part i jan 2010 - can airlines power ancillary revenue with digital media and better wifi platforms?
TRANSCRIPT
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
1
What can digital entertainment, WiFi,
and mobile mean for airlines?
Part I - January 2010 Alford Strategic Development
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Introduction
2
• Airline WiFi will serve 400 - 500 million annual US airline passengers by 2012
• 300% - 400% larger than COMBINED projected iPad, Kindle, Xbox, Wii, PS3, and Netflix user bases
• US airlines could drive $3-5 Billion via revshare and customer acquisition partnerships with digital media firms
• …but charging travelers for WiFi cuts the head off the market
• “The 60-hour Cycle” - use knowledge of the itinerary to deliver impulse-buy content, entertainment, and
location-based services via mobile device, laptop, or IFE screen – from door-to-door roundtrip
• “Think Outside the Flight” - Mobile enables ~25 touchpoints – each way
Convergence of mobile technology and airline WiFi installations with digital entertainment’s fast growth could mean
significant ancillary revenue opportunity for airlines and WiFi providers…
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Airline WiFi and digital entertainment growth
3
Airline WiFi installations are growing quickly…
• 400M – 500M WiFi-enabled passengers by 2012 is on
scale of top websites’ traffic
0.5 1.1 2.2 4.27.3
10.916.4
2.6 3.03.8
4.9
5.9
7.0
8.6
0.1 0.31.0
2.1
3.3
4.6
6.3
0.71.9
4.2
4.6
4.8
5.0
8.8
$3.9B$6.3B
$11.1B
$15.8B
$21.3B
$27.5B
$40.1B
2008 2009 2010 2011 2012 2013 2014
US digital content sales - $US bn
Movie / Video Music eBooks Games
Digital entertainment markets could reach $40 Billion by 2014
• travelers are high impulse book, movie, and music consumers
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Alignment of forces
4
Mobile technology and adoption
create large opportunity next 3 yrs
Netflix, Amazon, Apple, Google battle
each other, publishers and studios Airlines need new revenue channels
Huge WiFi investment, but fee-
based model shrinks the market
• 2009 = $11 B loss; 2010 ~ $3 B loss
• Baggage and other fees make money,
but passengers don’t like them
• $100,000+ install cost per plane
• Travelers don’t want to pay WiFi fees
~ 500 million passengers
drive $1B to $5B digital
entertainment revenue
• Fierce competition for “living room”
share and market power
• Customer acquisition is critical focus
• Mobile growth and device convergence
• Location-based marketing extends
merchandising around flight
Even 6 months ago, this market did not exist…
…now forces are aligning to enable airlines to capitalize on fierce competition in digital entertainment
Digital media partners can
win captive market
competitors cannot access
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Who will own the content platform?
5
Content, merchandising,
and marketing platform
Airline-built?
Aircell?
Row 44?
Netflix?
Amazon?
YouTube?
Apple?
In-flight WiFi
service
Studios
and
publishers
Aircell and Row44 are strong WiFi technology partners…
…but airlines need world-class digital media and web / mobile merchandising partners to own the content, merchandising
and marketing platforms…
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
“Think outside the flight” to drive revenue and engagement
6
The 60-hour Cycle
Think outside the flight…travelers are high impulse-buy targets for roughly 30 hours each way
• Mobile enables 25 round-trip touchpoints:
• Market actively to drive revenue, don’t wait until passengers are in their seats
• Defray in-flight data costs by driving travelers to download content before boarding
Text-offer movie
for the flight
Deliver eBook
coupon before
customer buys at
Hudson News
Flight delay? Offer
free movie at $1
cost vs. $200
flight voucher
Enjoy The Economist
free on-board. Offer trial
subscription on landing
Scan 2D code for
exclusive offers
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Standard revshare vs alternative opportunity
7
Revshare models based on in-flight movie rentals, eBook sales, and
more could generate $1 Billion by 2012
But as just one alternative idea…
…offering movie subscription trials to convert travelers to recurring
“living room” customers could generate over $3 Billion by 2012 $0.4B
$0.9B
$1.3B$1.5B $1.6B
$0.8B
$1.9B
$3.2B
$4.4B
$5.4B
2010 2011 2012 2013 2014
Airline ecosystem digital media sales - $US bn
download / rental only download + referral / subscription
Capitalizing on these forces could generate $1 - $3+ Billion by 2012
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
8
A conventional revenue share or affiliate model for movie, eBook and music download rentals can be profitable…
…but studio licensing and publisher royalties will take most of the income from airlines
Conventional revenue share approach
Traveler rents $5 movie
on one flight
Airline income $1
Partner income $1
Studio income $3
“GoGo Video-to-Go” Digital Entertainment Content
Ecosystem service
or
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
9
A customer acquisition model could deliver much more revenue to airlines, partners, and studios than a one-time in-flight
rental…don’t just settle for a conventional in-flight rental revenue share model
Customer acquisition / Referral approach
Traveler gets free movie by
choosing free trial
Airline income $12 - $16 referral
Partner income $120 annual subscription
Studio income $18 annual licensing fees
• As just one example, offer a free movie if traveler takes a free trial subscription for Netflix, registers for Amazon, etc
• Anecdotally, ~70-80% of travelers asked prefer the free movie / free trial option over paying for a rental
Digital Entertainment Content
cloud-based distribution or
…note for digital partners - lock competitors out…airline contracts with WiFi providers are 10-year terms
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
10
The fierce digital media battle for “living room share” is driven by customer acquisition…
Compare ~400 million WiFi passengers in 2012 to:
• iPad and Kindle install base of 20-27 million units
• Netflix subscriber base of 17-20 million
• Xbox, Wii and PS3 install bases of ~40+ million households
19M 28M 35M 39M 41M 41M 41M10M12M
15M 17M 19M 22M 24M
1M3M
7M11M 16M 20M 26M
0M0M
2M7M
11M15M
21M
0M16M
154M
320M
403M
463M 476M
2008 2009 2010 2011 2012 2013 2014
Millions
Annual WiFi pax vs hardware / subscriber bases
Game console Netflix subs Kindle iPad WiFi pax
Customer acquisition / Referral approach
…and airlines can offer a tremendous customer base and potential customer acquisition channel…
Netflix aggressively cornered game
console and television streaming market
Amazon wants to be
relevant beyond eBooks Apple using iPhone and iPad to drive digital
video and eBooks after dominating music
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Why now?
11
0M7M 9M
21M
39M47M 47M
77M82M 83M
78M
107M108M102M
86M
124M122M115M
102M
128M126M118M
105M
Q1 08
Q2 08
Q3 08
Q4 08
Q1 09
Q2 09
Q3 09
Q4 09
Q1 10
Q2 10
Q3 10
Q4 10
Q1 11
Q2 11
Q3 11
Q4 11
Q1 12
Q2 12
Q3 12
Q4 12
Q1 13
Q2 13
Q3 13
Q4 13
Q1 14
Q2 14
Q3 14
Q4 14
WiFi providers need to replace a deteriorating revenue model just as installation capital costs take off…
• As with broader trends, passengers don’t want to pay for WiFi, and charging for it shrinks the potential media market
• WiFi providers are developing partnerships, but opportunity exists to create a better consumer experience
Row 44 partners with:
• SkyMall, HSN
Aircell announces:
• Gogo Video-to-Go
Continental tests:
• LiveTV
JetBlue tests BetaBlue
(with Amazon, Yahoo)
Virgin America creates
regarded RED in-flight
entertainment
Quarterly passengers with WiFi access
0M 0M
7M9M
21M
39M
Q1 2008 Q2 2008 Q3 2008 Q4 2008 Q1 2009 Q2 2009 Q3 2009 Q4 2009 Q1 2010 Q2 2010
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Disrupt the traditional IFE content value chain
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Movie
Studios
Ovhd or seat-
back screens
Plane IFE
server
content and
film services
content ship
and storage Airport plane
load facilities
Traditional value chain
Cost = $150 M
No revenue
Future value chain
Mobile
Ovhd or seat-
back screens
Plane IFE
server
Movie
Studios
DECE content
platform WiFi service
Cost = $5 M
revenue opp herein
A new approach leveraging cloud-based digital services could disrupt the labor-intensive in-flight entertainment value chain
• Could save the airline industry ~ $150 Million
• Rule-of-thumb costs of $75 - $80 per flight for licensing and film services
• IFE serves ~ 20% of flights and is used to drive premium fares, but not direct revenue
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Summary – General factors to consider
13
• WiFi fees are less sustainable and drop usage significantly, missing
out on potential digital entertainment revenue
• Digital merchandising is high-margin and has the Earnings value of
a much greater volume of air fares
• IFE has been a cost center, but money can be made
• Airline markets could be a key battleground in digital entertainment
• Amazon can package all digital categories and retail
capability in an on-board and mobile solution
• Netflix leads the movie category, but offers no others
• Subscription-referral model could be much more lucrative
• Netflix offering standard $16 affiliate referral
• Lifetime value of subscription is significantly greater; leverage
huge passenger base in negotiations
From an airline perspective
• Airlines likely will want a one-stop solution
• Amazon can package all digital categories and its incredible
retail capability in an on-board and mobile solution
• Aggregate passengers
• Lock competitors out; don’t get locked out
• Customer acquisition channel is potentially much larger than
Netflix’s console deals
• Sheer size of the passenger base can influence markets, studio and
publisher leverage, and M&A activity
• Netflix subscriber growth is a key driver of its 30x PE multiple
and $4 Billion market value
• Amazon, Apple and YouTube have great general customer
bases, but assuming Netflix is a subject of M&A interest:
• If Netflix drives 4 million subscribers, its valuation could
increase significantly
• If Amazon takes those 4 million customers, Netflix
acquisition pricing could be lower
From a digital media partner perspective
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendices
14
Appendices
Digital entertainment industry overview
• Amazon, Netflix, Apple, Google comparison
• Movies
• eBooks
• Music
• Games
• Unit sale economics
Airline WiFi service provider summary
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendix – Potential partner comparison
15
Four players are best-positioned, but have key differences in what they provide and how they can benefit from air markets
Amazon Netflix Apple Google
Digital Media
positioning
How they can
benefit from
Air markets
General
strengths
• Mass niche - all categories
• eBook leader with strong Kindle
hardware platform
• New movie product coming?
• “sexy” brand and design talent
• Large digital cust base via iTunes
• iPhone base
• Airline market bias – exclusive iPod
jack in new Panasonic IFE systems
• The movie rental brand
• Single focus – no distractions
• 12 M subscribers, growing fast
• Console deals lock out competitors
• Recommendation engine
• Capital base and customer base
• Precedent for strategic patience
• Cloudfront streaming service
• Recommendation engine
• Movie subscription category killer
• No hardware platform
• Direct retail streaming and
streaming distribution partner
• Mass niche - all categories
• Music dominance with strong
hardware and iTunes distribution
• New eBook platform coming?
• Scanning large eBook library but
engaged in civil actions
• Testing movie product via YouTube
• Always a threat due to capital base,
search base, and innovative culture
• Android operating system could be
used to drive mobile content
• Lock out Apple and Netflix
• Drive Kindle in competitive market
• Gain music share in mature market
• Launch pad for movie product?
• Greater cust acquisition channel
than Netflix console deals
• Leverage vs studios, publishers
• Movie subscriber growth creates
M&A leverage if eyeing NFLX
• Publishers may approve “airline
window” to offer new eBooks
• Lock out Amazon and Apple
• May be greater cust acquisition
channel than console deals
• Leverage vs studios re licensing
and “day and date” schedules
• M&A pricing leverage if considering
being acquired
• Engage mobile consumer in
addition to home-based
• Lock out Amazon and Netflix
• iTunes movie / video trails Netflix
• Drive eBook business for iPad
• Leverage vs studios, publishers,
and labels
• Lock out Amazon and Apple
• Lock out Bing and Yahoo search
• Launch pad for YouTube movie
rentals
• Drive eBook business
• Mobile search and location-based
search opportunity
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendix – Digital Movie / Video overview
16
The market is just forming, and positioning for customer acquisition
and profitability is paramount. Expectations have increased with:
• Streaming technology advancement and cost reductions
• DECE’s common file format and Digital Rights Locker
• Increased competition and partnerships to stream to home-
networked HDTV’s, Blu-ray players, game consoles, and PCs
• Netflix’s aggressive positioning as retailer and distributor
• Apple’s aggressive iPad promotion
• Mobile video, processing and storage technology following
classic (maybe faster) advancement cycles
• Netflix overwhelmed Blockbuster and has a strong singular
focus, but not a large capital base
• It must drive customer acquisition, reduce churn and
streaming costs, and navigate studio licensing demands
• Netflix may be a necessary acquisition candidate
• Apple’s iPad launching successfully
• Amazon have significant financial muscle and content, but is
not on the radar in significant way
• YouTube has significant Google muscle and is testing movie
downloads, but continues to face revenue challenges
Competitive characteristics
$0.5 $1.1 $2.2$4.2
$7.3$10.9
$16.4
$21.7 $20.7 $19.7$17.7
$15.0$12.0
$9.0
$0B
$5B
$10B
$15B
$20B
$25B
$30B
2008 2009 2010 2011 2012 2013 2014
US movie sales & rentals - $US bn
digital movies physical format
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendix – Digital eBooks overview
17
The eBook market is tremendously dynamic, with Amazon, Barnes &
Noble, Apple, Sony, the Big 6 publishers, Google, and disruptive
publishing startups like Smashwords vying for influence.
• Kindle is Amazon’s bestselling item, and Amazon is holding to its
disruptive pricing strategy and walled-garden approach
• Google is still engaged in anti-trust and legal licensing issues to
scan older texts and develop its online service
• It is opposed by almost everyone else in the market
• Smashwords is building a publishing service aimed at disrupting
traditional publisher economic models – Amazon followed suit
• Magazine and newspaper publishers are forging on their own, led
by Hearst’s FirstPaper, to produce eReaders and content display
Competitive characteristics
As expected, Amazon’s success continues to attract competition in both
content and eReader-oriented hardware
• Apple launched its iPad and is arranging content deals
• Barnes & Noble’s Nook platform got a lot of holiday buzz, though
results are unclear
• Traditional publishers are threatening a new “day and date” release
window, similar to movie studios, to protect hardcover margins
$0.1 $0.3 $1.0 $2.1 $3.3 $4.6 $6.3
$38.0 $36.7 $36.0 $35.2 $34.5 $33.8$33.2
$0B
$10B
$20B
$30B
$40B
2008 2009 2010 2011 2012 2013 2014
US digital and physical book sales - $US bn
digital retail physical retail
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendix – Digital Music overview
18
US Digital music will equal physical sales in 2010, generating about
$3.8 Billion and rising to about $7 Billion by 2013. Physical format
sales have dropped from $13 Billion in 1999.
• Though Apple has dominated the explosive growth, the
industry has attracted stiff competition and innovation
• Amazon, despite its strengths, carries just 8 – 10% share
• Major barriers are record labels themselves, milking CD sales
and slow to adjust licensing requirements to truly enable new
distribution paradigms
• Labels demanded significant upfront payments – and equity
stakes - from promising streaming music start-ups, many of
which failed partly as a result
• On the other hand, Pandora now claims a base of 40 million
registered users and Spotify is growing rapidly
• How profitable they are is a big question
$2.6 $3.0$3.8
$4.9
$5.9
$7.0
$8.6
$5.5 $4.6$3.8
$3.2$2.7
$2.3
$2.0
$0B
$2B
$4B
$6B
$8B
$10B
$12B
2008 2009 2010 2011 2012 2013 2014
US digital music sales - $US bn
digital music physical format
Competitive characteristics
As well as Apple’s dominance, this is becoming a dynamic
market of paid downloads vs ad-sponsored streaming and
consumer-facing business vs record-label inflexibility.
By leveraging airline passenger populations, opportunity exists
to build power with labels to drive profitability.
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
Appendix – Digital Games overview
19
Pyramid Research claims the global casual digital gaming market
will rise to $18 billion by 2014 from $6.9 billion in 2008.
However, little data exists to verify this or determine which content
platforms or game publishers are driving the business.
Often anecdotal evidence of potential opportunity includes:
• In the US, digital game sales allegedly topped $1 Billion in
2009, and the iPhone game market may have been
accountable for $250 Million of it
• 250 million people are active social gamers, up from 100
million just several months ago in April
• VC firms have poured money into companies such as Zynga,
Playdom, which received $40 Million from Kleiner Perkins.
• EA acquired Playfish for $400 Million
• Virtual gaming goods are widespread outside the US, and may
now generate $1 billion in the US, up 100% from 2008, as
sales and gifts grow on Facebook, etc.
Competitive characteristics
The burning platform might be to use casual game distribution
as a complementary product offering to drive deals with airlines
and share in the other major categories.
$0.7$1.9
$4.2 $4.6 $4.8 $5.0
$8.8
$0B
$2B
$4B
$6B
$8B
$10B
2008 2009 2010 2011 2012 2013 2014
US digital game sales - $US bn
digital games
Alford Strategic Development LinkedIn | (206) 734-7450 | www.maketravelbetter.com
20
About Jonathan Alford
With 16+ years of experience in consumer and business travel, hospitality, and retail, Jonathan’s work centers on dual principles of driving a better traveler experience and advancing travel industry/company economic models. Recent focus includes creating visionary product and platform strategies for global corporate travel firms, leveraging new mobile/tablet platform capabilities and themes of "consumerization" to improve traveler experience, drive economic value to offset rising travel costs, and deliver enhanced duty of care to mitigate travel risks as emerging economies shift. Recognized thought leadership influencing disruption of airline industry WiFi and digital entertainment (manifested in current advancements in both in-flight and "outside the flight" experience) and promoting voice recognition technology impact in mobile travel search and itinerary management. Jonathan was awarded an Olympic Order of Excellence for executive program and Games-wide operations management at the 2002 Winter Olympics, judged best-managed Games in history. He is a graduate of The Johnson School at Cornell University and the University of Virginia.
About Alford Strategic Development