Digital Content Industry: Analysis & Investment Opportunities Department of Investment Services, Ministry of Economic Affairs Table of Contents I. Global Trends in Digital Content Industry Development ........... 1 (I) Internet Advertisement Service & Online Game are Growing Fast. ....................................................................................................... 1 (II) The Outgrowing Asia Pacific Market ............................................ 3 II. The Status of the Digital Content Industry in Taiwan ............... 6 (I) Supply & Demand .......................................................................... 6 (II) Analysis of a Gap in the Industry Supply Chain, Investment Niches, and Prospective Foreign Investors ................................... 8 (III) Major Suppliers in Taiwan ........................................................... 11 III. Optimum Investment Items for Foreign Investors .................... 13 (I) (II) (III) (IV) (V) (VI) Animation ..................................................................................... 13 Digital Video Game ...................................................................... 13 Digital Convergence..................................................................... 14 Mobile Data Service ..................................................................... 14 Web 2.0 ......................................................................................... 15 Chinese Market ............................................................................ 15 IV. Successful Examples of Cross-Border Strategic Alliances and Foreign Investment in Taiwan ..................................................... 17 (I) Korea NCsoft................................................................................ 17 (II) Yahoo ............................................................................................ 18 V. Industry Investment Incentives ................................................... 19 VI. Industry-Academia Collaborationon in Taiwan ......................... 22 I. Global Trends Development in Digital Content Industry According to the annual Global Entertainment and Media Market analysis report from PricewaterhouseCoopers, total market value reached US$1.43 trillion in 2006. The total market value is estimated to reach US$1.96 trillion in 2011, giving a 6.4% Compound Annual Growth Rate (CAGR) from 2007~2011. The analysis report of Global Entertainment and Media Market covered categories such as movies, television, VOD services, music records, radio, internet advertising and Access Spending, video games, business information, magazines, newspapers, publishing books, theme parks, gamble or restricted games and sports. Products and services include traditional media, digital services, traditional trading, net transmission and sales. (I) Internet Advertisement Service & Online Game are growing fast. According to the analysis, Internet Advertising and Access Spending outgrew any other digital content industries. This was because the way to connect to internet had been progressively upgraded from dial-up to broadband services. Cable and telephone companies took advantage of this trend and promoted broadband services combining telephone and television. This promotion was accepted by most consumers and made the market expand significantly. In 2002, the global market value of the Internet Advertising and Access Spending was only US$76.4 billion and ranked only 6th in the Global Entertainment and Media Market ranking. In 2006, the global market value had increased to US$177 billion and has been estimated to reach US$331.58 billion in 2011. At that time, the CAGR of this area from 2007~2011 would reach 13.4%, giving the highest growing rate among all businesses. 1 The second outgrowing industry is Video Games. In 2002, video games market value was worth US$21.8 billion, the penultimate market value, followed by Theme park market, among the Global Entertainment and Media Market. Experts estimated that the market value in 2006 would be around $31.6 billion US dollars, which still consider as a small business. However, experts optimistically project its market value will approximate $48.88 billion US dollars in 2011, giving a 9.1% CAGR from 2007~2011. The main reason of the high growth rate was the popular game system like Xbox 360, PS3 and Wii entered the market from 2005~2006. These game system would boost up the sales of video games. 2 Global Digital Content Industries Individual Market Prediction Unit: US$ million Source: Pricewaterhouse Coopers, organized for the present study, 2007/12 (II) The Outgrowing Asia Pacific Market According to analysis and prediction, US was still the largest market in the world, although the growth rate is slowing down. In 2006, US market value was US$582.4 billion and estimated to reach US$754.2 billion in 2011. The CAGR from 2007~2011 would be around 5.6%. In the next few years, experts believe that internet services will be an area growing the fastest within the US market. The most important factor is the increasing growth rate of internet users. 3 EMEA (Europe, Middle East, Africa) was the second largest market. Expert estimated that the market value would approximate $473 billion US dollars in 2006 and reach $616.9 billion US dollars in 2011, giving a 5.05% CAGR. In EMEA, internet, digital television and digital video game grew faster than any other areas. Asia Pacific market was the third largest market in the world, and also one of the markets with highest constant growth rate, especially China and India. In 2006, the market value of Asia Pacific was $297 billion US dollars and was estimated to reach $470.4 billion US dollars in 2011. At that time, the CAGR would be 9.6%, which is the highest growth rate worldwide. Meanwhile, expert predicted that China will outperform Japan in 2009 and become the largest market in Asia Pacific. However, the market with highest growth rate would be India instead of China, since the CAGR of India would be 18.5% from 2007 to 2011. The market value of Latin America was estimated to approximate $44.2 billion US dollars in 2006 and $67.7 billion US dollars in 2011, giving a 8.9% CAGR. The market value of Canada was estimated to be $35.7 billion US dollars in 2006 and $46.8 billion US dollars in 2011, giving a 5.6% CAGR. According to the 2006 Global Entertainment and Media Market shares, the USA had the highest market shares of 40.7%, followed by the EMEA (Europe, Middle East and Africa) of 33% and the third was Asia Pacific of 20.7% . Expert predicted that the market shares of the USA will decrease to 38.6%, EMEA would be 31.5%, and Asia Pacific would increase to 24%. Any other areas will keep the same market shares or have decreased market shares. 4 2006~2011 Area Market Shares Prediction 2006 Latin America 3.1% Canada 2.5% U.S. 40.7% Asia/Pacific 20.7% EMEA 33.0% 2011 Canada 2.4% Latin America 3.5% Asia/Pacific 24.0% U.S. 38.6% EMEA 31.5% Source: PricewaterhouseCoopers;organized for the present study, 2007/12 5 II. The Status of the Digital Content Industry in Taiwan Recently,the digital content industries improve significantly because the government invests a lot of time and fund in it. Since the first stage of the “Strengthening Promotion of the Digital Content Industry” project, the digital content market value grows from $133.4 billion NT dollars in 2001 to $360.9 billion NT dollars in 2007, giving a 21% CAGR. It builds a great foundation for the development of digital content industries in Taiwan. (I) Supply & Demand According to the definition of digital content industries in Taiwan, a digital content converts the traditional media data to digital data in order to develop different usages. These usages share characteristics such as easiness to connect, transfer, duplicate, search, edit and reuse. Then, these usages collocate with service, bandwidth, charges and copyrights for management. Digital content format sent out from internet, mobile communication network, terrestrial/cable TV, satellite communication, movies and digital radio. Users receive digital content by using hardware like TV, cell phone, PDA, personal computer and MP3. These are the main frames of digital content industries. Expert estimated that the digital content market value of Taiwan will approximate $360.9 billion NT dollar in 2007 with a growth rate of 5.7% from 2006. In view of output value structure, the digital content market is led by software of approximately 48% of the market value. The second largest area is internet service of 22% of the market value, followed by the digital media of 11%. Mobile net service and digital video games has output value of 7.9% and 6.6% of the market value. Digital learning, computer animation and digital publishing have output value of 0.6~2.7% of the whole market value. It is smaller than the output values of other areas. 6 Taiwan Digital Content Output Value 2001~2007 Unit: NT$100 million Source: DCIPO, 2007/12 In the recent developmnet of each area of digital content industries in Taiwan, the output value of computer animation dropped in the past few years, because the process of trasforming from OEM to copyright did not go well. The output value is growing back smoothly after 2007 along with the development of wire and wireless broadband network services like digital video games, mobile application service, digital learning and digital publication. All are expanding. The average CAGR in each area is over 30%, especially in the areas of digital learning and digital publication. Because of the government’s funding project, the CAGRs of digital learning and digital publication raise to 88% and 42%, respectively. 7 Taiwan Digital Content Industries Output Value Unit: NT$100 million Source: DCIPO, 2007/12 (II) Analysis of a Gap in the Industry Supply Chain, Investment Niches, and Prospective Foreign Investors Digital content includes many different industries, such as internet, content software, wireless broadband network and mobile application services. All these industries play an important role in the M-Taiwan project. Animation industry in Taiwan has transformed completely from OEM to cooperating development and building new brand. Digital video games industry also breaks into the international market. Currently Taiwan works with nations from Europe, US and Asia Pacific to improve its abilities in product research, development and operation management. 8 Structure of Digital Content Industry Source: DCIPO, 2007/07 Digital TV becomes the future trend of the world, which will affect digital media industries significantly. Taiwan has great potential in the area of digital media within Asia Pacific Zone in the future. In addition, digital publication is one of the core industry in the knowledge-driven economics. When the digital publication is combined with internet media technology, it would develop to a new industry, a digital knowledge-driven service. This new industry is important to the formation of the new information society in Taiwan. The gap in Taiwan digital content industry supply chain could be filled by some potential foreign companies. The potential foreign companies in computer animation are Dreamworks, Pixar, Disney, Nickelodeon, and BBS. 9 The potential foreign companies in digital video games are Nexon, Microsoft, NCSoft, and UBIsoft. The potential foreign companies in rising digital leisure and entertainment industry are Apple, Microsoft, TBS, and KBS. The potential foreign companies in innovative mobile data service are Orange, 3mobile, Tencent, and Sina. The potential foreign companies in innovative internet service and appliance are My Space, Google, Yahoo, Baidu, and Alibaba. The potential foreign companies of digital Chinese learning are Amazon, and Youtube. Recently, most Taiwan hardware production companies moved overseas because of globalization. It really affects output value and employment opportunities in Taiwan. As a result, knowledge-driven, service-driven and creativity-driven economics are needed to raise Taiwan’s competitiveness. Taiwan should take the advantage of rich resource from information electronic industry to increase and expand the digital content industry; also, set an example for the other industries and improve relationship with cooperated nations. More importantly, takes the advantage from the industrial vigorous development and values to transform Taiwan into a higher quality information society. 10 (III) Major Suppliers in Taiwan In May 2002, Executive Yuan passed a project called “Strengthening Promotion of the Digital Content Industry”. The purpose of this project is to take the advantage of the existing industries and culture characteristics in Taiwan to strengthen the development of Taiwan’s digital content industries. The final goal is to become the center of digital content development and exploiation in Asia Pacific Zone; also, it develops related knowledge-driven industries. Digital content industries have the potential to expand knowledge-driven and digital economics. In order to increase the competitiveness of the industries in Taiwan, the need for the traditional industries to gain knowledge is very important. Furthermore, it will transform from the traditional industries to the knowledge-driven industries. In order to effectively guide the expansion of digital content industries, Taiwan Ministry of Economic Affairs combined all possible resources and strength to form a team for this project: “Digital Content Industry Progressive Office” (DCIPO). For the past two years, the team of DCIPO has worked with the academics and industries to build an suitable environment for investment and legislation. In this way, Taiwan’s industries could attract more international investment and cooperations. Taiwan’s domestic industries has already built up a great foundation to complete the system for economic assistance on industries development, strengthen core technologies and product development, train industries innovation and creation talents, and assist industries in leveling up their international marketing strength. The digital content industry in Taiwan can be divided into two parts: digital contents products and services. There are eight areas in digital 11 content products parts: digital video game, digital learning, mobility service, internet service, computer animation, appliance of digital Audio/Video, content software and digital publication. The major manufacturers in these eight areas are Softstar, Soft-World, Gamania, IGS, InterServ, XPEC, Giga media, SOFA Studio, TVbean, SMEC, YAOX, Green Paddy, Spring House, and so on. As for services like internet, cable television, terrestrial television, movies and satellite communications, the main manufacturers are Rockmobile, WalkGame, PChome, DAWN TV TECHNOLOGY, CMC, CNS, Ettoday, PTS, KKBOX and CHT. Major Supplier of Digital Content Industry in Taiwan Item Major Supplier Digital Content SoftStar, Soft-World, gamania, IGS, Interserv, XPEC, funtown, Porducts SOFA Studio, TVBean, SMEC, Yaox, GreenPaddy, Spring House, Tomorrow Studio, Pilar Digital, Reallusion, ImageTech, brightideas, aEnrich, LearningDigital, Craftsman Software, UDN, Storynest, Chinatimes… Digital Content YoYoRock, Walkgames, PChome, dawn-tv, CMC, CNS, Services ETToday, PTS,KKBOX, CHT, 104, CatchPlay, Enterprise TV, Seednet, Webs-TV… Source: Organized for the present study, 2007/12 12 III. Optimum Investment Items for Foreign Investors According to the current situation of digital content industries and global industries development, there are some opportunities for industries development such as development from original content, management style innovation, value-added multimedia entertainment and cross-area industries cooperation. The details are listed as follwing: (I) Animation In 2006, TV channels in Taiwan had broadcasted total 215 million minutes of animations, where 4,000 minutes were from Taiwan, giving a 0.33 percentage out of 215 million minutes. Clearly, there are a lof of rooms for animations broadcasting in Taiwan. In addition, the broadcasting time of Taiwan’s children programs and animations broadcasting from YoYo TV, Public Television Service and other channels is increasing gradually. Statistics from Taiwan audience rating shows that Taiwan’s own creation is as popular as foreign productions or even more. It implies that Taiwan has great strength in creating and developing its own animations. With extensive topics and production abilities Taiwan’s output of self-made animations can be increased, and a great potential market. (II) Digital Video Game In the past, Taiwan’s video games market were in software and products in certain type of video games. Currently, Taiwan is facing competitions from Korea and other countries. If Taiwan continues to invest in research and develop technologies and production, it would increase the level of output and quality of video game products. Meanwhile, Taiwan could make profits and extend product life cycle if it could formulate the derivative business opportunities of copyrights. 13 (III) Digital Convergence There is a phenomenon in digital convergence called” Triple play effect.” This effect not only drives the integration of global telecommunications, wire and wireless broadband network, but also realizes the Ubiquitous Network, leading to the high growth in the need of digital content. Currently, Taiwan is vigorously driving policies such as TV channels digitization, wireless broadband network, mobile internet and M-Taiwan project. In addition, the strong and powerful foundation of Taiwan’s information technologies, machine mold and plastic industries contributes to develop digital leisure entertainment industry. Besides, video games are cyberization and diversification in recent years. Additionally, the operating models of entertainment businesses are transformed towards theme leisure entertainment development. Therefore, the newly rising digital leisure entertainment industries combining digital games, computer animation, mobile application service and network service could be the potintial new market and cooperation opportunity for domestic digital content business, information communication business and leisure entertainment business. (IV) Mobile Data Service In 2007, the mobile statistics revenue ratio of Taiwan is only 8.7%. Compared to the 25% revenue ratio from Japan and Korea, the revenue ratio of Taiwan still has a lot of space to be improved. Therefore, the government encourages related businesses to offer new services to attract more mobile data consumers. This new serivces could increase the revenue ratio significantly. Experts estimate that an extra $490 billion NT dollars market demand could be created when Taiwan’s mobile revenue ratio reaches 20%. This created market demand could actively develop a prosperous market to the mobile data service industy. 14 (V) Web 2.0 A combination of the user’s participation, personalization and exchange and the concept of Web 2.0 becomes the motivation for businesses to create and develop new content management model. Taiwan has many advantages, such as creative talents and cultural music, for Taiwan industries to develope Web 2.0. Besides, the complete understanding of users’ needs is also a factor to build a good fundation of Web 2.0 application for the industy in Taiwan. Appropriate rewards for User Generated Content would increase the development of ICT industries. This would help Taiwan’s industries to create an internet services with no border and also innovate the operating models. (VI) Chinese Market Nowadays, a guaranteed quality manpower is offered in Taiwan because of the generality of high education level and open learning environment. Beside, the cost of production in Taiwan is still lower than that in advanced countries. Furthermore, the industries are still developing their production skill level. Therefore, some industries already have the abilities to manufacture products meeting the international standard. Also, Taiwan is located at the center of Asia Pacific Zone with strong Chinese culture and an open democratic society. Therefore, Taiwan can fit the need of Asia Pacific market when manufacturing and operating the content products, while having the cultural characteristics and creation. Currently, it is a global trend to learn Chinese. Many countries have added Chinese in their foreign language curriculum. International enterprises also pay more attention on Chinese for business use. The Chinese learning market in the world would grow significantly in future. Taiwan already possesses high quality Chinese teaching abilities and teaching materials. 15 If Taiwan could combine the experiences of digital learning industries in learning platform, technologies and content productions, Chinese learning industries will be one of the major areas in the digital content industries. However, it should be supported by the customized design of Serious Games. 16 IV. Successful Examples of Cross-Border Alliances and Foreign Investment in Taiwan Strategic (I) Korea NCsoft NCTaiwan established on August in 1984 and formally transformed to NCsoft, a subsidiary in Taiwan, on January, 2007. It is a joint venture of NCsoft , the top online game in Korea, and Gamania , the top online game in Taiwan. NCsoft’s headquater located at Seoul, Korea is the top-notch online game developer. After the stocks listed in Korea in 2000, the market value is over $16.5 billion US dollars. It has many subsidiaries in American, Europe and Asia. NCsoft developed a lot of innovative and popular games such as “Lineage”, “LineageII”. NCsoft also acquired successfully the famous online game developing studio, ArenaNet, and became the pronoun of high quality global online game manufacturer. NCTaiwan introduces the games from parent company in Korea and launchs two big online games. The first one is a very popular online game: “Lineagell”. This game gives the players a whole new feeling and drives the trend to upgrade their computer hardware. And then, NCTaiwan brings in the brand-new online game: “Guild War”. It connects Taiwan with the world. In the meantime, NCTaiwan devotes to improve the abuses which are easily found in the online game in Taiwan and promotes the service quality for players. Taiwan players and foreign players can synchronize and experience the newest game content by shortening the correcting schedule between Taiwan and original dealer. NCTaiwan will launch several big online games and middle size platform entertaining games to provide the players more options. Looking forward, NCTaiwan not only can act for the products from parent company continually, but also expect to provide fully support on transferable skills. 17 Subsequently, it will strengthen the capacity of research and development in order to supply more high quality products to players. (II) Yahoo Yahoo! Kimo established in Feb 2001 from merging Yahoo! and Kimo. Yahoo! Kimo has become the largest portal site in Taiwan. Yahoo! Kimo dedicates to offer diversified services and communication platform to numerous people and enterprises. In Dec 2006, Yahoo! Kimo absorbed the largest community web site “Wretch”. Yahoo! Kimo obtained 100% shareholding of Wretch. Rumor has that the absorbed cost was as high as $22 million US dollars, which was about $711 million NT dollars. Wretch was established in 1999 by a student, Jian ZhiYu, from NCTU. It started off as a BBS user interface and transformed to business management after March 2005. Currently, Wretch has members more than 2.8 millions. Wretch is very popular in Taiwan. After merging Wretch, Yahoo! Kimo not only increases their market share from blog and community services, also reaches the goal of “People’s Media”. After merging, Wretch still kept the same brand name and web address. The original Wretch team stays and manages the business. Wretch’s biggest problem in the past was their bandwidth, but it was solved by the assistance from Yahoo! in hardware upgrading. 18 V. Industry Investment Incentives In order to expand Taiwan digital content industries, the government offers rent & tax preferential, research and development assistance, low intesest loan, and training preferential policies. In this way, the government assists all digital content industries and attracts foreign investment into Taiwan market. Taiwan investment preferential policies Preferential Policies Rent & Tax Preferential Preferential details Contact Window ※New important tactic industries preferential Industrial Development (Shareholders investment deduction or 5 years Bureau, Ministry of income tax, choose 1 out 2) Economic Affairs ※Training preferential (Same year 35% http://www.moeaidb.gov.tw deduction from income tax) E-mail: ※Research and development preferential service@moeaidb.gov.tw (Same year 35% deduction from income tax) Tel:886-2-2754-1255 ※Equipment depreciation preferential (Depreciation Limit fro 2 years) ※Purchase of equipments and technologies preferential ※Import equipments tax free ※Technologies migration or cooperation tax free ※Preferential for new branches 19 ※Industrial Technology Development Plans Department of Industrial (ITDP) Technology, Ministry of ※Small Business Innovation Research(SBIR) Economic Affairs ※Industrial Technology Development http://doit.moea.gov.tw/ Alliance Program(ITDAP) Tel:886-2-2321-2200 ※Program for Innovative Technology Applications and Services (ITAS) ※Industrial Technology Innovation Center Research and Development Assistance Program(MNCD) ※Multinational Innovative R&D Centers In Taiwan(MNCF) ※Leading product development plan Industrial Development ※Enterprise development alliance plan Bureau, Ministry of ※Enterprise management service Economic Affairs solution@moeasmea.gov.tw window http://www.moeaidb.gov.tw E-mail: service@moeaidb.gov.tw Tel:886-2-2754-1255 Taiwan investment preferential policies Preferential Policies Preferential details Contact Window ※Industrial Research and Industrial Development Bureau, Ministry Development Promotion Loans of Economic Affairs http://www.moeaidb.gov.tw E-mail:service@moeaidb.gov.tw Tel:886-2-2754-1255 Low Interest Loan ※Executive Yuan mid-long Council For Economic Planning and terms low interest loan Development http://www.cepd.gov.tw/ Tel:886-2-2316-5300 ※Assist small and medium Small and Medium Enterprise enterprise project loan Administration, Ministry of Economic Affairs http://www.moeasmea.gov.tw E-mail:solution@moeasmea.gov.tw Tel:886-2-2368-6858 20 ※Executive Yuan development National Development Fund, Executive fund loan preferential Yuan http://www.df.gov.tw/ E-mail:df@df.gov.tw Tel:886-2-2389-0633 ※Science Park low rate loan Science Park Administration http://www.sipa.gov.tw/ Tel:886-3-577-3311 ※Recruit international talents Department of Investment Services, Ministry of Economic Affairs http://hirecruit.nat.gov.tw/ E-mail:hirecruit@taitra.org.tw Tel:886-2-2370-9687 ※National defense service National defense service office http://rondi.mnd.gov.tw Training E-mail:mndsys@iii.org.tw Tel:886-2-2736-8088#3414 ※Research and development Research and development substitution substitution service service office, Ministry of the Interior http://rdss.nca.gov.tw E-mail:rdss@mail.nca.gov.tw Tel:886-2-2736-6066#206 Source: Organized for the present study, 2008/01 21 VI. Industry-Academia Collaborationon in Taiwan Taiwan’s government invests a lot in improving digital content industries from combining strength and knowledge from government, society and industries. Taiwan Digital Content Industry Impetus Organizations Institution Website Industrial Development Bureau, Ministry of www.moeaidb.gov.tw Economic Affairs Department of Investment Services, Ministry of www.dois.moea.gov.tw Economic Affairs DCIPO, Ministry of Economic Affairs www.dcipo.csd.org.tw Taiwan External Trade Development Council, www.taiwantrade.com.tw Ministry of Economic Affairs Institute for Information Industry www.iii.org.tw Corporate Synergy Development Center w1.csd.org.tw Taipei Computer Association www.tca.org.tw Taipei Hsien Computer Association www.thca.org.tw Source: Organized for the present study, 2008/01 22