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Book
Summary: The
Entertainment Economy How Mega-Media Forces are Transforming
Our Lives
Printed
with permission from TCI
Management Consultants. A group of senior-level management
consultants, offering strategic planning and marketing services
to a wide range of public and private sector clients.
The
Entertainment Economy How Mega-Media Forces are Transforming
Our Lives
by Michael J. Wolf
Times Books, Random House, New York 1999
ISBN 0-8129-3042-8
Michael
Wolf is a Partner in Booz-Allen Hamilton's Media and Entertainment
Group and hobnobs with the likes of Ted Turner (of CNN fame)
and Lew Wasserman, head honcho of MCA/Universal. He thus
can be presumed to know a thing or two about the entertainment
business.
The
second page of his book sums it all up:
"Entertainment
not autos, not steel, not financial services
is fast becoming the driving wheel of the new world economy.
In the United States, which has the most developed entertainment
and media industry, entertainment ranks ahead of clothing
and health care as a percentage of household spending (clothes
5.2%, health care 5.2%, entertainment 5.4%). Even if you
don't count consumer electronics (which means leaving out
TV sets and VCRs, which I would argue are bought primarily
for entertainment), we are looking at a $480 billion dollar
industry.
But
that is only part of the story. Within its home turf
movies, television, popular music, spectator sports, theme
parks, radio, casinos, magazines, newspapers, books, children's
(and grown ups') toys, and so on entertainment is
in many parts of the world the fastest-growing sector of
the economy. This is as true of developing economies as
it is of mature ones. But of even wider impact is the way
entertainment content has become a key differentiator in
virtually every aspect of the broader consumer economy.
From travel to supermarket shopping, from commercial banking
to financial news, from fast foods to new autos, entertainment
content has seeped into every part of the consumer economy
in much the same way that computerization made its presence
felt in previous decades. In choosing where we buy French
fries, how we relate to political candidates, what airline
we want to fly, what pajamas we choose for our kids, and
which mall we want to buy them in, entertainment is increasingly
influencing every one of those choices that each one of
us makes every day. Multiply that by the billions of choices
that, collectively, all of us make each day and you have
a portrait of a society in which entertainment is one of
its leading institutions. Without entertainment content,
few consumer products stand a chance in tomorrow's marketplace."
(pp. 4,5)
Increasingly,
businesses will have to incorporate what he calls the 'E-factor'
(entertainment factor) into their offerings, be they goods
or services, in order to be competitive. Wolf calls this
"hedonomics" the science of understanding
the 'fun-focused consumer'. Fundamental to this is his notion
that society's concept of time has changed. The pressures
of work, family, social obligations, etc., have forced us
to compartmentalize our lives into a series of highly segmented
boxes of time. And, just as nature abhors a vacuum, we don't
like to have any of those boxes unfilled (or 'wasted').
So we turn to entertainment to fill the unscheduled portions
of our day. This societal change, plus the development of
distribution technologies such as the Internet, has fueled
the tremendous growth of the entertainment industry.
The
consumer response to entertainment products is a process
that Wolf spends some time in the book discussing. He sees
that there is a core group of early adopters (he labels
them 'alpha consumers') who are responsible for generating,
early on in the life of an entertainment product or service,
positive (and free) word of mouth promotion. The group of
alpha consumers will be different for each product
for cell phones it will be businessmen; for The Bridges
of Madison County it will be middle-aged women; for Titanic
it will be teen-aged girls. These alpha consumers generate
the initial critical response to a new offering, which then
disseminates into the general population via the media.
This is how relatively small-scale entertainment offerings
that do not have huge marketing budgets can become major
phenomena (witness the success of The Crying Game or The
Full Monty). The corollary to this is that if the alpha
consumers' critical reaction is negative, then no amount
of publicity or marketing can overcome the initial negative
reaction (think of Apple's failure with the Newton, or the
flops Waterworld and Ishtar).
Unlike
many other industries, the structure of the mainline entertainment
industry is one dominated by visionary individuals who run
their companies like their own little (actually, big) fiefdoms.
In a chapter entitled 'Mogul Kombat', Wolf describes the
shenanigans of the likes of:
Rupert
Murdoch (Fox)
Barry Diller (Fox)
Ted Turner (CNN)
Lew Wasserman (MCA/Universal)
John Malone (TCI the other one)
Bill Gates (Microsoft)
Steve Case (AOL)
Bob Pittman (MTV/Six Flags)
Gerald Levin (Time Warner)
Richard Branson (Virgin)
Sumner Redstone (Viacom)
A key
characteristic of these individuals is that, while they
of course have tremendous amount of business savvy and insight
into the market, even they cannot guarantee what offerings
will be hits (or even better, phenomena, which are world-wide
mega-hits). Accordingly, they tend to have a number of different
properties in development at any given time, playing the
odds. A small percentage of these offerings Wolf estimates
one in ten will become highly profitable 'hits', and
might, just might, make it as a 'phenomenon' generating
hundreds of millions and possibly billions in
profit.
In a
chapter entitled 'Enteractivity: The Internet and Reality',
Wolf discusses his view as to how the Internet will evolve
as a medium of exchange, and what is required for companies
to be successful at this. First of all, he notes that there
are only four ways in which commerce can be transacted over
the Internet:
admissions
(e.g. any one of a zillion sex and pornography sites)
subscriptions (e.g. the Wall Street Journal Interactive
Edition)
advertising (just go to the web and surf around for a
couple of seconds)
direct sales (e.g. amazon.com)
Any
company, to be successful in this area, must incorporate
the E-factor (where 'e' stands for entertainment, not electronic)
into their web site.
"In
the I-world [Internet world], as in the R-world [reality
world], then, it comes down to presenting a story, telling
it well, endowing it with flash, sizzle and glamour, and
getting the message out there with the right marketing campaign
that will attract audiences. The secret here, then, is ultimately
not financial or technological, it is creative: aggregating
creative talent will be as important on-line as it is on
movie screens or concert stages." (p. 218)
He also
notes that despite all that has been written lately about
'disintermediation', there is a role for third parties that
can bring together content providers with a mass audience.
For example, the company 1-800-FLOWERS, which sells flowers
over the Internet and has become bigger than FTD in the
process, has a deal with AOL to do this. AOL provides the
audience, for a price, and 1-800-FLOWERS provides the content.
Wolf expects to see more of these kinds of deals in future.
Chapter
8 of the book describes how entertainment brands are created
around various offerings or even personalities (e.g. ESPN,
Martha Stewart, Michael Jordan, the NBA, Disney, etc.).
A key ingredient of the success of these brand positionings
is that all aspects of the brand including the show
or game, the merchandise that is created, the publications
that are issued, the publicity and public relations generated,
the web site that is created, etc. etc. are consistent
and mutually reinforcing. As well, of course (and this almost
goes without saying, but Wolf says it nonetheless) the quality
of the offering must be right it must fit in with
the public consciousness in the right way at the right time.
This is the area where there are (unfortunately) no rules
for success. And this is why, argues Wolf, that companies
need to pay particular attention to the creative element:
"The
great wild card in the entertainment economy is the creative
element. This is a little scary for businesspeople who are
used to making their decisions on the basis of exhaustive
spreadsheet analyses. There is no spreadsheet that can fully
predict whether the public will prefer a particular new
color over another, one song over another, one film over
another, one car design over another. A color sells or sits
on the rack. A tune is catchy, or it isn't. A movie strikes
a chord with the public or disappears into oblivion. A new
car invades the streets or sits in the showroom.
Even
though the creative element is unpredictable, that is not
enough of a reason to shy away from it. In the crowded marketplace,
ignoring it is the same as condemning the product to extinction.
I believe successful companies will be the ones that create
talent-friendly environments. They need creative visionaries
at or near the top." (p. 295)
The
Entertainment Economy is quite an easy read, and makes some
fairly basic points. There is nothing startlingly new or
brilliant in the book; at the same time the fundamental
lesson that we should all incorporate more E-content into
our goods and services offerings in order to stay more competitive
is one we would do well to take to heart.
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