immersive music: the future of the record industry presented to columbia records sam krause, taylor...
TRANSCRIPT
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Immersive Music: the future of the record industryPRESENTED TO COLUMBIA RECORDS
SAM KRAUSE, TAYLOR HEYWOOD, GREG SNYDER, TALAL BARAZI
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Music Industry Revenue
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[some pictures of the brands and maybe do it in smart art, whatever works – put however many slides here that you need to make it work] – also pull that graph out of the google doc and model your explanation of the problem around that perhaps
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$63
$71
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$26
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The Content
Live Concerts Immersive Albums
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Advances In VR
Latency Field of View
Affordability
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Compatible Headsets
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How It Works
Film Format
Load Watch
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Possible Formats
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Graph of HMD unit sales
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Total Market for VR Headsets
300.2MM
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Market Penetration in 2018
300.2MM 22.5MM
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The Market for Immersive Music
300.2MM 4.1MM22.5MM
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Extended Financials
Unit Price: $40
Contribution Margin: $24
Breakeven Units: 204,167
Profit Potential: $31,830,000
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Fixed Costs
Investment per album cycle (in USD)
Advance 50,000 – 350,000
Recording 150,000 – 500,000
Video Production 300,000 – 2,500,000
Tour Support 50,000 – 150,000
Marketing and Promotion 400,000 – 1,400,000
Total 950,000 – 4,900,000
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Fixed Costs
Investment per album cycle (in USD)
Advance 50,000 – 350,000
Recording 150,000 – 500,000
Video Production 300,000 – 2,500,000
Tour Support 50,000 – 150,000
Marketing and Promotion 400,000 – 1,400,000
Total 950,000 – 4,900,000
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ROI in the Music Industry
1 - 3 - 6
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Return on Investment
Weighted Average ROI: 28% to 51%
Flop• Between -61% and -65%
Success•Between 650% and 886%
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Risk Mitigation – Piracy and Streaming
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Piracy Prevention
Reduced Piracy
Window of Opportunity
Serial Copy Management
SystemAdditional upload
prevention
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Summary – The Bottom Line
New Market High Margin ProductROI between 28% and
51%
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Immersive Music: the future of the record industryPRESENTED TO COLUMBIA RECORDS
SAM KRAUSE, TAYLOR HEYWOOD, GREG SNYDER, TALAL BARAZI
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Table of Contents – Appendices
1: Financials
2: Assumptions
3: ROI Calculations
4: Breakeven Calculations
5: Spotify Growth and Income
6: Pandora Growth and Income
7: The History of Virtual Reality
8: 360 Degree Filming
9: Photo Sources
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Appendix One: Financials
New Artist Flop New Artist Success Superstar Flop Superstar SuccessTotal Investment 950,000$ 950,000$ 4,900,000$ 4,900,000$ Breakeven Units 39583 39583 204167 204167Breakeven Dollars 1,583,333$ 1,583,333$ 8,166,667$ 8,166,667$ Sales 25000 250000 125000 1000000Market Share 1% 6% 3% 24%Revenue 1,000,000$ 10,000,000$ 5,000,000$ 40,000,000$ Profit (583,333)$ 8,416,667$ (3,166,667)$ 31,833,333$ ROI -61% 886% -65% 650%
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Appendix Two: Assumptions
Assumptions:Unit Price 40$ Packaging Cost (10.00)$ Royalty 15%Royalty Cost (6.00)$ Total Variable Cost (16)$ Unit Contribution 24$ Market Size 4,142,760
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Appendix Three: ROI Calculations
Win ROI 650% 886%Lose ROI -372% -372%Sum ROI 278.02% 514.32%Wighted Avg 28% 51%
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Appendix Four: Breakeven AnalysisTypical CD
•75,000 – 290,000
VR Album
•39,000 – 204,000
COD ELITE
•1,100,000
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Appendix Five: Spotify Growth and Income
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Appendix Six: Pandora Growth and Income
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Appendix Seven: The History of Virtual Reality
The Idea The Failures
The Modern Era
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Appendix Eight: 360 Degree Filming
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Appendix Nine: Photo Sources www.oculus.com
spectrum.ieee.org
discovermagazine.com
nypost.com
www.wired.com
www.oculus.com
www.dnaindia.com
www.zmescience.com
http://www.businessinsider.com
theguardian.com
billboard.com
stormfestsa.co.za
solidsignal.com
www.windowsmania.com.br
wallpaperus.org
financesonline.com
oculusriftonline.com
www.extremetech.com
http://money.cnn.com/2/
www.provicom.tv
www.gizmag.com529 × 298
www.allkeyshop.com
www.amazon.de
www.playstation.com
www.veoh.com
www.nctechimaging.com
www.billboard.com