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Digital Entertainment 2.0: New Growth Opportunities


This post on new Telco 2.0 opportunities in Digital Entertainment is the second of our daily posts this week, summarising our recent and new research for the Americas Brainstorm in L.A., 27-28 Oct, and the EMEA Brainstorm in London, 8-9 Nov.

It’s also the ‘last chance to see’ the material from our first ‘Best Practice Live!’ online event, with the videos coming offline on 28th September, so please watch the ones you want to see before they’re gone. The links are marked* below or can be found here). NB. You will need to register on the first page that the embedded links take you to, or log in if you’ve already registered. If you have any problems please email us at contact@telco2.net.

Digital Entertainment 2.0: New Growth Opportunities

In Entertainment 2.0: New Sources of Revenue for Telcos?, we showed how telco assets and capabilities could be used much more to help Film, TV and Gaming companies optimize their business model, which is under pressure from new players applying new forces as outlined in our notes on Apple and Netflix.

But what should telcos and other players do to take advantage of these opportunities?

Tackling the Opportunities

We articulated four of these new opportunities* for telcos to monetise this market at ‘Best Practice Live!’, while David Touve, Assistant Professor of Strategy, Washington & Lee University, argued that telcos are at the centre of the digital entertainment value chain*, and Antonio Pavolini, Strategy, Telecom Italia showed how Telecom Italia’s ‘two-sided’ strategy enables telcos to deliver the ‘3 Screen’ Experience*.

In the next phase of analysis, the upcoming Digital Entertainment 2.0 Executive Brainstorms, which are co-located with our Americas and EMEA Telco 2.0 Braintorms, will focus on the following topics.

  • Disruptive strategies and business models: Extracting lessons from the key ‘digital entertainment’ market approaches being experimented with today internationally.
  • Defining the next ‘TV’ experience: Fully exploiting 3-screen capabilities, ‘content anywhere’ (digital locker) and creating a differentiated end-user experience.
  • Optimising the Entertainment Supply Chain: New methods for content delivery, asset management, and workflow efficiency.
  • New Direct-to-Consumer Entertainment Services: Leveraging telco consumer data and reach to create new commerce and advertising platforms.
  • Impact of New Devices on Consumer Entertainment: The role of new devices (iPads etc) in enabling richer consumer interaction.
There’s a great line up of speakers, including CxOs and SVPs from Sony, Fox Networks, Disney, France Telecom/Orange, AT&T, Comscore, YouView, Lovefilm, Televisa, Vodafone, and Turner Entertainment.

We’re also working on new analysis on Apple’s business model, the eReader market, and further research to underpin our Brainstorm agenda.

To Join In

Please visit ‘Best Practice Live!’ before 28th Sept 2010 for a last chance to see the videos, join us at the Americas Brainstorm in L.A., 27-28 Oct, and the EMEA Brainstorm in London, 8-9 Nov, and use our research portal at www.telco2research.com to keep up with our ongoing analysis.

We’ve also made Digital Entertainment 2.0 articles easier to find under on our research portal under Entertainment & Content.

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