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Develop a strategy to introduce Starbucks Entertainment in Japan and the U.K. Leveraging local strengths, synergy with Starbucks, and physical music focus.
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Starbucks Entertainment: Global Delivery of Music • SharanDhaliwal • Sasha Noorani • John Rupp • Dan Williams
Objective To develop a strategy for introducing Starbucks Entertainment into two countries on distinct continents.
Current Situation • Howard Schultz Transformation Plan • Refocus on coffee and café experience • Accelerating International Growth • How Starbucks Entertainment fits into the plan • Helps create the atmosphere that “re-ignites the emotional attachment” • Limited International sales- ready to grow
Problem How and where do we implement a global expansion of Starbucks Entertainment?
Strategy • Global vs. Local • Leverage existing catalog • Develop synergy to create personal atmosphere • Digital vs. Physical • Concentrate on physical • Higher margins • Develop digital for the future • Mobile Phones
Country Selection Criteria 1: Strong Starbucks Presence
Country Selection Criteria 1: Strong Starbucks Presence Starbucks Locations
Country Selection Criteria 1: Strong Starbucks Presence Starbucks Locations
Country Selection Criteria 2: Music Synergy Score Key Sales in US Dollars For the 2006 Fiscal year Global Trade Atlas
Country Selection Score Key Sales in US Dollars For the 2006 Fiscal year Global Trade Atlas
Country Selection Score Key Sales in US Dollars For the 2006 Fiscal year Global Trade Atlas
Country Selection Criteria 3: Eliminate Countries with High Levels of Piracy and Low Gov’t Control • The U.K. • Japan
Music Industry Share of World Market Value of Album Sales
Japan • 722 stores since `96 • 2nd highest retail industry • 2nd highest music market • 30.5% retail value is food & beverages • Ranked 36 on per capita coffee consumption
United Kingdom • 580 stores since `98 • Ranked 45 on per capita coffee consumption • Café culture
U K & Japan • Go back to roots of Starbucks Entertainment • Boost Local Talent • Barista’s to play local music • Between the peak hours of 4-6pm • Compile maximum request songs • 50% profit from local artist signed on the hear music label
Financial Analysis 5-year NPV Analysis Assumptions: • Starbucks Entertainment sales based on percentage of specialty sales • Specialty sales experience constant growth • Sales in U.K. and Japan are based on percentage of international stores • Cost of Sales=53% of revenue • Initial investment of 3 million • 1.75 for Japan • 1.25 for U.K
Financial Analysis NPV analysis (in thousands of US Dollars) using percentage of sales method to estimate revenues. *Includes an increase in U.S. sales based on synergy analysis.
Financial Analysis Anticipated Payback Period Long payback period but… focus is on improving store atmosphere, not music sales
Financial Analysis Cost Analysis (In thousands of U.S. Dollars) to determine the amount of available cash to be allocated to this project. Request 10 million dollars to be allocated to projected
Appendices Physical vs. Digital Synergy Analysis Piracy Music Sales Japan U.K. Financials DiagramsBest-CaseLikely-CaseWorst-Case
Force Field Analysis Forces Pushing Forces Resisting 4 Strong Growth Higher Margins 5 Shift to all digital library 1 Easy Purchase Piracy Concerns 3 2 Large Library Customer Base 4 1 Sampling 1 Inventory Costs 9 12
Digital Media Issues • Future of DRM • Apple switching to DRM free music • Amazon.com DRM free • 3G • Small Market • Price • Timeline • Adding value to small margins
Popular Sales • Ray Charles • 3 million worldwide • Quarter in Starbucks sales • Paul McCartney • Over 1 million worldwide • 45% of initial sales in our stores • Joni Mitchell • Debuted at 14 on US Charts
China • Chinese comprise very little of global market • Piracy Rampant - Chinese rate exceeds 99 percent
Piracy List 1 1 IFPI 2006 Digital Piracy Report
Mexican Piracy • Huge Physical Piracy Problems • Value of $180 million • Physical Rate of 65%
Canadian Piracy • Highest per capita file swapping globally • Digital Music accounts for 3% of recorded music revenue instead of 6% globally • Between ‘99 and ‘05, 42% decrease in annual retail sales • 20% loss in employment
Starbucks Entertainment Business Model Starbucks Entertainment
Japan • Commuter customers • Kiosks in subways and malls • Mobile music • 91% of digital music download • Partner with NTT DoCoMo • 3G technology • Permanent Starbucks channel • Unique music industry • J-pop
Japan • Launch • Hear music label • Compilation CD’s • Exclusivity contracts • Market in Japan and in U.S. & U.K. already • Popularity of J-pop • The 5.6.7.8’s • Kill Bill movie • Popular both locally and regionally
NTT DoCoMo Partnership • Do Communications Over the Mobile Network • 52 million customers • i-mode & 3G • lifestyle tools • Heavily invested in multi national companies around southeast Asia