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Walt Disney - Content Is King analyses Walt Disney's successful business strategy that led to an annualized growth rate of 20% and makes specific recommendations as to how Disney could maintain its industry-beating growth rate.
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© 2001 Peter Louis. All Rights Reserved
1
The Walt Disney Company
“Content is King”
By Peter Louis
Instituto de Empresa
December 2001
© 2001 Peter Louis. All Rights Reserved
2
Agenda
Disney’s strategy
Is there a competitive advantage?
Current strategic challenges
Recommendations
Conclusions
© 2001 Peter Louis. All Rights Reserved
3
Disney’s strategy
1. Strong corporate culture
2. Innovative brands
3. Employee “buy-in”
4. Diversification
© 2001 Peter Louis. All Rights Reserved
4
Strong corporate culture
This was based on TCC:
– Teamwork
– Communication
– Co-operation
© 2001 Peter Louis. All Rights Reserved
5
Innovative brands
Develop brands that were:
– Highly differentiated
– Were wholesome and expressed American values
– Fun and fallible
© 2001 Peter Louis. All Rights Reserved
6
Employee “buy-in”
Employee identification made them:
– Customer focused
– Customer friendly
© 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
© 2001 Peter Louis. All Rights Reserved
9
19992000
2001
Sony
Disney
Coca Cola
0
10
20
30
40
50
60
70
80
90
$ billions
Years
World's Most Favorite Brands
Source: Interbrand,
Citigroup
Company 1999 2000 2001
Coca Cola 1 1 1
Disney 6 8 7
Sony 18 18 20
Rank
Source: Interbrand, Citigroup
Brand Value
Company 1999 2000 2001
Coca Cola 83.8 72.5 68.9
Disney 32.3 33.6 32.6
Sony 14.2 16.4 15
Source: Interbrand, Citigroup
Disney’s brand equity
© 2001 Peter Louis. All Rights Reserved
13
but only if
Disney continues to both:
1. Innovate
2. Update the competitive advantage
© 2001 Peter Louis. All Rights Reserved
15
Current strategic challenges
1. Recession & September 11
2. ABC
3. Talent drain
4. Where’s Mickey’s magic touch?
5. Video Games
6. Context is Queen
© 2001 Peter Louis. All Rights Reserved
16
Recession & September 11
Slow down: Trans Atlantic / Pacific flights
US to grow by:
– 0.7 per cent in 2002 (IMF)
– 3 per cent in 2003 (OECD)
EU to grow by
– 3 per cent in 2003 (OECD)
Japan, perhaps recovering in in 2004 (OECD)
© 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?
© 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
© 2001 Peter Louis. All Rights Reserved
19
Disney’s Revenue, 1983 - 2000
-
5,000
10,000
15,000
20,000
25,000
30,000
($m
illi
on
s)
1983 1985 1987 1989 1991 1993 1995 1997 1999
Years
Revenue, 1983-2000
Source: Annual reports
1995 ABC
merger
© 2001 Peter Louis. All Rights Reserved
20
Disney’s Net Income Growth,
1984 - 2000
Net Income Growth, 1984 - 2000
-100%
-50%
0%
50%
100%
150%
200%
250%
300%
1984
1986
1988
1990
1992
1994
1996
1998
2000
Years
Perc
en
t
% change NI Linear (% change NI)
Source: Annual reports
1995 ABC
merger
© 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.)
© 2001 Peter Louis. All Rights Reserved
24
The Bottom Line
Warner Bros. expects to make 7 movies
Gross revenue expected to be > $2 billion
(box-office receipts, merchandise, DVDs,
etc.)
Current estimates suggest that this is an
underestimation
© 2001 Peter Louis. All Rights Reserved
26
Video Games
7
21.3
0
5
10
15
20
25
Revenue
($billions)
2000 2003
Year
Actual and projected Value of Video Game Industry
CAGR=45 per cent
Source: IDC's 2001 Videogame Survey
© 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)
© 2001 Peter Louis. All Rights Reserved
35
Context is Queen
Rationale behind CapCities / ABC acquisition. It gave Disney:
ESPN, ESPN2
– cable access for NHL “The Might Ducks” franchise
ABC
– mass distribution network for Disney program library
Publications
– To distribute Disney material and promote Disney
© 2001 Peter Louis. All Rights Reserved
37
Disney / AOL Time Warner
Revenue Streams
Walt Disney Co Revenue Streams, 2000
Media
Networks
37%
Studio
Entertainment
24%
Consumer
Products
10%Internet Group
2%
Parks and
Resorts
27%
Source: Annual reports
AOL Time Warner Revenue Streams, 2000
AOL
21%
Cable &
Networks
34%
Publishing
12%
Filmed
Enterntainme
nt & Music
33%
Source: Annual reports
AOL Time Warner’s Internet segment earns 21 per cent
Disney’s internet segment earns 2 per cent
© 2001 Peter Louis. All Rights Reserved
39
Video Gamers!
51%
60%
62%
65%
76%
0% 10% 20% 30% 40% 50% 60% 70% 80%
Percent
Web surf/email
Online Gaming
Pay-per-view games
Broadband Gaming Service
Download new games/levels
High Interest Responses to Potential Connectivity Applications
Source: IDC's 2001 Videogame Survey
Predominately male, 21 years, 2 ½ hours per day
Key: Content, New and Compelling Experience
© 2001 Peter Louis. All Rights Reserved
42
but only if
Disney continues to both:
1. Innovate
2. Update the competitive advantage
© 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”)
© 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
© 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 ?
© 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 ?
© 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
– Con Air, Pearl Harbor
Use new video expertise to create new Disney themes that are:
– Interactive, immersive or simulations
Leverage publisher to position for emerging subscription based Web gaming services that allow:
– Individual, cooperative or combative play
© 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)
© 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).