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Money for Content Recent developments in the value chain. Paris, Feb. 27th, 2013. T-Venture Story. Start-up strategy of DTAG. IP Communication. Attractive return on invested capital Innovative services and products of T-Venture’s portfolio companies will leverage DT’s performance
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Money for Content Recent developments in the value chain Paris, Feb. 27th, 2013
T-Venture Story. Start-up strategy of DTAG. IP Communication • Attractive return on invested capital • Innovative services and products of T-Venture’s portfolio companies will leverage DT’s performance • Access to the latest technologies in the ecosystem • Transformation of high-tech innovation • Positioning of DTAG for possible M & A transactions IT Cloud IntelligentNetworks MobileCommerce Advertising
Third fund generation since 1997.T-Venture status: Successful deal history, excellent networks and deeply embedded in Deutsche Telekom. 1. Fund-Generation 2. Fund-Generation 3. Fund-Generation • T-Venture Beteiligungs mbH(T-TVB 1-3) • Bonn-Innova • CT • INI Ventures • GTV • T-Online • T-Mobile • T-Systems • T-Com • T-Corporate • Deutsche Telekom Venture Funds (CLWF, T-Home, T-Mobile, T-Systems and Corporate Fund) • Products + Services • Processes + Infrastructure Vintage 1997 Fund size (EUR) 200m Vintage 2001-2004 Fund size (EUR) 330m Vintage 2009 Fund size (EUR) 170m Vintage 2012 Fund size (EUR) 240m Successful exits: Successful exits: Successful exits: Portfolio highlights: @motion Telekom Innovation Pool (TIP) Vintage 2012 Fund size (EUR) 40m
Content distribution. Conceptual framework. • Technologies/Trends • Infrastructures (Access, Mobile, LTE, Security, DRM, Backup…) • Smart phones, Terminals etc. • Social Networks • Apps • Cloud (Storage, Functionality….) • Content Segments • Digital Content • Health • Education • Government • Entertainment • Infotainment • Business Models/Monetization • Paid content • Terminals/Hardware • Advertising/donations • Software • Infrastructure (Network/Cloud)
Content distribution. Example health.IHE Based Health Infrastructure Overview. http://www.ikimap.com/map/where-world-xds-and-cda
€ € € Content distribution: Example mobile gaming value chain • Conception Partners for coverage Workorder ConceptionWorkshop Prototypes Prototypes& Vision Paper IMP Game/ContentDistribution FP Meeting YES NO • Pre-Production FirstPlayable Strategy Technical Proof Concept & Budget & First Playable IMP FP Meeting Artistic Proof YES Core Mechanic Proof NO Live Operations • Production IMP IMP IMP IMP € Alpha Internal Beta Closed Beta Open BetaRelease Live Game Development • Premium games • Freemium games • Advertising • E-/m-Commerce • Advertising • Pay for content
Content distribution: Example EducationCurrent Technologies allow for cheap digitization of Content, barrier less distribution and a massive scaling in reach. This is changing the traditional model of Education and also adds a variety of monetization models to it. • …and applies a variety of monetization models • Donations • Advertising • Freemium / Subscription • Enrolment fees • Fees for assessment and certificates • Revenue sharing • Nowadays Education is getting… • increasingly accessible as ‘basic’ content is free on the Internet. • more interactive, social and collaborative. • individually tailored as algorithms assess learning and adapt content accordingly. • location independent/ massively scaling withIvy-League Content distributed by virtual Universities.
Content distribution: Example localisationMix of device and local content/apps to leverage local content • Satkirit • Offer apps and services with useful local content for emerging markets • Preselection of various categories with local partners and governmental entities • Additional offers to what is already available via social networks and search engines. • Luvo • Affordable mobile device (smartphone) with state of the art technology • Helps to get easy access to relevant content and services • Company is in stealth mode • Strong partners on the device and design as well as on the content side • Distribution partners for emerging markets with access to younger population • Basic mission: do good!
Summary: current trends facilitate content monetization Price erosion • Infrastructure and devices are under price pressure and so enable easier access to content in various domains Ubiquity • Trends in mobile network design and hardware will facilitate deployment • Social networks will enable content distribution and quality control Subsidisation • Infrastructure and terminals/devices • Software and advertising Paid content • Clear models about entertainment with stronger push in DRM/technologies • Funding for content production in those areas available Desiterata • Stronger focus on local needs/demand • Partnering with various elements in the food chain required • Broader penetration of standards (IHE) to enable easier content communication