the future of entertainment shawn mcmichael interactive entertainment business microsoft corporation
TRANSCRIPT
The Future of EntertainmentShawn McMichaelInteractive Entertainment BusinessMicrosoft Corporation
“ The brief history of living room entertainment…
... and the death of engagement?”
“What happened?
From here… …to here?
• More content choice (genre and access)• Less parental control of content consumption• Social interactions include people outside the home• Gaming competing with media • Reduced attention spans
“ How will the living room change moving forward?
Linear, Hit Driven
Remote Control as Interface
Low ParentalControl
Isolated, Passive Experience
Anonymous Experiences
On Demand, Hits + Niche
Multiple Rich Interfaces
Higher Parental Control
Integration of Social, Gaming, TV
Cross-Platform ID
CONTENT CONSUMPTION
DOMINANT INTERFACE
PARENTAL CONTROL
SOCIAL INTERACTION
VIEWER IDENTIFICATION
AREA FROM TO
Two areas of “non-change”: (1) Declining attention spans (2) Continued ad avoidance
Case Study: The Evolution of Entertainment on Xbox
30
28
26
24
22
20
18
16
14
12
10
8
6
4
2
Tota
l M
em
bers
(in
Mill
ions)
available in morethan 26 countries
launched in2 countries
1 vs 100
“ Case Study: Game Shows Meets Social Media
“1 vs 100” with on Xbox Live
“ Case Study: Television Meets Social Media
“Party Mode” with SkyTV
“ Cast Study: Linking User Identity Across Screens
ACHIEVEMENT UNLOCKED
Avatars
Friends
Achievements
Great Games
Xbox LIVE on Windows Phone 7
9
Audience evolution
10