Académique Documents
Professionnel Documents
Culture Documents
Contents
1.
Executive Summary......................................................................................................... 3
2.
3.
4.
2.1.
Market value.............................................................................................................. 4
2.2.
Market Forecast......................................................................................................... 4
2.3.
MARKET SEGMENTATION-.......................................................................................... 5
2.4.
2.5.
2.6.
Market Indices........................................................................................................... 7
2.7.
KEY RATIOS................................................................................................................ 8
2.8.
2.9.
Vision......................................................................................................................... 9
2.10.
2.11.
PESTEL analysis................................................................................................... 11
2.12.
2.13.
Company Overview........................................................................................................ 15
3.1.
Company Background............................................................................................. 15
3.2.
3.3.
3.4.
3.5.
Core Competencies................................................................................................. 19
3.6.
3.7.
SWOT...................................................................................................................... 23
3.8.
Competitor Analysis................................................................................................24
3.8.1.
3.8.2.
4.2.
4.3.
4.4.
1. Executive Summary
This study has been focused on analysis of Disney. It attempts to study the
evolution of the company. The major focus of the study is the change in its
strategy and the industry it operates in. An attempt has been made to
visualize the past scenario that had led to the development of the
entertainment and media sector as well as Disney.
In this report different analyzing tools and techniques are used to understand
and comprehend the various intricacies of the industry. These learning are
then applied to study the evolution of Disney and the various strategies it
used.
The Walt Disney Company, together with its subsidiaries, is a diversified
worldwide entertainment company with operations in four business
segments: Media Networks, Parks and Resorts, Studio Entertainment,
Consumer Products and Interactive.
On completion of analysis we have found that macro-economic factors along
with consumer behavior and technological know- how have been found out
to be crucial factors. Based on these critical factors key success parameters
have been identified. These parameters were found out to be instrumental in
the success and have helped in sustainable growth and development of the
company over the years.
Key observations
In 2019, the global media industry is forecast to have a value of $1,148.3 billion, an
increase of 19.3% since 2014.The compound annual growth rate of the industry in
the period 201419 is predicted to be 3.6%.
Geography segmentation
The United States accounts for 32.9% of the global media industry value. Europe
accounts for a further 29.8% of the global industry.
Stage in the
Industry Life cycle
Observing the CAGR of
the industry over the
period 2010-14 and the
expected CAGR through to
year, we can infer that the
industry is at a mature
stage.
individual consumers
retailers
marketing and
advertising customers
such as businesses and
governments
million($)
Revenues
Net income
Total assets
Total liabilities
Employees
2010
40,881.75
2173.625
77,916.10
46,073.68
45250
2014
45,354.73
3,657.33
86,775.18
57,674.15
51400
million($)
Revenues
Net income
Total assets
Total liabilities
Employees
2010
40,881.75
2173.625
77,916.10
46,073.68
45250
2014
45,354.73
3,657.33
86,775.18
57,674.15
51400
2014
0.10475
0.074
0.03025
0.10675
0.63525
0.05625
2010
0.06925
-0.01225
0.05075
0.03975
0.558
0.03575
273926.5
299195
274914.5
304626.5
334973.5
26790
30977.75
30755.75
39246.25
47791
Ratio
Profit margin
Revenue growth
Asset growth
Liabilities growth
Debt/asset
Return on assets
Revenue per
employee
Profit per employee
2010
10.40%
5.30%
9.60%
7.80%
45.80%
6.00%
$255,456
$26,597
Market leader
2011
2012
2013
11.80%
13.40%
14.70%
7.40%
3.40%
6.50%
4.20%
3.80%
8.50%
3.10%
0.80%
0.50%
45.30%
44.00%
40.70%
6.80%
7.70%
8.50%
$254,68
$262,135
7
$257,377
$30,814
$34,229
$37,920
2014
15.40%
8.40%
3.60%
8.80%
42.80%
9.10%
$271,183
$41,672
The global frontier is rich with expansion opportunities for companies in the
entertainment industry. Along with expanding business enterprises, companies must
also be aware of the exchange rates, tax laws, and regulations that come with
operating in foreign countries.
2.9. Vision
For a company to succeed in any industry, it must have a clear vision of
where it sees itself or where it would like to be in the future. Vision provides
direction for a companys mission and acts as a foundation for building a
strategy for how to achieve that mission
2.10.
Buyer power
The typical size of buyers in the media industry ranges from individual
consumers to large corporations and governments; ergo the number of
customers is generally large right across the industry. Buyers tend to be price
sensitive when it comes to choosing pay-TV packages, or purchasing cinema.
The degree of differentiation across the media industry has a negative
impact on buyer power.
The hugely diverse range of services and products on offer to buyers results
in a decrease in buyer power.
Buyer power is assessed as moderate.
Supplier power
10
Substitutes to the products and services offered by the media industry are
many due to the broad scope of the industry.
In terms of individual end users, one of the primary substitutes and the
largest threat in relation to broadcasting and cable TV, publishing, and boxoffice and entertainment companies, is online piracy.
There are also other free alternatives such as YouTube, Vimeo and music
streaming service.
Other forms of entertainment, such as PCs, video games, board games etc.,
also offer a substitute threat to the media industry. The effect is strong.
Degree of rivalry
There are a significant number of players in the media industry due to its
scope and the number of sectors it covers, which can serve to reduce rivalry
somewhat
A vast majority of media companies operate across differing sectors of the
media industry which serves to increase rivalry, although the similarity of
players dissipates rivalry
11
2.11.
PESTEL analysis
Political Factors
The political environment of a region is one of the essential features that have a
direct effect on the entertainment and amusement industry. When a region is
politically unstable, the different sectors of the country are adversely affected due
to it, including the entertainment and amusement industry. Any changes in the
political stability have a negative effect on the operations and revenue generated
by the organization. Another area that can have a negative impact on the
operations of organization is the international political and military environment.
Economic Factors
Entertainment industry has been negatively influenced due to the adverse
economic conditions. The income spent by the people on purchase of entertainment
related products and the consumption of amusement related services has declined.
This trend shows that the economic development is a favorable condition for an
organization, while economic turbulence carries negative implications for different
industries, including entertainment and amusement industry.
The exchange rate differences and the lower purchasing ability of the people is also
an economic factor that can result in a decline in the sales of the companys
products in the international market.
12
Social Factors
The companies in the industry need to identify the taste and preference of its target
market and deliver the products accordingly. The main theme that the company
upholds in the content it produces and the themes it illustrates across its parks
indicate how the social factors shape the way a company manages its content .
Legal Factors
The entertainment industry is heavily regulated by the laws and regulations.
Another legal factor that can affect the entertainment industry is the copyright and
intellectual property regulations. The taxation framework implemented on the
industry further formulates a part of the legal factors in the macro-environment .
Environmental Factors
13
2.12.
Parameter
Details
Cost
Availability
Compatibili
ty
Quality
Security
Brand
2.13.
Creative excellence
Each organization in media and entertainment industry continues to invest both
organically and inorganically to pursue creative excellence .
Use of advanced technology
14
Sequels are attractive to creators and to publishers because there is less risk
involved in returning to a story with known popularity rather than developing
new and untested characters and settings. Audiences are sometimes eager
for more stories about popular characters or settings, making the production
of sequels financially appealing.
Exploiting successful movie franchises
15
3. Company Overview
3.1. Company Background
The Walt Disney Company, commonly known as Disney, is an American
diversified multinational mass media and
entertainment conglomerate headquartered at the Walt Disney
Studios in Burbank, California. It is the world's second largest media
business.Founded on October 16, 1923, as the Disney Brothers Cartoon
Studio by Walt Disney and BrotherRoy O. Disney.It has been able to make
itself a leader in the American animation industry before diversifying into
live-action film production, television, and theme parks. The company also
operated under the names The Walt Disney Studio, then Walt Disney
Productions. Taking on its current name in 1986, it expanded its existing
operations and also started divisions focused upon theater, radio, music,
publishing, and online media.
Disney creates, develops, produces, markets, and distributes content
through an unmatched breadth of media platforms. The company derives its
revenues from five operating segments.
16
1923 - Walt Disney signed a contract with M.J. Winkler to produce a series
of Alice Comedies, beginning the company under the name "Disney
Brothers Cartoon Studio", with brothers Walt and Roy Disney, as equal
partners.
1926 - "Disney Brothers Cartoon Studio" changes name to "The Walt
Disney Studio" shortly after moving into the new studio on Hyperion
Avenue in the Silver Lake district
1929 - On December 16, "The Walt Disney Studio" is replaced by "Walt
Disney Productions, Ltd". Three other companies, "Walt Disney
Enterprises", "Disney Film Recording Company", and "Liled Realty and
Investment Company", are also formed. These are the first steps taken for
diversification which later on become one of the core competencies of the
company.
1937- Walt Disney's first animated film Snow White and the Seven
Dwarfs is released.
1938 - On September 29, "Walt Disney Enterprises", "Disney Film
Recording Company", and "Liled Realty and Investment Company" and
"Walt Disney Productions, Ltd." are merged to form "Walt Disney
Productions".
1940 Company goes public and moves to Burbank, California
1954 - The studio ends its distribution deal with RKO Radio Pictures and
founds "Buena Vista Film Distribution Company, Inc." to distribute its
feature films.
1967 - Construction begins on Walt Disney World Resort near Orlando,
Florida; the underlying governmental structure, called the Reedy Creek
Improvement District, is signed into law. Starts the era of catering to
family holidays and leisure.
1971 - Don Tatum becomes chairman and Card Walker becomes president
after the death of Roy Oliver Disney.
1984 - The Touchstone Films label is created to produce films aimed
towards more mature audiences.
1993 - Disney acquires independent film distributor Miramax Films.
17
1996 - The company takes on the name of "Disney Enterprises, Inc." and
acquires the Capital Cities/ABC group renaming it ABC, Inc., both under a
new "The Walt Disney Company"
2003 - Roy E. Disney resigns as the chairman of Feature Animation and
from the board of directors, citing similar reasons to those that drove him
off 26 years earlier. Fellow director Stanley Gold resigns with him. They
establish a group called "Save Disney" to apply public pressure to oust
Michael Eisner.
2005 Robert Bob Iger is appointed the new CEO.
2009 Acquires Marvel Entertainment and its properties. Gets the rights
for multiple comic character and their film and television adaptations.
2012 Acquires LucasFilm for US $4.06 Billion.
18
The Walt Disney Company Vision Statement meets the criteria of an effective
vision statement: To make people happy. This statement is broad, but
not too broad, and represents the overall goal and global direction of the
business.
Values and Ethics
The values and ethics of the Walt Disney Company are an essential element
of the companys culture. The essential components of the Disney culture are
included here.
First is innovation. The company is committed to continued innovation and
technology, just as it was when Disneys Mickey Mouse was one of the first
cartoon presentations to have sound.
Next, the Disney Company strives toward setting a high standard of
excellence and maintaining that high standard.
Third, the Disney Company is committed to positive, inclusive ideas about
family, which provide enjoyment for all ages.
Finally, the Disney Company continues a tradition of timeless storytelling
that delights and inspires.
19
20
Walt Disney once noted: I only hope that we dont lose sight of one
thing that it was all started by a mouse. Walt Disneys original core
competence was cartoons and animated movies. By combining
Imagineering with engineering Disneys company reached unparalleled
success with the creation of the first full length animated movie. This
success led to new ideas and one of them was to open a park, a
different kind of park. In Disneyland Walt used new technology to bring
his characters to life. He called them Animatronics. With unique
storytelling and high quality of service Walt Disney created a magical
environment for his guests which none of the competitors could quite
duplicate. It became Walt Disneys core competency.
21
business, it is not only for the North American customers, but for
customers in all the geographies it
Strategic differentiation
Key
Partners
Key
Activities
Categories
Production
22
Value
Proposition
s
Customer
Relationshi
ps
management
Touristic activities: Parks and
Resorts
Key
Resources
Channels
Customer
Segments
Problem Solving
Platform/Network
Mass Market
Segmented
Diversified
Types of resources
Physical: parks, resorts etc.
Intellectual (brand patents, c
Human
Financial
Channel phases
1. Awareness: Disney is a big
recollection. Moreover, it exp
platforms
2. Evaluation
3. Purchase
Consumers enjoy entertainm
Television, Internet etc. Availa
products through a good dist
important.
4. Delivery
Delivery of services should b
5. After sales
Characteristics
Newness
Performance
Customization
Design
Brand/Status
Price
Cost Reduction
23
Cost
Structure
Revenue
Streams
Salaries to employees
Right payments
Design
Infrastructure
Film production
Types
Usage fee
Subscription Fees
Licensing
Advertising
Fixed pricing
List Price
Product feature dependent
Customer segment
dependent
Volume dependent
24
3.7. SWOT
Strengths
25
3. Competency in acquisitions
4. Diversified businesses
5. Localization of products
6. Content Integration:
7. Cash Surplus
Weaknesses
Opportunities
Threats
1. Intense competition
2. Increasing piracy
3.
Digital Alternatives
26
t
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$
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.
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EPS
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0
.
3
D/E ratio
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Gross
.
Profit
4
Margin
6
0
Operating
.
Profit
2
Margin
3
0
.
Net Profit
1
Margin
5
Indicators
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a
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$
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.
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Time
Warner
Cable
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$ 6.69
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0.43
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INC
21st
Cen
tury
Fox
$ 4.4
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$ 3.7
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0.92
1.09
0.4
0.36
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0.22
0.17
0.089
0.14
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27
28
The revenue generated in past years and present year gives the idea
about the demand, popularity and sustainability of the SBUs of Walt
Disney. Following illustrations show the revenue generated in various
timeline categorized on the basis of operating segments.
29
30
Media Networks
31
The strategic roadmap for Disney is quite vital and essential as it is the
leading market player in various entertainment segments; therefore,
for retaining the market position and maintaining a constant growth
rate the strategy should be well defined. The strategy can be
categorized and analyzed under the following headings:
GROWTH AREAS: In short term basis, Walt Disney has to specifically concentrate
on three key areas viz. Media Networks, Parks and resorts and being
technologically enriched.
HIGH LEVEL TASKS: In short term basis, Walt Disney has to specifically concentrate on
three key areas viz. Media Networks, Studio segment, Parks and resorts
and being technologically enriched.
Media Networks: - The cost of securing live broadcasting rights has
become a costly affair and the margin of profit is decreasing
considerably, so, retaining the profitability and earnings through
this segment has become essential by cord cutting techniques as
44% of profit is contributed through media networks.
Studio Segment: - Disney is planning to release 24 movies in 24
months which is a quite demanding proposition and risky too for
maintaining the brand value.
Parks and Resorts: - Themed parks have been nearly profitable
segment like media networks hence opening of branches of parks
and exotic resorts in potential nations has become the next
essential upcoming task of Disney.
Technological Enrichment: - The youth and juveniles who form the
major customer base of Disney have developed a great liking
towards online games and gadgets thus requiring continuous
innovation and creativity.
REWARDS
RISKS
KEY SUCCESS FACTORS: Media Networks: - Being the largest sports network, the
entertainment network and versatile in the zone of offerings of
entertainment.
Parks and Resorts: - The exotic and luxury theme park pioneer by
being a trusted face of the industrial segment and attracting huge
number of potential and loyal customers.
Technological Enrichment: - Leveraging the intellect base for
continuous innovation and creativity to become the one stop
solution for entertainment industry.
The long term strategy is basically creating trust and credibility of brand and
be the pioneer in the entertainment by:
Also, according to Disney International website, for the past few years, their
main focus has been establishing the foundations for long-term growth in
the emerging markets of Latin America, Russia, India and China. (Walt
Disney International, 2009). Such business propositions have mainly been
because of the economic growth and development of the country and
Co
unt
ry
of
Inv
est
me
nt
Cat
ego
ry
Of
Inv
est
me
nt
Industry Pros
Cal
ifor
nia
,
US
(Lu
cas
fil
m)
Film
And
Tele
visi
on
Lucas Film
Valued at $4.06
Billion. Lucas
decided to retire
and sell of
franchise of Star
Wars and Disney
acquired it.
Pro
du
ct
Ma
rke
t
Inv
est
me
nt
Str
ate
gy
Sta
r
war
s
and
Indi
an
Jon
es
Investment
Rationale
To include
the more
characters
into Disney
portfolio and
theme parks
Em
ery
vill
e
US
(Pi
xar
)
Co
mpu
ter
Ani
mat
ion
Film
Stu
dio
Pixar Bought by
Disney in year
$7.04 Billion.
Pixar computer
graphics and
rendering and
Disneys
distribution and
marketing arm
Ne
w
Yor
k
(M
arv
el)
Co
mic
s
Boo
ks
Co
mp
ute
r
Ge
ner
ate
d
Ani
ma
tion
Me
dia
An
d
Co
mic
s
Disney film
division will
get the
studio facility
it helped
them to
consolidate
Super hero
Characters
Social data means what they like on Twitter, Facebook and LinkedIn to
see through their timelines. What they talk about? What they are
interested in? What they are looking forward to? If we look into these
we can revisit our customers and potential new customers. Facebook
has a billion users, Twitter has a millions and LinkedIn is the
professional networking site. These social networks will monetize
content through ads or indirectly. We have to bank on these currently.
As a Disney we collect information whenever someone visits or parks
so those data are vital. Even linking up with Netflix is a game changer
in a sense TV is rapidly replaced with Net Tubes so keep presence felt
there.
Mobile devices
Mobile has replaced the new business. How innovation is taking place.
Mobile Internet 24*7 is so important that mobile operators are not
leaving any stone unturned. It makes users to instantly Instagram,
Update their profile, getting the coupons and deals, and locate our
consumer taste choice and preferences.
Apple Pay allows Apple and credit card companies and vendors to get
the location, time and date, identity. Then available balance, type of
phone, sequence of purchases, even average battery charge and more
could be verified and used for promotional strategies.
This data from mobile can be used to include more users and enrich
experience. The wallet of Disney would help in making the set up.
Analytics programs
The data have grown larger and processors become faster it in turn
processes these data and makes millions of report. The important
aspect is human intervention to talk through data and plan business
model in accordance to it. Analytics helps in linking the entities and
make predictions easier.
With advent of Business Intelligence now graph speak more, not just
relate rows and tables, but to relate entities with one another. For
example if a customer wants to buy a specific book or subscribe a
movie (in the case of Netflix). The big data is not just a phrase it
impacts the business.
Cloud computing
The cloud refers to the capability of a business to shift the data from
data warehouse to a virtual space. You simply need to rent it from a
cloud provider, do your work and then turn it off. Microsofts Hadoop
and Azure are available for data scientists to sink into the data and
suggest comparisons, predictions and key points. Amazon and Google
are getting these specialized data services. Any of these services lets
you scale up and down your capacity and computing power.
Internet of Thing
much ahead of the real visit to the theme park it tracks your choices
heart beat and moments.
Once you reach theme park it makes your entry hassle free, selects
your rides, no need for waiting in line the food in restaurant of your
choice and automatically coming to your table everything is just high
tech and easier. Even helps you to capture your candid moments to
make a short film. The user experience is completely changed. Simply
connecting to high dense information network it has changed the
experience. Similarly with help of Netflix the Disney channels are also
inventing shows and character to reach the last audience in the world.