mystery to most of them.

    Some of these players are truly global

    in nature, this means that for the

    first time c ompetition is becoming

    extra-territorial, and with that change

    comes a whole new mindset.

    Over the last twelve months we have

    witnessed a wide array of public

    announcements and a number of

    service launches. Every player in the

    industry value chain is clearly marking

    their territory and planting a flag inthe future landscape of television.

    However, very few of these launches

    are real industry plays. Most of them

    tend to be individual efforts in a very

    fluid and complex environment. We

    believe that rather than an all against

    all battlefield (which is what the

    competitive landscape looks like today)

    the situation will come to resemble a

    chessboard, where alliances, partner-

    ships and commercial collaborations

    across different players will become

    key imperatives for success. Speed to

    market and agility are must have quali-

    ties in this space, but so increasingly is

    the ability to assess and understand

    the complementary capabilities ofcompetitors and reward them

    accordingly to ensure a larger slice

    of the overall pie.

    Bringing TV to Life 132 Bringing TV to Life

    Includes music, movies, news,sports, television programs,and video production andadoption to web video (UserGenerated and Professional)

    Content Management Content Aggregation Content Scheduling Content Transcoding Content Presentation Standards Conversion

    Render content 2-way IP communication Integrated media ingestion (OTT-TV/Linear) through consumer electronics

    Provides the videodistribution network DTT/Cable/IPTV/IP Satellite Next-Gen Wireless 4G. LTE

    Right Holders ContentCreators

    NetworkOperators

    AccessProviders

    UsersDevicesManufact-urers

    ContentAggregators

    Right Dealers

    ProgramPackagers

    Creation Aggregation Distribution Consumption

    Value Chain

    Description

    Movement

    Trends

    FOX, BBC, Disney, MGM,

    Paramount, NFL, Warner

    Brothers, Sony BMG,Universal

    ESPN, ABC, NBC, Discovery,

    HBO, FOX, CBS, CNN, Vudu,Veoh, Google, BBC, iPlayer,

    Hulu, Netflix

    COX, Time Warner Cable,

    Comcast, CableVision,

    Verizon, AT&T, DishCisco, Sharp, Apple, LG,

    Samsung, Motorola, Roku,

    Sony, Vizio, Intel, Tivo,

    Microsoft, Panasonic

    igure 4 The emerging OTT-TV value chain

    Making the headlines

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    esides the current all-against-all

    cenario (which is not sustainable in

    he long term) we envisage four main

    cenarios:

    . Content is still king

    n this case, content rights owners

    manage to create a unique platform

    or content consumption that

    eamlessly supports most devices.

    isintermediation is pushed to the limit,

    etting users establish a direct link to

    he major shops, and the leading brand

    the content brand. User choices are

    riven by content rather than other

    actors, and business models are

    xtremely shortened. In this scenario,

    raditional aggregators have a reduced

    ole in the best case (i.e. the cord-cut-

    ng nightmare), and carriers have the

    option to negotiate a carriage fee,

    trying to extend their role to locally

    relevant functions such as content

    delivery, content encoding and digital

    right management (DRM) settlements,

    local front end/shop management, local

    support, and digital home integration.

    Over the years, broadcasters have

    progressively lost a significant degree

    of control over c ontent and increasingly

    rely on specialized/independent produc-

    ers. If they do not act swiftly in the

    Over-the-Top space by developingcompelling multi-screen strategies,

    they could face a considerable loss

    of relevance in the on-demand world,

    succumbing to the fast growing content

    brands and being disintermediated by

    them in relationships with consumers.

    2. Devices drive users

    This scenario sees users buying content

    through the walled gardens that device

    makers manage to establish (i.e. an

    extension of the iTunes model to

    devices and operating systems),

    with content rights holders sharing

    revenues with the device makers. There

    is a substantial failure to build a unique

    platform (as is presently the case in

    the gaming business), and the role for

    broadcasters and carriers changes: Broadcasters could try and build

    strong customer relationships

    leveraging better customer insight

    and providing a more localized user

    experience. This would require the

    support of all devices, so that users

    can access the same branded

    experience across all of them.

    Carriers should try to build the

    underlying platform that unifies

    the user experience across devices,

    addressing technological complexity

    and supporting aggregators in the

    multi-screen play.

    Bringing TV to Life 154 Bringing TV to Life

    Scenario 3 Aggregators rule

    3. Aggregators rule

    To some degree, this is the natural

    extension of existing business models,

    with a complication owing to the

    fact that the platform to deliver video

    services may not be unique (as currently

    happens with broadcasting). In this

    case users still prefer specific shops to

    consume content, with the difference

    that jumping from shop to shop does

    not require cord cutting. This is more

    like the mall model, where the successof retailers is determined by their

    ability to provide the best personal

    user experience, shielding the user from

    complexities derived from technology,

    devices, and payment models. In this

    scenario, there is a role for most of the

    players in the ecosystem:

    Aggregators: focused on content

    acquisition, best user experience,

    commercial relationship with the

    customer;

    Platforms: focused on service

    enablement, technology complexity,

    device support, content lifecycle,

    security (this role may be taken by

    both aggregators and carriers); and

    Carriers: focused on content delivery,

    user support, digital home enablement.

    This scenario sees broadcasters fighting

    for relevance and position against

    the Internet aggregators, such as

    Netflix and Google TV. Hybrid devices,

    seamless integration with linear

    programming, ubiquity in terms of

    platforms and the ability to provide

    multi-device services with specific

    value proposition, rather than just

    replicas of the original TV service,

    become key capabilities in order

    to succeed.

    4. Scattered playing field

    In this scenario, participants across

    the entire ecosystem fail to create

    partnerships and value chains remain

    highly fragmented across geographies

    and types of content. Unresolved

    conflicts of interest between industry

    participants mean few major deals and

    the opportunities from OTT-TV are not

    fully realized. A lack of standardization

    across devices and content formats

    means consumers have to engage withdifferent content providers and create

    multiple, overlapping r elationships.

    In this fragmented scenario (which

    most closely resembles where the

    market finds itself today) there are no

    clear winners with content from many

    sources on many different devices.

    Telecommunication companies could

    play an enabling role, helping consumers

    to connect up all the services, devices

    and content they need.

    Scenario 1 Content is king

    Scenario 2 Devices drive users

    Fast forward:What scenarios in the future?Rather than a clear future scenario in the medium term, we seehe coexistence of several business models and value chains,

    depending on local market conditions, industry structure andegulatory frameworks.

    Center of Gravity

    ExpandingDominating

    Right Holders Creators Network Access UsersDeviceManufacturers

    ContentAggregators

    Right Dealers

    Program

    Packagers

    Traditional Telco

    Expanding

    Center of Gravity

    Dominating

    Right Holders Creators Network Access UsersDevice

    Manufacturers

    Content

    Aggregators

    Right Dealers

    Program

    Packagers

    Traditional Telco

    Dominating

    Center of Gravity

    Right Holders Creators Network Access UsersDeviceManufacturers

    ContentAggregators

    Right Dealers

    Program

    Packagers

    Traditional Telco

    Right Holders Creators Network Access UsersDeviceManufacturers

    ContentAggregators

    Right Dealers

    Program

    Packagers

    Traditional Telco

    No Explicit Center of Gravity

    Scenario 4 Scattered playing field

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    Catch-up TV to pauseand watch at leisure

    50%

    40%

    30%

    20%

    10%

    0%

    40%

    Personal Video Recorder(ability to store andwatch whenever)

    24%

    Surfing the web onyour TV

    14%

    Ability to watch thecontent on otherdevices

    12%

    Having interactive/social networkingfunctionalities

    11%

    Total US Brazil Spain AustraliaGermanyUK Italy

    Quality of service (i.e.clarity of the picture,speed of content delivery)

    49%

    HD (high-definition viewing)

    27

    %

    User interface and abilityto find and manage

    video content

    14%

    11%

    Quality of recommenda-

    tions of videos/ shows Imight be interested in

    viewing

    Total Male Female 4554 556425341824 3544

    70%

    60%

    50%

    40%

    30%

    20%

    10%

    0%

    Bringing TV to Life 17

    n this environment of overwhelming

    market potential its more important

    han ever for all players in this space

    roadcasters and content providers as

    well as network operators and other

    nds of communications companies

    o have a better understanding of

    hanging consumer behaviors and

    nterests, so that they can direct their

    nvestments effectively.

    o give companies deeper insights into

    heir target customers as they launchr extend broadband TV and video

    apabilities, Accenture has conducted

    global survey of more than 6,500

    onsumers around the world across

    major geographiesthe United States,

    nited Kingdom, Australia, Brazil,

    ermany, Italy and Spain.

    The results of Acc entures 2011

    Video-Over-Internet Consumer Usage

    Survey provide companies with a

    view not only of current trends, but

    also of where those trends are leading,

    both in terms of video viewing habits

    and where revenue growth may most

    likely occur. Although traditional

    linear TV offerings still dominate

    consumer viewing habits, that

    dominance is already open to

    question.

    The results from the survey show

    how the new consumer is evolving:

    They are using multiple devices to

    watch video content and they are

    multitasking while watching video on

    a traditional TV set (over 48 percent

    of respondents use a laptop while

    watching TV, and with tablet penetra-

    tion set to reach mass market levels,

    this is clearly going to increase). They

    are also looking for an anytime service

    on TV through catch-up rather than

    hardware based personal video

    recorders (PVRs). And they are very

    clear about the role of each device

    and how each of them connects

    together. They also see the PC as an

    extension of the TV set to watch or

    record programs via their laptop.

    Whats more, these behavioral traits

    are not specific to the Millennial

    generation (the 18-24 age bracket)

    but are rapidly spilling over to older

    generations.

    The ultimate stakeholder:The consumerThe era of broadband video is here, and its influencing theviewing behaviors of more than just younger generations.According to new research from Accenture, high percentagesof consumers of all ages around the world are now watchingvideo content over the Internet via a PC or TV.

    6 Bringing TV to Life

    Figure 5 Most important video-over-internet servicefeature: total and by geography

    Figure 6 Most important video-over-internet technical feature by gender and age

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    8 Bringing TV to Life

    Content is king has been a standard

    hrase of the broadcast industry for

    any years. The statement remains

    ue but in addition the quality of

    echnical delivery of that content is

    ow on the minds of many consumers.

    sked to name the most important

    echnical feature of Internet TV, about

    ne half of the consumers we surveyed

    round the world (slightly higher in

    he UK and Australia) cited quality

    f service, clarity of the picture and

    peed of content delivery. This statisticalmost uniformly consistent across

    l age groups, too.

    Different types of companies are

    experimenting with video-over-Internet

    services, and savvy players are learning

    both from past mistakes and current

    stumbles. Original IPTV offerings, for

    example, did not meet expectations

    because they tried to imprison

    consumers in proprietary, walled

    gardens. Mobile video has struggled

    with overcoming the restrictions of

    smaller screens and devices.

    In general, openness is becoming an

    important marketplace characteristic,

    and also a key to success. Today, many

    players are jockeying for position in the

    Over-the-Top space. New stakeholders

    telcos, web search engines, portals,

    device and software giants, and more

    are looking to play a key role in how the

    industry evolves. This is now a wide

    open and increasingly global playing

    field.

    The ultimate stakeholder,however, is the consumer.

    Bringing TV to Life 19

    Core beliefs of Over-the-Top TVBroadcasting Companies

    Closing window

    Window of opportunity toseize market and eyeballsis now and closing fast

    Set-top boxes are keynow, but will disappearwithin years

    Access as key unique

    selling proposition

    To be successful in theOTT-TV space, telcos needto leverage their core

    USPs around access,network quality andcustomer proximity

    Aggregation andindexing

    Any aggregation playshould aim for an opendelivery platform that

    allows combiningaggregated (i.e. ownhosted) and indexed(i.e. referenced) content

    Telecommunication Companies

    Anytime beforeanywhere

    Customers value timeshifting over placeshifting and three/fourscreen delivery

    TV set as primaryscreen

    The TV Set remainsthe primary screen togenerate revenue andwin the customer

    PCs, Tablets and Mobilesare additive, having akey role as companiondevices

    Web experience

    The key value of bringingthe internet paradigm tothe TV is around contentdiscovery, recommendation,

    relevance and socialnot browsing the web

    Span linear and on-demandcontent, immediacy ofcontent experience,no deep menus

    Consumers strongly indicate that they are ready for a truemulti-device experienceone that goes beyond simplyreplicating traditional TV on another device, and insteadcreates a new experience where content is important,quality is critical and personalization of the service is a must.Over-the-Top TV can succeed if companies understand andembrace these new consumer behaviors.

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    Copyright 2011 Accenture

    All rights reserved.

    Accenture, its logo, and Accenture

    High Performance Delivered are

    trademarks of Accenture. This

    document is produced by consultants

    at Accenture as general guidance.

    It is not intended to provide specific

    advice on your circumstances. If you

    require advice or further details on

    any matters referred to, please contact

    your Accenture representative.

    About Accenture

    Accenture is a global management

    consulting, technology services

    and outsourcing company, with

    more than 215,000 people serving

    clients in more than 120 countries.

    Combining unparalleled experience,

    comprehensive capabilities across all

    industries and business functions,

    and extensive research on the worlds

    most successful companies, Accenture

    collaborates with clients to help them

    become high-performance businesses

    and governments. The company

    generated net revenues of US$21.6

    billion for the fiscal year ended

    Aug. 31, 2010. Its home page is

    www.accenture.com.

    Contact us

    To learn more about how Accenture

    can help your company achieve high

    performance by deploying services,

    content and infrastructure for

    advanced broadband video solutions,

    please contact:

    Francesco Venturini

    Global Broadcast Lead

    [email protected]

    Angelo Morelli

    Product Innovation offering area Lead

    [email protected]

    About the Author

    Francesco Venturini is the Global

    Lead for the Broadcasting and

    Entertainment Practice. With over 10

    years of experience within Accenture,

    he works with major international

    media and entertainment companiesand in particularbroadcasting

    companies. Francesco leads complex

    projects around Over-the-Top TV

    (OTT-TV) and Digital Terrestrial TV

    (DTT)helping his clients launch

    new innovative services, restructure

    existing businesses, and achieve

    operational excellence. He is a regular

    speaker at international industry

    conferences and an author of many

    strategic whitepapers around the

    topics of Over-the-Top TV, RightsManagement, and Shareholder Value

    Management for Broadcasting.