Escolar Documentos
Profissional Documentos
Cultura Documentos
www.deloitte.com/in
Contents
Message 3
About ASSOCHAM 5
Animation 9
Introduction 9
Animation Entertainment 9
Entertainment VFX 16
Custom Content Development 17
Gaming 20
Global Gaming Industry 20
Indian Gaming Industry 20
Television 24
Introduction 24
Television – Revenue Streams 24
Television Channels in India 27
Television Genres in India – From Generic to Niche 27
Policy Framework 30
Future Outlook 31
Radio 32
Introduction 32
Key Growth Drivers & Constraints 33
Future Outlook 34
2
Message
The three focus segments of this paper: Animation, this growing phenomenon. It will be really interesting
Gaming and Broadcasting all have the potential to see to see if the industry witnesses any consolidation in
near future as inflection points in their growth. the coming 12-18 months. Another key thing that I am
really awaiting is the reaction of the content providers in
Animation and Gaming reminds me of the the industry to the oncoming 3G Wave.
transformation the IT-ITES Industry brought to the Indian
economy and populace some years back. The Indian The future of radio in this country is primarily dependent
animation industry is well-geared to start grabbing a upon change in the regulations and the mode of the
larger share of the increasing outsourcing pie. As the much-awaited Phase 3 Licensing. The real potential of
economy moves out of tough times, there is hope that the medium which lies in its local reach and interactivity
animation houses in India would take the initiative to can never be realized unless radio broadcasting players P N Sudarshan
develop the in-pipeline high budget high quality movies find it commercially feasible to operate in small towns Senior Director,
and animation content and showcase their capabilities. and cities, with the freedom to broadcast multiple Deloitte in India
Players are also expected to leverage the incoming 3G genres.
technology and develop end-to-end mobile games (IPs).
Promoting gaming / animation as a career in India and Our media spends are abysmally low (USD 4 per capita)
working with the Government for higher dissemination compared to our neighbours, China (USD 27 per capita).
of related professional education hold the key. There is enough demand in the Indian economy and
populace to propel the media industry to show a > 15%
As of now, Television, as evident from Indian and growth per annum and slowly bridge this yawning gap.
global experiences, does not have a real substitute for
either the audience or the advertiser. However, with I acknowledge the contribution of Sandip Biswas,
the unprecedented growth of channels in India, only Director, Deloitte Touche Tohmatsu India Private Limited
the players who invest in understanding the consumer to this report.
and target pre-determined segments with innovative
content and programming are slated to emerge winners,
leaving the others behind. Digitization will be the most
rapidly growing trend in this industry – Players need to P N Sudarshan
understand the implications and adapt themselves to Senior Director, Deloitte in India
The Indian Media and Entertainment (M&E) industry This White Paper, jointly prepared by ASSOCHAM and
stood at USD 12.9 billion in 2009 registering a 1.4 per Deloitte Touche Tohmatsu India Private Limited, mainly
cent growth over last year. Over the next five years, the deals with Animation, Broadcasting and Gaming and
industry is projected to grow at a compound annual also the future roadmap for the Industry.
growth rate (CAGR) of 13 per cent to reach the size of
USD 24.04 billion by 2014. Additionally, the gaming I sincerely hope that FOCUS 2010 will be beneficial to
segment is expected to be the fastest growing sector the stakeholders in further promoting this Industry.
in the M&E industry. The sector showed a 22 per cent
growth in 2009 and is expected to grow at a CAGR of
32 per cent to reach USD 705.2 million by 2014, while
the animation segment is expected to record a CAGR of (D S Rawat)
D S Rawat
18.7 per cent in the next five years. Secretary General, ASSOCHAM
Secretary General,
ASSOCHAM
We are pleased to organise the fourth edition of Global
Summit on Entertainment& Media: FOCUS 2010 with
the Official Support from the Ministry of Information
& Broadcasting, the major Film Trade Associations and
active participation from the Industry.
4
About ASSOCHAM
The Associated Chambers of Commerce and Industry These encompass areas such as: Domestic &
of India (ASSOCHAM), India's premier apex chamber International Trade, Commerce, Industry, Services,
covers a membership of over 300,000 companies and Agriculture, Education, Food Processing, IT & BPO,
professionals across the country. It was established Economic Affairs, TQM, Energy, Environment,
in 1920 by promoter chambers (Bombay Chamber of Capital Market, Banking & Finance, Direct & Indirect
Commerce & Industry, Cochin Chamber of commerce Taxation, WTO & IPR, Infrastructure, Pharma, Health,
& Industry, India Merchants Chamber, Mumbai, The Biotechnology & Nanotechnology , Tourism and
Madras Chamber of Commerce & Industry, PHD Telecom.
Chamber of Commerce & Industry) representing all
regions of India. Leading Corporates like Aditya Birla Management
Corporation Ltd., Boeing, DLF, IBM, Reliance
As an apex industry body, ASSOCHAM represents Communications, Reliance Industries, TATA, Northrop
the interests of industry and trade, interfaces with Grumman, Cable & Wireless, Warburg Pincus, SREI
Government on policy issues and interacts with Infocom, Ernst & Young, Huawei Telecommunications,
counterpart international organizations to promote ZTE Telecom, Qualcomm, Centurion Bank of Punjab
bilateral economic issues. ASSOCHAM is represented Limited, Diageo India Pvt. Ltd., DSP Merrill Lynch,
on all national and local bodies and is, thus, able Geojit Financial Services Ltd., GMR Infrastructure Ltd,
to pro-actively convey industry viewpoints, as also ITC Limited, Jet Airways (India) Private Limited, Kotak
communicate and debate issues relating to public- Mahindra Asset Management Co. Ltd, Microsoft, Spice
private partnerships for economic development. Communications Pvt. Ltd., Videocon Ltd., Vodafone are
some of the Esteemed Members of ASSOCHAM.
ASSOCHAM members represent the following sectors:
• Trade (National and International) About ASSOCHAM please log on www.assocham.org
• Industry (Domestic and International)
• Professionals (e.g. CAs, lawyers, consultants)
• Trade and Industry Associations and other Chambers
of Commerce
Gaming
12
Animation and
Gaming Industry
Animation Gaming
Cust om
Animation Visual Effe cts
Content PC Mobile Console Online
Entertainment (VFX)
Development
6
Worldwide, US is the largest market for animation. US contributor to the revenues of leading game publishers/
has the largest number of animation movie releases developers in the world viz. Nintendo, Electronic Arts
(29 in 2008) and houses the 2 largest animation (Refer Figure 3). However, China is the fastest growing
movie studios in the world, namely Disney Pixar and market for gaming. Most of the animation and gaming
Dreamworks. Major markets for gaming are US, Europe intellectual properties originate from these countries.
and Japan, US being the leader. US is the highest
North America
Nintendo 45%
EA 55%
Activision Blizzard 61%
Europe Asia
Nintendo 34% Nintendo 17%
EA 39% EA 6%
Activision Blizzard 36% Activision Blizzard 3%
Source : Analyst Reports
Note : Activision Blizzard figures are for 2008; Rest for 2010
Indian outsourcing share of the production houses outsource work to Indian studios
while international game publishers outsource work to
and BPO Industry miniscule 0.6% of the worldwide animation and gaming
market, thus indicating a huge scope for growth.
35% 1316
8
Animation
Introduction
Animation, as mentioned in the previous section, includes Animation Entertainment, Entertainment VFX and Custom
Content Development.
India: Animation
Animation Entertainment
Indian animation entertainment industry is highly fragmented, with top 10 players contributing less than 15% of
the overall revenues. Indian players are primarily involved in the labour-intensive production and post-production
activities, as a ‘Service Provider’ (Refer Figure 8), working on the revenue model of ‘Work-For-Hire’.
Marketing
IPR and Content Pre Post Distribution
Production
Development Production Production and Exhibition
Percentage
5% 10% 45% 30% –
Effort
Marketing
IPR and Content Post
Pre Production Production Distribution and
Development Production
Exhibition
Co-Production
Integrated Studio Owned Content
10
Size, Growth & Segments
Animation Entertainment segment consists of custom animation development for television, DVD, or theatrical
movies.
Figure 9: Animation Entertainment Size (USD Mn), Growth & Segmental Split
253
20% 20%
170
55%
14% 122
25%
72
2005 2009E 2011P 2013P Television Direct to DVD Movies for theater
Source: Nasscom Industry Report 2009 Source: Nasscom Industry Report 2009
Figure 10: Domestic Animation Entertainment Split This segment is estimated at USD 122 Million (CY 2009)
and is expected to show a CAGR of 20% (2009-2013)
to reach USD 253 million by 2013. TV contributes to
14% majority (~55%) of the overall Animation Entertainment
market, followed by approximately equal share for
Movies and Direct-to-DVD.
32%
54% Recent Trends and Growth Indicators
The Animation Entertainment Industry in India is
expected to be shaped by both domestic (Current
Contribution: 25%) and Outsourcing (Current
Contribution : 75%) trends and growth drivers.
12
Animation in TV Advertising
The Indian TV advertisement industry size is expected to increase from USD 1.9 billion in 2009 to USD 3.3 billion in
2013, growing at a rate of 13% p.a. This, coupled with growing popularity of animated characters is expected to
boost the industry. Animation commercials cost far lower compared to advertisements with celebrities and establish
a connect with the target group of children and young adults. They relate to audiences irrespective of language and
cultural barriers. All this points to increased usage of animation in TV Advertising.
17%
Trends and growth drivers for each of these param-
eters need to be understood / analysed to estimate the
direction of the ‘Animation Entertainment’ Outsourcing
pie.
Plans of the two largest animation houses in the world 2D Hand drawn USD 45,000 USD 60,750 USD 180,000
Disney Pixar and DreamWorks point to a similar growth - 50,000 - 67,500 - 200,000
for future. Disney Pixar released 8 movies in the last two 3D USD 90,000 USD 121,500 USD 360,000
years. It plans to increase the number to 13 movies from Backend USD 200,000 USD 270,000 USD 800,000
2009-2012. Similarly, DreamWorks plans to produce production
5 movies every two years from 2009 compared to 2 Flash Animation USD 20,000 USD 27,000 USD 80,000
movies a year previously. However, in wake of the recent
economic recession, the budgets for these movies are Source: Analyst Report
expected to stagnate.
14
% Outsourced to India Indian Animation Entertainment Industry:
Animation Services outsourced to India is not only a Overall Outlook
function of the cost but also depends on the capability Indian Animation Entertainment Industry is expected
of the Indian players and its recognition world-wide. to witness a significant growth, both in terms of
Indian animation players are surely moving up the value revenue and participation in the value chain. The Indian
chain with their experience and are gradually getting animation industry started by doing work for foreign
recognized as well. This is evident from the large no. of companies. Increasingly, it is developing characters,
recent co-production deals: lines and voices of its own. Studios are looking at new
business models, including partnerships, to produce
Table 6: Co-production deals in India films and shows. Sometimes, the partnership may just
be an investment. In return, they get to own a big
DQ Entertainment: 30+ global Co-productions deals chunk of merchandising rights. Some are even nego-
with many leading companies like BBC UK, American tiating distribution rights. This ensures flow of money
Greetings Properties, M6 etc. even if there is no cash flow in the short term. Today,
global companies are looking at India for co-production.
Sanraa Media: Deal with UK based Endemol for the
co-production of animated series – The 99
As the industry gains expertise and tries to move up the
Toonz Animation: Co-production deal with Spectra
value chain, it faces a few daunting challenges, which
Animation of Canada to co-produce 52 episodes of a
it needs to overcome to come close to realizing its
Malayalam animated TV serial ‘Paddy’s Pages’
potential:
16
• P ixion also plans to acquire a studio in Los Angeles
• Tata Elxsi has launched a new facility of Visual
Computing Labs (VCL) in Los Angeles
Indian Entertainment
VFX industry faces
Indian Entertainment VFX Industry: Overall Outlook
Indian Entertainment VFX Industry, similar to the
Indian Animation Entertainment industry is on the
cusp of significant growth, both on the domestic and
outsourcing front. However, as the Indian industry
players take initiatives to boost their presence on the
numerous challenges :
global map, they face similar challenges : Lack of Skilled
Manpower, low budgets for VFX in a movie and no
Lack of skilled manpower,
Government support / incentives.
Content can be for educational This can be done in-house or by an Can publish onto:
institutions, corporate or talent integrated studio or outsourced in part of • CD/ DVD
development companies full to an animation developer • Website
• Learning Management System
Cultural Constraint
The Indian mindset emphasises significantly on human
interactions and face-to-face sessions. This has impeded
the growth of e-Learning in India.
2008 2009 E 2010 P 2011 P 2012 P 2013 P
18
Animation. Broadcasting. Gaming. On the Cusp of Growth | 19
Gaming
49
Gaming industry in India is a fragmented industry,
% 40
21 with players present across the value chain. It is the
development and post development activities (Refer
19 Figure 21) which are outsourced. Concept creation,
feasibility testing and pre-production are still limited to
only the online and mobile platforms in India, that too
2005 2009E 2011P 2013P done only by a handful of players.
Source: Nasscom Industry Report 2006, 2009
Figure 20: Gaming Value Chain
Key segments for gaming are Console Gaming, PC
Concept Post Final
Gaming, Mobile Gaming and Online Gaming. North creation & Pre Gold
Development production Testing / Consumer
America, Western Europe and Japan lead the gaming feasibility Production release
& testing Porting
testing
market. However, China is the fastest growing market
• Involves • Creation of • Programming • Involves • The final • Game made
especially for online gaming. concept story board 3-D • 3-D Art asset final sound build is compatible
creation Pre-production, building: recording, delivered with various
character color to the graphic
Indian Gaming Industry Overview • Publisher
drawing
This includes
testing publisher cards/ mobile
validates the character
The Indian gaming market is estimated at ~ USD 239 concept and • Game engine modeling, and special handsets
sound (for mobile
million (CY 2009) and expected to grow rapidly to reach identifies decision (for se design &
effects games)
the market console, PC modeling
~ USD 1.3 billion by 2013, showing a CAGR of ~53%. opportunity and online) texturing
Consumer market in India comprises revenues from:
Figure 19: Indian Gaming Consumer and Services Figure 21: Presence of Indian Gaming Players Across the Value Chain
Market (USD Mn)
Concept Creation Pre Post &
Development Final Testing
& Feasibility Production Testing
328 / Porting
Testing Production
% Console
53
Mobile
PC
988
150
Online
21%
80 380 Note: For Mobile, PC, and Online Games, concept creation and feasibility testing Limited Presence
29
158 and pre-production are done only for domestic clients while the other steps
35 Moderate Presence
are done for both domestic and overseas clients. For Console Games, all stages
2005 2009E 2011P 2013P except content creation are done only for overseas clients No Presence
20
• Integrated companies that have presence in the Mobile Gaming
complete gaming value-chain – from conceiving a • Growing mobile subscribers & Introduction of
gaming idea, publishing it, developing the complete 3G-enabled handsets
game and distributing it across geographies are Mobile phone is the most widely owned screen in
again limited to a few companies, that too only for India today and is expected to continue its growth,
mobile gaming. given the large scope for further penetration of
mobile phones in India. As the Indian populace’
Among the various segments exposure to mobiles increases, higher downloads on
• Mobile and Online Gaming are the largest the mobile phones are expected. Moreover, it is the
contributor to gaming service revenues introduction of 3G in the country, which will enable
• Consoles are the largest contributor to Gaming the user experience a high quality game and demand
Consumer Revenues. However, one needs to note more. Such a demand will foster innovation in games
that a large % of the consumer revenues is shared on the mobile and encourage an ecosystem for
with international players viz. Sony, Nintendo, greater development of mobile games.
Microsoft, Electronic Arts, etc.
• Telecom operators : Declining ARPU and Need for
Figure 22: Consumer and Services revenues across
Differentiation
type of games (USD Mn) (2009)
Telecom sector in India has been experiencing an
7 increase in competitiveness between operators as
well as handset manufacturers, which has resulted
in a greater need to differentiate themselves from
their competitors through Mobile Value Added
23 Applications and Services. Moreover, the ARPUs of
90 telecom operators have been declining: Telcos are
looking forward to Mobile Value Added Services
34 as an alternate revenue source. Mobile gaming is
43 16
expected to significantly grow on account of this
12 14 supply driver: Mobile Entertainment being considered
Console Mobile PC Online as a means to differentiate and a channel for
increased revenues per user.
Consumer Services
Source: Nasscom Industry Report 2006, 2009
Domestic Market
Source : IAMAI Paper, Deloitte Analysis
Domestic market is expected to witness high growth, Notes : Data is approximate and is based on the data % of large
both from the demand and supply side: telcos in respective countries
Source: TRAI
41 40
• Growing trend of MMORGs
All types of games in India can be broadly classified
into: Single Player Single Session Games, Multi Player
Single Session Games and Multi-Player Online Role
Playing Games. Currently in India, Single Player Console Mobile
Games dominate the market with 80% of the active
Internet using gamers playing such games. Only US India
27% of Indian online gaming populace is playing Source: Nasscom Industry Report 2009
MMORGs. However, it is the fastest growing among
the three, not only in India but worldwide as well. • Growing expertise and recognition from Indian
Growing MMORGs is expected to boost the online Players
gaming in India. As the Indian Players gain expertise across the
multiple gaming platforms, they are also earning
Outsourcing Market recognition from global publishers. This is
Today, majority of gaming services revenues in India evident from the recent co-publishing (Revenue
comes from outsourcing, especially for Console, PC and Sharing) deals between Indian players e.g.
Online Gaming. Outsourcing work to India is dependent Trine Entertainment and foreign publishers for
on the development of games worldwide and the % development of games.
outsourced to India.
22
Indian Gaming Industry: Overall Outlook by lack of budgets and quality manpower have not
Indian Gaming industry is expected to witness large been successful with development of PC / Console
changes, primarily in the domestic market. Introduction Games.
of 3G and telco’s focus on Value Added Services are • Revenues Sharing with Telecom Operators: Telecom
expected to lead to exponential growth for mobile operator keeps a large % of the revenue (60% -
gaming in India. This will also lead to the Indian gaming 70%) that accrues from mobile game downloads.
players moving up the value chain and getting involved This revenue-sharing agreement does not foster
in end-to-end game development and publishing. As the right ecosystem for mobile game developers to
the Indian market matures and gains expertise, Indian develop their own IPs and distribute them.
players will gain confidence of their foreign counterparts
and attract greater % share of the outsourcing pie and Indian Animation & Gaming Industry : Future
co-publishing deals. Outlook
The Indian Animation and Gaming industry is today at a
However, realizing the potential of the Indian gaming nascent stage, but holds significant potential for growth,
industry is constrained by factors very similar to the both in terms of its size and moving up along the value
animation industry in India: chain. While the abysmally low current share (0.6%) of
• Lack of Skilled Manpower: Lack of employable the worldwide animation and gaming market points
manpower, primarily arising out of high quality to Indian industry’s potential for domestic growth, the
institutes, lack of perception of gaming as a potential <10% share of the outsourced market indicates the
career is a key challenge for the industry. large scope for growth from the outsourcing market.
• Mindset of Indian Populace: Gaming is considered Increasing number of co-production deals, increasing
to be just a means of entertainment and even a focus on development of original content and own IPs,
worthless activity by a large section of the Indian setting up overseas offices, recent investments from
population. This is the largest factor impeding the Private Equity / Other Funds – All these developments
growth of the domestic market in India. are evident of its demonstrated capability and growing
• High Standards of Foreign Games: Indian gamer is confidence. However, regular availability of employ-
already exposed to the best quality games globally able talent needs to be ensured for the potential to
and would expect similar quality games from Indian be realized. Certain Government incentives could also
games as well. Indian gaming players, constrained encourage the industry and help it go a long way.
Figure 26: Size of TV Industry in India (USD Bn) Source: IBEF, Industry estimates
17%
Television – Revenue Streams
10.7 In 2009, subscription revenues contributed around
14%
7.8 62% to the total television revenues and stood at
5.7 USD 3.5 billion; while advertising constituted 34%
3.4
at USD 1.9 billion. The television content constitutes
2005 2009E 2011P 2013P approximately 4% to the total television market at
Source: IBEF, Secondary Research USD 250 million.
24
Figure 28: TV Value Chain
Content Creators/
Broadcasters Distributors End Users
Content Aggregators
• Content providers • Further, content is • The distribution • End users get access
operating directly or distributed through companies, using to the content after
Role in the TV through aggrega- audio and video signals various technologies, paying a subscription
Value Chain tors who re-package to transmit programs make the content fee
content to an audience available to audience
Key players
• In the next 2-3 years • Competition among • Lack of transparency in • Consumers are experi-
the companies can broadcasters leading sharing of revenues by menting and open
Challenges/
expect to look beyond to drop in Gross Rating distributors has been a to new technologies,
Consideration
and target local Points (GRPs) especially challenge. Local Cable content and offers
viewers with custom- for channels in Hindi Operators still garner
ized content in markets GEC space 75% of the subscrip-
like North America, tion revenues
Europe, Middle East,
and Africa
Total potential
(in millions of homes)
Undeclared
homes
Undeclared Declared 105 51 mn
140
homes homes
82 mn 23 mn Declared
homes
89 mn
30
20
2009 2015E
Non C&S Home C&S Home
India is an extremely cluttered cable and DTH market: The cable distribution industry in India is extremely fragmented,
with the presence of over 7000 MSOs and more than 50,000 LCOs.
7,000+ Multi System Operators (MSOs) & Independent satellite operators (ISOs) 6 DTH operators
50,000 + LCOs
LCO LCO
LCO
LCO LCO
LCO LCO LCO LCO
LCO
LCO
Source: IDFC
26
sectors trimmed their advertising spends especially in the volumes. Players such as HUL, Reckitt Benckiser and
first half of 2009. P&G intensely compete with each other on television
advertising. Many other leading FMCG players have
Figure 31 : Leading Advertising Categories on TV also joined the TV advertising battle; given that
TV broadcasting has historically been an effective
Top 10 TV advertising sectors in 2009 advertising vehicle for consumer products. Apart from
FMCG, sectors such as telecom, automobile, banking
Top Categories % share
& financial services and consumer durables have also
Food & beverages 14
joined the TV advertising bandwagon.
Personal care/ personal hygiene 11
Services 6 iii. Television Content
Telecom/internet service providers 5 Most channels produce their own television content.
Hair Care 5 Given the increasing demand for differentiated content,
a handful of content creators have emerged who sell
Auto 4
television content to channels. This contributed about
Banking/finance/investment 4 4% of the overall television industry in 2009 at USD 250
Personal accessories 4 million. Since the number of channels is growing by the
Personal healthcare 3 day and there is a need for differentiation, television
Household products 3 content segment is expected to surge further.
2002-03: More
Ramayan and 1996: More than 2009: 394 TV channels in
international channels such
Mahabharat were the 50 channels 2009. Non-news & current
as Nickelodeon, Cartoon
popular shows with available to affairs TV channels grew
Network, VH1, Disney
record viewership Indian viewers from 0 to 183; news &
were launched in India.
current affairs TV channels
The number of channels
grew to 211
increased to ~ 100
5.1
7.9
5.5
Others
emerged as a key focus
area for most players
80 Terrestrial
2.8
3.2 2.4
2.1 1.7 Cable
1.9 3.7
70 3.2
3.4 Kids
4.6
4
4.7 Sports
60 Here are some key highlights of emerging changes in
11.7 Music: Regional the Hindi GEC space in the last calendar year:
11.5
• Increasing popularity of reality shows and fiction
50 Music (general)
addressing social and realistic issues
News: Regional • Advertisement rates nose-diving in the IPL month
40 • Channels such as Colors, Imagine going global as
24.2 News: Hindi
25 they also strongly race for the top slot in the highly
30 Movies: Regional competitive TV broadcasting battlefield
Movies: Hindi • Leading GECs acquiring broadcasting rights for new
20 movies for sprucing up the ratings and adding to
GEC: Regional
their viewer base, by reducing the gap between
26.2 GEC: Hindi theatre release and time-to-market through television
22.5
10
28
• Tamil, Malayalam, Telugu, Kannada, Bengali and specific type of content. TV Today launched an English
Marathi are the key languages in the regional GEC Channel, Headlines Today; and then another Hindi
space channel, Tez (meaning fast). Both these channels were
• Sun TV Networks has been a leading TV broadcaster aimed at the busy viewer who does not have time for
in the South Indian television market long and detailed news bulletins.
• Zee Networks that established a strong presence
in northern and eastern India with channels in III. Music: Journey away from music
Bengali, Gujarati, Marathi and Punjabi by 2004; also Music channels in Indian television are facing winds
commands a significant present in South India with of change. Four years ago, there were 12 pure music
their first South Indian channel launch - Zee Telugu in channels. Today, there are only four - 9XM, ETC, Music
2005, Zee Kannada in 2006, Zee Tamil in 2008 India and VH1. Audience viewership for music channels
is dipping across all age groups. Most traditional music
Other broadcasters such as Sony, NDTV, UTV are eyeing channels are also embracing non-music content since
the growing regional channel space, intensifying the these channels are finding it increasingly difficult to
need for more and more specialized content targeted at retain and attract interest of audience due to growing
the regional viewers. competition from GEC and other genres.
II. News channels: Losing steam IV. Sports: Creating its own niche
India currently has about 250 news channels as Sports channels in India have increased manifold over
against 215 in 20085– highest as compared to any the last few years. The Indian cricket fans constitute the
other country. 42 new news channels were permitted primary viewers of the Indian sports channels. Events
in 2009 and 2010. Except for a handful of leading such as Twenty20 World Cup and IPL have offered
news channels such as AajTak, most national as well exactly what the Indian cricket fans look for. Games
as regional news channels are losing steam to the such as hockey and football are also gaining more
GECs. While the GECs are fast catching up with their importance – increased demand and viewership for live
differentiated content, the news channels struggle telecasts, along with attracting sponsorships from bigger
to strike the right balance between traditional brands. For example, initiatives such as ESPN Star Sports
news content such as politics, current affairs; and association with the Indian Hockey Federation to create
entertainment content. The news channels also grapple the Premier Hockey league can offer further growth of
with holding the viewer’s attention. Some channels have this genre.
tried to address this by creating dedicated channels for
Figure 34: Colors – Breaking the Monopoly and Monotony of Family Drama
• Colors spiraled to the No. 2 spot in the competitive general entertainment channel (GEC) space within 10
weeks of its launch and became a well-entrenched channel available in 66.8 million homes, with a 24%
What did Colors do?
market share.
• Colors was taking on the challenge of competing with giants like Star Plus, Zee and Sony, who controlled
the entertainment space and seemed to have set into a comfortable equilibrium in rankings and revenue.
30
emerging distribution segments, one thing can be stated • Spiraling production costs: Managing production
with certainty: we have moved into a new era of digital costs is one of the key challenges for content
transmission of television content. The Government of producers. With the almost waning economic
India mandated digital conditional access systems (CAS) slowdown, the talent costs are rising again to the
and rollout of DTH TV licenses highlights the regulator’s levels they were prior to the pre-recession times
focus on speeding up the digitization process. The • Falling ARPUs: The highly competitive DTH market
Headend-in-the-Sky (HITS) policy and a concessional is experiencing lower ARPUs, while also moving
customs duty of 5% on importing digital headend neck to neck with local cable operators (LCOs) and
equipment is expected to give drive the digitization multi system operators (MSOs). Most players are
process even faster. experiencing and are likely to witness for few more
years, a squeezing bottom-line growth. High cost of
FDI policy across various distribution segments: customer acquisition further intensifies the pressure
• Cable Network: Foreign investment and portfolio • Evolving viewer interests: The viewer today is not
investments are permitted up to 49% only looking for new-fangled content but is also
• Direct-to-Home: Foreign investment and portfolio very quality conscious. From new movie broadcasts
investments are permitted up to 49%. Within the to the IPL craze, from series such as ‘Balika Vadhu’
limit of 49%, FDI will not exceed 20% addressing social issues to reality shows with more
• Head end in the sky (HITS): Foreign investment and and more celebrity appearances – the need for
portfolio investments are permitted up to 74% differentiated and fresh content is on an all time
high. Regional viewers, both in India and overseas,
Since more and more telecom companies are entering are also gaining importance
the broadcasting space, FDI ceilings would need to be • Fragmented viewership: Increasing number of
rationalized to facilitate the anticipated convergence. channels has fragmented the TV audience. The only
way to garner a significant market share within
Future Outlook the viewership is through differentiated content.
The television industry is truly transforming. Increasing This would require a deep understanding of the
pay TV penetration, multiple channels in each genre consumer segments and their media consumption
racing against each other for TRPs, expanding yet habits
fragmented local as well overseas viewership of Indian
channels, demand for more specific content – clearly Players across the television value chain need a sound
sets the stage for the next level of growth and transition action plan to address some of these challenges and
for players across the television value chain. Content harness the opportunities in a growing and high
creators and broadcasters need to be cognizant of the potential sector. While there isn’t any one-size-fits-all
ever increasing demand for differentiated content. While approach to realize the true potential of this sector,
on one hand, new digital content distribution platforms there are some areas that the players may need to
are emerging; on the other hand, new formats of focus more on and prioritize. It would be important, for
entertainment - computers, mobiles and other handheld instance, to address the demand for regional content;
devices are gaining importance. Monetization of content to work closely with the regulator in developing
through these new media platforms is going to be a key transparent and more accurate techniques to measure
focus area for the content owners. Some key trends and viewership; to influence the regulator for an increased
challenges that lie ahead are: impetus on digitization; to influence stakeholders across
the value chain for controlling production costs; and to
• Digital. Digital. Digital: ‘Digital’ is already the enhance value delivered to the end-customer both in
buzzword today – digital content, digital production, terms of varied content experience (by content creators
digital distribution, digital platforms… It is imperative / broadcasters) and effective customer-service (by
for players across the value chain to be digitally distributors).
adept to fully garner these opportunities
Introduction
Radio broadcasting in India has evolved from an All India Radio monopoly (1936) to a Government of India
controlled All India Radio (AIR) and 37 private FM radio companies that operate close to 280 FM radio stations. FM
radio stations are contributing to its rapid growth.
Awaiting
1999: Government pulled 2001: First phase of India’s Third Phase
1977: First
out the plug on private radio development began and
FM service
participation Government conducted open
auctions issuing 108 licenses
Radio industry in India is ~USD 200 million, having grown at a CAGR of 22% (2005-2009). Most of the revenues for
Radio are driven by advertisements (~85%-90%), while 10-15% are driven by events and activations on the radio
(Refer Fig. 37).
Figure 36 : Radio Industry in India (USD Mn) Figure 37: Radio Broadcasting Players
(Revenue Split %)
10%
25%
500
54% 36%
22% 350
200
90
Advertising revenues from radio in India are only ~3% of Figure 38: Radio Ad Revenue
the overall advertising industry in India. This is less than (% of Overall Ad Revenue)
50% of the global average (~8%) (Refer Fig. 38). This
India 3%
clearly indicates the immense potential and scope for
growth for radio in India. World 8%
32
Key Growth Drivers & Constraints enabled mobile phones, the radio audience is bound to
Uniqueness of radio, its utility on the move and the 3rd increase.
Phase of Licensing are expected to drive its growth in
Figure 40: FM Enabled Mobile Phone Growth
India:
392.0
The fate of the radio addition to influencing the regulators is to use the
radio audience measurement data to understand the
broadcasting industry in
consumer segments and decide the type of association
they would like for their particular station, radio jockey
etc. Radio broadcasting players also need to explore
India is primarily dependent other avenues for earning revenues eg. Activation and
events. They have already realized this and are working
on the regulatory support towards it. However, this does not offer a long-term
solution.
34
Animation, Gaming and
Broadcasting all have the
potential to see near future
as inflection points in their
growth story
Deloitte refers to one or more of Deloitte Touche Tohmatsu Limited, a UK private company limited by guarantee, and its network of member
firms, each of which is a legally separate and independent entity. Please see www.deloitte.com/about for a detailed description of the legal
structure of Deloitte Touche Tohmatsu Limited and its member firms.
This material prepared by Deloitte Touche Tohmatsu India Private Limited (DTTIPL) is intended to provide general information on a particular
subject or subjects and is not an exhaustive treatment of such subject(s) and accordingly is not intended to constitute professional advice or
services. The information is not intended to be relied upon as the sole basis for any decision which may affect you or your business. Before
making any decision or taking any action that might affect your personal finances or business, you should consult a qualified professional
adviser.
None of DTTIPL, Deloitte Touche Tohmatsu Limited, its member firms, or its and their affiliates shall be responsible for any loss whatsoever
sustained by any person who relies on this material.
©2010 Deloitte Touche Tohmatsu India Private Limited. Member of Deloitte Touche Tohmatsu Limited