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Media and Entertainment in Focus2020 Digital Trends
2020 Digital Trends—Media and Entertainment in Focus 2
Executive Summary 4
1. Content still reigns for business focus 6
2. CXfocusandconfidenceontherise—especiallyasabrand
differentiator
3. Puttingtherightinfrastructure,strategy,andinvestment
inplace
4. Transformativetechnologiesarebeingembraced—but
challengeslieahead
Methodology 20
Table of contents
2020 Digital Trends—Media and Entertainment in Focus 3
Foreword
Welcome to Adobe’s Digital Trendsreport,ourannual
surveyofmarketing,advertising,e-commerce,creative,and
technologyprofessionalsaroundtheworld.Nowinits10th
year,Digital Trendscontinuestorevealthemostsignificant
shiftsintheindustrythataredrivingmarketingstrategies,
companyinvestment,andconsumerbehavior.
This10theditionofthereportgivesustheopportunity
toreflectonthelastdecade.Adobe,inpartnershipwith
Econsultancy,hasgatheredmorethan75,000senior
leaders’experiencesandinsightsacrossthisperiod.Our
commitmenttomeasuringtheindustryviewpointfrom
business leaders and influencers delivers a fascinating
windowintohowmuchchangethetechnologysectorhas
experienced.
Whenweproducedthefirstreportin2011,marketerswere
obsessedwithdigitalchannels.Howwouldsocialmedia
impacte-commerce?Wouldpeoplebuyanythingonamobile
device?Howwouldtelevisionadvertisingbeaffectedby
digitalchannels?
Ofcourse,thelandscapeweoperateintodayisvery
differentfromthatof2011.Today’sconsumerexpectations
arefargreater,butsoistheopportunity.Technologyand
dataareempoweringbrandstobuilddirect,emotional
relationshipswithconsumersthatarechangingtheway
businessesoperateforever.Thisisaneweraformarketers.
Wecanunderstandandinteractwithouraudienceinmore
meaningfulwaysthaneverbefore.
Thisalsoposeschallengesforbrands.Customer-centricity
ismagnifyingorganizations’structural,cultural,and
technologicalbarriersthatshapedatamanagementand
customerexperiencedelivery,andultimatelydefinebusiness
success.Theregulatoryenvironment,artificialintelligence,
andemergingtechareallprovidingchallengesand
opportunitieswhoseimpactareexploredindetailinthereport.
Fundamentally,theDigital Trends 2020reportshowsthat
todaythevalueofcustomerexperienceisunquestionable.
Brandsleadingthewayincustomerexperiencearethree
timesmorelikelytohavesignificantlyexceededtheir2019
business goals.
Digital Trends continues to be a valuable tool for our teams
atAdobeandmarketersacrosstheglobetotrackindustry
developments.Thisyear’sreportisafantasticopportunity
toreflectonhowthesechangeshaveevolvedoverthelast
decadeandhowtheydrivesuccessforourcustomersin
2020 and beyond.
Michael GrierMedia & Entertainment Industry Strategy & Marketing
2020 Digital Trends—Media and Entertainment in Focus 4
Premium content is top priority
• Mediaandentertainmentcompaniesareinthebusinessofpremiumcontent,withvideobeingthemostimportant.Almosthalfthebusinessesinthesector(43percent)saidvideocontentwastheirtoppriorityfornextyear,andaquarterseetheextensionofcompellingcontentacrossalldigitalexperiencesastheirbiggestopportunityin2020.
• Buildingamultichannelstrategyforvideoisacorecompetencyformediacompanies,requiringcomplexorchestrationofcreativeformats,deliveryworkflows,anddatatechnologies.
Competitioninthemediaandentertainmentindustryremainsfierceascompaniesbattletolaunchnewdigitalservices,developpremiumsubscriptionofferings,andtransformoperationstobecomedirect-to-consumerbrands.Contentremainsthekeydifferentiator,butinanincreasinglyatomizeddigitalenvironment,consumerexperienceandengagementlieattheheartofbusinessstrategy.
Mediacompaniesarehavingtoevolverapidly,andthe2020 Digital TrendsreporttakesalookatsomeofthebuildingblocksandkeyCXtrendsthatareimpactingtheindustry.Itexploresthemesaroundtechnology,datainfrastructure,automation,businessstrategyandROI,andtheirimplicationsforthemediaindustryinbuildingCX.
Why?Thefinancialbenefitsareclear.The2020 Digital TrendsreportshowsCXleadersarethreetimesmorelikelythanotherindustriestohaveexceededtheirbusinessgoals.
Ourresearchindicatesthatthereisconfidenceacrosstheindustryinitsabilitytocreateexceptionaluserexperienceswhichoutstripsallothersectors.
Butdomediaorganizationshavetherightinfrastructureandinvestmentroadmapsinplacetochangethewaytheyoperatetoreinventuserexperienceandmeetchangingconsumerneeds?Oraretheyhamperedbyinefficientlegacyprocesses,complexandtime-consumingintegrations,andlackofbudgetastheyincreasinglyadoptdigitaltechnologyandmoveprocessesandworkflowstothe
CX focus and confidence on the rise—especially as a brand differentiator
• Almostaquarterofmediaandentertainmentbusinesses(22percent)saidcustomerexperiencewouldbetheirprimesourceofdifferentiationfromtheircompetitorsinthenextfiveyears,almostequalwithproduct/servicequality(23percent).
• Theindustryisveryconfidentofitsabilitytodelivercompetitivedifferentiation.Despitealotofsectorsnotfarbehindat48percent,mediaandentertainmentisaheadat54percent.
Executive summary
2020DigitalTrends-MediaandEntertainmentinFocus 5
Transformative technologies are being embraced—but challenges lie ahead
• Mediaandentertainmentcompaniesfacethesamebarriersasmanyothersectorswhenitcomestocreatingdigitalexperiencessuccessfully.Thepercentagesofbusinessescitinglackofbudget(43percent),thechallengeofkeepingupwithnewtechnologies(34percent)andthedifficultyoffindingandretainingtherightpeople(30percent)areroughlythesameacrosstheentiresurvey.Butthesectorappearstostrugglemuchmorewithoutdatedworkflows,lackofseniormanagementsupport,andcross-departmentalissuesthanothersectors.
• Andit’salsolaggingbehindinitsadoptionofartificialintelligence(AI)andmachinelearning(ML).Only15percentofmediaandentertainmentbusinessesarealreadyusingAI/ML,and19%areplanningtoinvestinthetechnology.Thiscomparesto18percentalreadyusingAI/ML,and27percentplanningtoinvestinothersectors.
5
Infrastructure, strategy, and investment issues behind the confidence
• Behindthisconfidence,however,therearestillissues.Almosttwo-thirdsofmediaandentertainmentbusinesses(62percent)stillhaveeitherafragmentedapproachtomarketingtechnologyorhavelittletonocloud-basedtechnology.Thisisthesameascompaniesinothersectorssurveyed,includingretail,travelandhospitality,mediaandentertainment,andtelecommunications.
• They’realsofallingbehindinCXtrainingfortheirstaff.Almostathirdofmediaandentertainmentcompaniesprovidenolearningresourcesfortheiremployees,comparedtoaquarterofothercompanies.
• Despitethis,thesectorislesslikelytoincreasetheirinvestmentinCXtechnologythisyear—onlyathirdareplanningtospendmore,comparedtohalfofothertypesofcompanies.
2020 Digital Trends—Media and Entertainment in Focus 6
Content still reigns for business focus1
The 2020 Digital Trendsreportshowsthatcustomerexperienceisthekeyfocusformostbusinesssectorsinthecomingyear,butmediaandentertainmentcompaniesareunderstandablyfocusingoncontent,andvideocontentinparticular:
• Aquarter(24percent)ofmediaandentertainmentcompaniesseecreatingcompellingcontentfordigitalexperiencesastheirmostexcitingopportunityfor2020(Figure 1),comparedtoalmostthesamepercentageofcompaniesinothersectorswhichratedoptimizingCXasmostexciting.
• Almosthalfthemediaandentertainmentsector(45percent)expectcreatingstandoutcontenttobeoneoftheareasthatjumpsfurthestuptheirprioritylistthisyear(Figure 2).
• Asimilarpercentage(43percent)seevideocontentastheirtoppriorityforthecomingyear(Figure 2).
• MediaandentertainmentcompaniesalsoseemtobeprioritizingvideooverthestrategicbuildingblocksofCX,suchastargetingandpersonalization(21percent),customerjourneymanagement(17percent),andcustomerdatamanagement(16percent).
LastyearCiscopredictedthatvideowillaccountfor82percentoftotalglobalIPtrafficby2022,upfrom75percentin2017.1Thischangehasmadedigitalchannelsanaturalhomeforthosemediaandentertainmentbusinessesthatproducevideo.Atthesametime,it’sdriventhosecompaniesthattraditionallyspecializeinotherformats—suchasnewspaperpublishers—toaddvideototheiroutputs.
¹ “Cisco Annual Internet Report (2018–2023) White Paper,” March 9, 2020.
Figure 1: Which one area is the single most exciting opportunity for your organization in 2020?
Media and entertainment Othersectors
Creatingcompellingcontentfordigitalexperiences
24%15%
Video to increase brand engagement 15%7%
Data-drivenmarketingthatfocusesontheindividual
10%13%
InternetofThings(IoT)/Connecteddevices(e.g.,wearables,
audiencetracking)
5%3%
Using marketing automation to increaseefficiencyandyield
5%9%
Utilizingartificialintelligence/botstodrivecampaignsandexperiences
2%4%
Optimizingthecustomerexperience14%23%
Social marketing 9%6%
Reachingandunderstandingmobilecustomers
4%4%
Multichannelmarketing5%8%
Noneoftheabove7%8%
Respondents: 5,000
2020 Digital Trends—Media and Entertainment in Focus 7
Video as a multichannel tool
Whileotherformsofcontenthavetheirrolestoplayindeliveringconsumerexperience,theresearchshowsthatmediaandentertainmentcompaniesareseekingwaystoputvideoatthecenteroftheirmulti-deviceandchannelstrategies(Figure 1):
There’sabigdifferencebetweenthepercentageofrespondents(24percent)whoregardcreatingcompellingcontentfordigitalexperiencesastheirmostexcitingopportunityandthepercentagewhoaremostexcitedaboutsocialmarketing(9percent),orenthusedbyeithermobile(5percent)ormultichannelmarketing(5percent).
Byextendingtheirvideostrategy,mediaandentertainmentcompaniesareconnectingcontentwithcustomersacrossmultiplechannelsandplatforms,includingweb,mobile,andsocial.ThisviewisbackedupbyAnimoto’s2018 State of Social Marketer Trends report,2whichfoundthatvideoisconsumers’favoritetypeofcontenttoseefrombrandsonsocialmedia.
2 Megan O’Neill, “2018 State of Social Video: Consumer Trends [Infographic],” Animoto, October 23, 2018.
2020 Digital Trends—Media and Entertainment in Focus 8
Themostlikelyexplanationisthattheuseofsocialmediaisalreadydeeplyembeddedinmediaandentertainmentcompanies’communicationswithconsumers.Forexample,a2018studybyMusicWatchfoundthat90percentofsocialmediauserstakepartinsomeformofmusic-orartist-relatedactivityonsocialplatforms.3
Sowhatthisyear’sresearchindicatesisthatmediaandentertainmentcompaniesarenowprioritizingabetterunderstandingofwhatsocialdelivers,andhowthat,inturn,impactsonthebottomline.
3 Russ Crupnick, “Music Scores a Gold Record on the Social Media Charts,” MusicWatch, August 6, 2018.
Media and entertainment companies are currently still focused on content, and video is the most important content of all—partly because of its popularity with consumers, and partly because it works across all channels and platforms.
Figure 2: Which three digital-related areas are the top priorities for your organization in 2020?
Media and entertainment Othersectors
Video content 43%20%
Content marketing 30%26%
Mobile engagement and optimization
20%17%
Multichannelcampaignmanagement
15%19%
Marketing automation9%16%
Social media engagement and analytics
43%30%
Targetingandpersonalization21%28%
Customer data management16%24%
Media attribution 11%5%
Content management25%23%
Customerjourneymanagement17%26%
Conversionrateoptimization13%18%
E-commerce9%17%
Noneoftheabove3%5%
Respondents: 5,140
Media and entertainment businesses seek to understand the value of social media
Lookingmorecloselyatmediaandentertainmentcompanies’attitudestowardsocialmediathrowsupaseemingcontradiction.Toppingtheirlistofprioritiesfor2020,alongsidevideocontent,issocialmediaengagementandanalytics,chosenby43percentofrespondents(Figure 2).Thatcontrastsmarkedlywiththe9percentwhoseesocialmarketingastheirmostexcitingopportunity(Figure 1).
2020 Digital Trends—Media and Entertainment in Focus 9
2 CX focus and confidence on the rise—especially as a brand differentiator
Mediaandentertainmentcompaniesseecontentaskeyforthenext12months,buttheirviewchangesaswelookathowtheyplantodifferentiatethemselvesinthefuture.
Figure 3: Over the next five years, what is the primary way your organization will seek to differentiate itself from competitors?
Media and entertainment Othersectors
Product/Servicequality23%
18%
Customerexperience—makingtheexperienceonourpropertieseasy/
fun/valuable
22%
22%
Joininguponline/offlineexperiences—ensuringconsistencyacrossvirtualandphysicalworlds
6%
7%
Product/Serviceinnovation11%
17%
Convenience(e.g.,fastdelivery,in-storepickup,buyonlineandreturnto
store,etc.)
3%
2%
Design—making our offering differentiatedandunique
17%
9%
Mobile—catering to mobile shoppers/buyers
5%
2%
Customerservice—enhancingourreputationforbrilliantserviceacross
alltouchpoints
7%
16%
Price 2%
2%
Noneoftheabove4%
5%
Respondents: 4,680
Productandservicequalityandcustomerexperienceareseenasthekeysourcesofcompetitivedifferentiationformediaandentertainmentcompaniesoverthenextfiveyears,asshowninFigure 3(23percent).ThisviewoftheimportanceofCXmirrorsothersectorsacrossthe2020 Digital Trendsreport.
2020 Digital Trends—Media and Entertainment in Focus 10
Figure 4: Which one area is the single most exciting opportunity for your organization in 2020?
2017 2020
Creatingcompellingcontentfordigitalexperiences
23%24%
Video to increase brand engagement20%15%
Using marketing automation to increaseefficiencyandyield
5%5%
Data-drivenmarketingthatfocusesontheindividual
10%10%
Reachingandunderstandingmobilecustomers
3%5%
Engagingaudiencesthroughvirtualor augmented reality 3%
Optimizingthecustomerexperience11%14%
Multichannelmarketing6%5%
Utilizingartificialintelligence/botstodrivecampaignsandexperiences
2%2%
Social marketing8%9%
InternetofThings(IoT)/Connecteddevices(e.g.,wearablesand
audiencetracking)
5%4%
Noneoftheabove4%7%
Respondents 2017: 348 Respondents 2020: 376
Butthewaythemediaandentertainmentsector’sprioritiesarechangingcanbeseenbycomparingthe2017 Digital Trends results withthosefrom2020(Figure 4).
• Thepercentageofrespondentsratingcreatingcompellingcontentfordigitalexperiencesastheirsinglemostexcitingopportunityhasstayedalmostthesame,at23percentin2017comparedto24percentin2020.
• 20percentofrespondentsweremostexcitedbyvideoin2017.That’snowdroppedto15percent.
• 14percentnowseeCXasthemostexcitingopportunity,upfrom11percentin2017.
10
2020 Digital Trends—Media and Entertainment in Focus 11
High CX confidence across media and entertainment companies
As Figure 5shows,mediaandentertainmentcompaniesareslightlymorelikelytofeeltheyaremorematureintheiradoptionofCXthanothersectors.
• 13percentdescribethemselvesas“veryadvanced”and42percentas“quiteadvanced,”comparedto10percentand38percent,respectively,forothersectors.
• ThisisborneoutbythefactthatsignificantlyfewercompaniesinmediaandentertainmentsaytheyadoptadecentralizedapproachtothemanagementofCXthantheglobalnorm(35percentcomparedto40percent),sincesuchanapproachisahallmarkofacompanythathasyettoprioritizecustomerexperience(Figure 6).
Figure 5: How do you rate your company in terms of customer experience (CX) maturity?
advanced—our strategy andtechnologyare
well-alignedaroundCXto successful effect
Quite advanced—our strategy andtechnologyarealignedbut
CX is not fully embedded yet
Notveryadvanced—wehavesomeadhoctacticalinitiativesbutnorealCXstrategyortech
capability
Immature—wehaven’tevenstartedonthis
journey
Media and entertainment Othersectors
13% 10% 42% 35% 10%38% 43% 9%
Respondents: 5,432
2020DigitalTrends-MediaandEntertainmentinFocus 12
Product and service quality and design are also key for market standout
ProductandservicequalityisneckandneckwithCXasakeydifferentiator,chosenby23percentofmediaandentertainmentrespondents(Figure 3).Thisisfollowedbydesign,chosenby17percent.Thesefiguresarenoticeablyhigherthaninothersectors,where18percentchoseproductandservicequalityand9percentpickeddesign.
PublicationssuchasTheEconomist, The New York TimesandtheFinancial Times haveseensubscribernumbersboomasreaderslookfortrustworthysourcesofinformation.
Nooneyetknowshowmanyservicescustomerswillbepreparedtopayfor,butit’slikelythattheservicesofferingthebiggestchoiceofhigh-qualitycontentwillbethewinners.Thisalsoexplainstherecentspateofmega-mergersamongmediacompanies.
Goodservicedesign,meanwhile,iscrucialformediaandentertainmentbusinessesofferingabigchoiceofcontent.HoweasyitistofindthefilmorTVshowyouwanttowatchisakeydeterminantincustomers’perceptionoftheservice,asdemonstratedbyNetflix’spersonalisationofitshomepagebasedonindividualusers’viewingbehavior.Similarly,SpotifyhasaPremiumdesignteamresponsibleforimprovingtheuserexperienceoftheservice’s100millionPremiumsubscribers,drivingtheirlong-termengagementandmakingthemfeellikeSpotifyPremiumisabrandwheretheybelong.5
Digitalpublishersarealsoadoptingpersonalizationstrategiestodeliveramoreadaptivenewsexperiencetodrivereaderacquisition,loyalty,engagement,andretention.
Fromthisperspective,theemphasisonbothproductandservicequalityanddesigncanbeseenaspartofthegrowingimportanceofcustomerexperiencetothemediaandentertainmentsector.
The likely explanation for the perceived importance of product/service quality is what Kevin Westcott, Deloitte’s U.S. leader of telecommunications, media, and entertainment has called the “all-out streaming war” currently being waged in the U.S.4 All the big media companies are building and launching subscription streaming services, and competing for the mass audience. At the same time, digital publishers are building subscription-based services and putting premium content behind paywalls.
Media and entertainment companies believe customer experience will be equally as important as quality content in differentiating themselves from their competitors in the future. And they’re confident in their ability to deliver it.
4 “2020 Media and Entertianment Industry Outlook,” Deloitte. 5 Katie Koch, “Using Service Design to Create Better, Faster, Stronger Designers,” Spotify Design, July 11, 2019.
2020DigitalTrends-MediaandEntertainmentinFocus 13
3Putting the right infrastructure, strategy, and investment in place OR Are the right infrastructure, strategy, and investment in place?
MediaandentertainmentcompaniesmaybemoreconfidentabouttheirCXcapabilitythanthoseinothersectors,butbehindthisconfidencetheresearchshowsamixedpicture.
Media and entertainment companies are strong on CX management, but less so on execution
ThesectoriscertainlyfurtherupthematuritycurvethanothersintermsofthewayitmanagesCX (Figure 5).However,mediaandentertainmentcompaniesarenomorelikelythanthoseinothersectorstohavereachedthestageofestablishingcross-functionalteamstomanagethecustomerexperience(Figure 6).AndintermsofsupportingtheexecutionofaCXstrategy,mediaandentertainmentcompaniesare,atbest,levelwithothersectors,and,atworst,laggingsignificantlybehindthem.
• Almosttwo-thirdsofmediaandentertainmentbusinesses(62percent)stillhaveeitherafragmentedapproachtomarketingtechnology,orhavelittletonocloud-basedtechnologyatall,althoughthisfigureisthesameacrossallsectors.
• Despitethis,themarketingandentertainmentsectorislesslikelytoinvestintechnologytosupportacustomerexperience-basedapproachinthecomingyearthanothers.Only36percentofM&EcompaniesplantoincreasetheirCXspending,comparedto46percentofcompaniesinothersectors.
• ThesectorisalsofallingbehindothersinitssupportforthestaffingsideofCX.Almostathirdofmediaandentertainmentcompaniesprovidenolearningresourcesfortheiremployees,comparedtoaquarterofcompaniesinothersectors.
Figure 6: How does your organisation currently manage customer experience?
CX is decentralized across marketing and otherdepartments
Throughadigitalcenterofexcellence
Across-experienceteamorganizedaroundthecustomer
journey
An agile marketing team approachtomanageCX
Media and entertainment Othersectors
35% 44% 17% 26% 22%13% 27% 16%
Respondents: 3,114
2020 Digital Trends—Media and Entertainment in Focus 14
Despite media and entertainment companies’ confidence around delivering customer experience, they need to do more to put the necessary technology, staff, and processes in place. For many media and entertainment businesses, content is what will bring people through the door; customer experience is what will get them to stay.
TheoveremphasisonvideotoimproveCXignoresthefactthatother,morestrategicbuildingblocksalsoneedtobeputinplaceinorderformediaandentertainmentbusinessestodeliverthehigh-qualitycustomerexperiencesrequiredfordifferentiationinthefuture. As Figure 2shows,thesectorismuchlesslikelythanotherstoprioritizecustomerjourneymanagement(17percentagainst26percentforothersectors),customerdatamanagement(16percentagainst24percent)andtargetingandpersonalisation(21percentagainst28percent).
Subscription-based models replace those reliant on advertising
Allofthissuggestsasectorintransition.Ithasrecognizedthecrucialimportanceofcustomerexperienceinthelongterm,butitisstillstrugglingwiththeneedtomovetosubscriptionmodelstoreplacevanishingadrevenue.
AsMichaelBrunt,CMOofThe Economist,toldAdobe’sCMO.comsitein2017:“Wefullyexpectouradvertisingrevenuestocontinuetodecline;that’sthechallenge.Thesolutionishard,butit’stoinvestalotmoremoneyintogrowingthecirculationbusiness.”6
Andatthisstage,muchofthatinvestmentisgoingtocreateoracquirethesortofqualitycontentthatwillencourageconsumerstobecomesubscribersandthenconvincethemtostay.
6 Michael Nutley, “For the Economist’s Michael Brunt, It’s All about the Customer’s Reading Experience,” CMO by Adobe.
2020 Digital Trends—Media and Entertainment in Focus 15
4 Transformative technologies are being embraced—but challenges lie ahead
Themediaandentertainmentsectorwasoneofthefirsttofeelthefulldisruptiveeffectsoftheinternet.IntheUK,forexample,theDailyTelegraphlaunchedelectronictelegraph,Europe’sfirstdailyweb-basednewspaper,in1994.File-sharingserviceNapsterwaslaunchedin1999andchangedthemusicindustrycompletely.
Asaresult,thesectorhashadlongertoadapttotheonlineworldthanmostothers,whichmayexplainwhy21percentofmediaandentertainmentbusinessesdescribethemselvesas”digital-first,”comparedto12percentinothersectors.Evenso,mediaandentertainmentcompaniesstillfacesignificantbarriersinrespondingtoconsumerdemandforhigh-quality,consistent,andpersonalizedcustomerexperiences.
Workflow, management, and culture are bigger problems than in other sectors
As Figure 7shows,thesectorsharesmanyofotherindustries’problems:lackofbudget,thechallengeofkeepingupwithnewtechnologies,anddifficultyoffindingandretainingtherightpeople.Butitalsoappearstostrugglemuchmorewithoutdatedworkflows,lackofseniormanagementsupport,andissueswithotherdepartments.
Clearly,someoftheseproblemsarecloselylinked.InsufficientbudgetsandlackofcooperationbetweendepartmentswillstemfromthefailureofseniormanagementtounderstandandsupportaCX-basedapproach.Thisfailuremay,inturn,resultfrombusinesses’short-termfocusoncontentquality—andquantity.
Also,mediacompaniesinparticularhaveseenaproliferationofchannels,platforms,andformatsinwhichtheircontentcanbecreatedanddistributed,andtheadoptionofeachputspressureonexistingworkflows.
Figure 7: What are the top three internal barriers to successfully creating digital experiences within your organization?
Media and entertainment Othersectors
Outdatedworkflowsthatslowdownourprocesses
43%27%
Keepingupwithlatesttechnologiesand trends
34%36%
Stakeholderissueswithotherdepartments
24%17%
Other4%5%
Inadequatebudgettocreatethebestexperiences
43%45%
Lackofseniormanagementsupport26%19%
Reluctancetomovetocloud-basedstorageand/orservices
13%18%
Findingandretainingtherightpeoplewiththerightskills
30%30%
Havingtouselegacyhardwareoroldequipment
21%29%
Noneoftheabove6%6%
Respondents: 1,434
2020 Digital Trends—Media and Entertainment in Focus 16
Personalization, payment, VR and progressive web app technologies being embraced
Mediaandentertainmentbusinesseshavestartedtoincorporateanumberofnewtechnologiesataslightlyfasterratethanothersectors (Figure 8):
7 Sofie Lundberg, “These 5 Brands Aced Personalized Marketing in 2018,” Global Web Index, January 29, 2019. 8 Christine Schmidt, “Micropayments-for-News Pioneer Blendle is Pivoting from Micropayments,” Nieman Lab, June 10, 2019. 9 Joseph Lichterman, “The New York Times is Launching a Daily 360-Degree Video Series, Nieman Lab, November 1, 2016. 10 Keshav Pandey, “Successful PWA Examples of Media Industry,” Aureate, October 23, 2019.
Figure 8: Which of the following have you started to incorporate into your business?
Media and entertainment Othersectors
Deliveringpersonalizedexperiencesin real time
30%
27%
Engagingaudiencesthroughvirtualor augmented reality
17%
13%
InternetofThings(IoT)/Connecteddevices(e.g.,wearablesandaudience
tracking)
13%
15%
Blockchain-basedfunctionality6%
6%
Enhancedpaymenttechnologies(e.g.,mobilewalletsande-receipts)
21%
19%
Utilizingartificialintelligence/botstodrivecampaignsandexperiences
14%
17%
Progressivewebapps(PWAs)15%
13%
Voiceinterfaces(e.g.,AmazonEchoandGoogleHome)
10%
8%
Other1%
2%
Respondents: 4,773
• Justunderathird(30percent)haveintroducedreal-timepersonalizedexperiencesintotheirmarketing.Forexample,Spotify’s#2018Wrappedcampaigndeliveredanindividualend-of-yearround-upofeveryuser’slisteninghabitsfortheyear7.
• Justoverafifth(21percent)areincorporatingenhancedpaymenttechnologies.Intheworldofpublishing,forinstance,DutchdigitalnewsaggregationserviceBlendlelaunchedwithapay-per-articlemodelin2014.However,thecompanyrevertedtoasubscriptionservicelastyear.8
• Some17percentarestartingtouseARandVRtoengageaudiences.Forexample,The New York Times sent 1 million Google CardboardVRheadsetstosubscriberspriortothelaunchofitsNYTVRappin2015.9
• Some15percenthavestartedtoadoptprogressivewebapps(PWAs)tohelpaddressproblemsincludingslowloadingtimesfornewssites,slownetworks,andthedisruptivenatureofadsonmobile.TheWeatherChannelandForbeshavehadnotablesuccesswiththeirPWAlaunches.10
2020 Digital Trends—Media and Entertainment in Focus 17
Is AI adoption sufficient for success?
Oneareaoftechnologywherethemediaandentertainmentsectorislaggingbehindisinartificialintelligenceandmachinelearning(AI/ML).Theresearchfoundthat15percentofmediaandentertainmentbusinessesareusingAI/ML,butonly19percentareplanningtoinvestinthetechnology(Figure 9).Thiscomparestoothersectorswhere18percentarealreadyusingAI/ML,and27percentareplanningtoinvest.
Figure 9: Is your organization using or planning to invest in artificial intelligence AI/ML in 2020?
Media and entertainment Othersectors
Yes,wearealreadyusingAI/ML
15% 18%
Respondents: 3.024
Yes,weareplanningtoinvestinAI/ML
19% 27%
No,wehavenoplanstoinvestinAI/ML
66% 55%
2020 Digital Trends—Media and Entertainment in Focus
2020 Digital Trends—Media and Entertainment in Focus 18
Emerging technologies such as enhanced payment methods, AR/VR, and progressive web apps are starting to appear in M&E companies’ toolboxes, but the sector is lagging behind in its adoption of artificial intelligence and machine learning.
Figure 10digsintothereasonsbehindthisreluctance:
• Almosttwo-fifths(38percent)ofM&EcompaniessaidtheyhadnoperceivedneedforAI/ML.
• Athird(30percent)lacktheresourcestoadoptAI/ML.
• Athird(30percent)feelthattheirorganizationisnotmatureenoughtocurrentlymakeeffectiveuseofAI/ML.
• Almostathird(28percent)lackknowledgeabouthowtheycoulduseit.
• Thesamepercentagesaytheyhaven’tevenassessedhowtheycoulduseit.
ThislackofactionisallthemorestrikingbecauseofthegrowinguseofAIinkeyrolesinboththeproductionandconsumptionof video.11It’salreadybeingusedtoautomaticallycreatesportshighlightpackagesfromrawfootageatWimbledonandtheU.S.Masters,whileNetflix,forexample,usesAItopersonalizeitshomepageforeachindividualuser.
AI/MLarealsoacrucialelementinpredictiveanalytics,thetechnologythatallowsmarketerstoautomaticallytakethebestactionforeachindividualcustomerateachstageintheirjourney(whilehonoringuserchoice),toencouragethemontothenextstage.It’sthebasisofthemassreal-timepersonalizationofmarketingmessageswhichathirdofmediaandentertainmentcompaniesclaimtohavebeguntoimplement(Figure 8).BecauseAIsystemslearnfromthedatathatresultsfromthedecisionstheymake,earlyadoptersinthisarewilltendtomoveaheadoflaggardsatincreasingspeed.Thismakesitessentialforthetwo-thirdsofmediaandentertainmentcompaniesthathavenoplanstoembracethetechnologytoreconsidertheirposition.
11 Rob Van Den Dam, “The Future of Video Is Here—and It’s Driven by Artificial Intelligence,” LinkedIn article, April 17, 2019.
Figure 10: Why is your organization not using or planning to use AI?
Media and entertainment Othersectors
Noperceivedneed38%45%
OurorganizationisnotmatureenoughtomakeuseofAI
30%31%
Currentsolutionsaretooexpensive20%18%
Lackofhigh-qualitydata7%11%
Lackofresource30%28%
Wehaven’tassessedhowwecoulduseAI
28%38%
Current solutions are not advanced enough
9%8%
Lackofknowledgeonhowwecanuse it
28%31%
AmountoftimerequiredtotrainAIsystem logic
11%11%
Dataintoomanylocation/notaccessible
7%9%
Other3%3%
Respondents: 1,644
2020 Digital Trends—Media and Entertainment in Focus 19
Three key takeaways for media and entertainment sector marketers
1. Mediaandentertainmentcompanieswillneedtoincreasetheirinvestmentinboththetechnologyandthestaffrequiredtosupportthemovetoamorecustomerexperienceapproach.
2. Theywillalsoneedtoaddresstheirboards’levelofCXunderstandinginordertoreleasethebudgetandbegintheorganizationalchangerequiredtotransformthecompany.
3. AIisemergingasakeytoolinboththecreationandthediscoveryofcontent.Mediaand entertainmentcompaniesneedtoshakeofftheiranimositytoitandstartworkingoutwhatbusinessvalue it can deliver.
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Conclusion
2020 Digital Trends—Media and Entertainment in Focus 20
2020 Digital Trends—Media and EntertainmentisbasedonanonlinesurveyfieldedtoselectAdobeandEconsultancylistsinthefourthquarterof2019.Thesurveyclosedhavingcollected564qualifiedclient-sideresponsesfromthemediaandentertainmentsector.
Demographic profiles
• Seventy-sevenpercentofalltheresponseswereatmanagerlevelorabove.
• Intermsofbusinessfunction,creative/designheldthelargestshareofrespondents(48percent),followedbycontent/editorial(12percent),marketing(11percent)andadvertising(6percent).
• Asdefinedbytargetmarket,thoseaddressingbothmarketsequallyaccountedforthelargestshareof46percentfollowedbyB2C(35percent)andB2B(19percent).
• Thesampleisglobal,withtheUnitedStatesprovidingthelargestshareofrespondents(42%),followedbyEurope(29percent)andtheAsia-Pacificregionat19%.ThesurveywastranslatedintoFrench,German,Chinese,andJapanese.
Methodology
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2020 Digital Trends—Media and Entertainment in Focus 21
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