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Saturday, November 21, 
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From platform to platform

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spiderman.jpgFor a grown man, Tim Rothwell knows an alarming amount about video games. Get him started on the subject and he'll launch into the acronym-laden language of hardcore gamers. The new portable system from Nintendo is the "DS." Massively multiplayer online games are "MMOGs." Rothwell, president of the consumer products group at Marvel Entertainment Inc., speaks this strange tongue with an ease that seems both impressive and troubling - until he cuts to the chase. Then it's just impressive. For in the past three years, 25 million video games based on characters Marvel has licensed (think Spider-Man, X-Men and the Incredible Hulk) have been sold, and the royalties streaming in now count for roughly one-third of all sales in Rothwell's group. "It's just exploding," says Rothwell. "It's on fire for our company."

Naturally Marvel - which brought in $115 million in licensing revenue in the first six months of 2005 - is fanning the flames. The next frontier is the wireless market, with its 1.7 billion customers worldwide, most using phones capable of downloading some sort of Marvel-branded content. And the possibilities don't end there. For Marvel, as for every other owner of entertainment content, the proliferation of digital media is opening up a whole new world of ways to distribute, leverage and repurpose their property: games, ring tones, DVDs, MP3s, broadband video. "Every day you pick up the paper and read about some new technology and new form of delivery for assets," says Rothwell.

What you don't read so much about are the structures that Rothwell and his peers at other companies have to come up with to turn all that virtual content into real dollars. Sure, the sad story of the music industry's grudging reaction to digital technology seems familiar. But there's a lot more to the picture than that, and companies are learning more every day about developing strategies, organizing internally and choosing the right partners. A whole new ecosystem of service providers and middlemen has sprung up to facilitate their efforts. And some clear differences are emerging, driven by the type of business that originates the content, as well as the strategic judgments of the companies in question. Consider: Where Marvel is trying to move its content onto mobile phones via licensing agreements with multiple carriers, Walt Disney Co.'s ESPN unit is creating its own private-label wireless network. "The carriers have a different business model than we do," says Manish Jha, senior vice president and general manager of Mobile ESPN. "They're trying to reach a broad audience. We want to focus on the sports fan. By designing a network from the ground up, we can create a much more compelling experience."

Marvel and ESPN may be venturing into new territory, but the space isn't exactly uncharted. In particular the music industry has provided some valuable lessons on how to exploit digital content - and certainly on how not to. Perhaps the most important is this: Pursue digital content seriously, even if - make that especially if - it upends your business model. Venture halfheartedly, or fail to venture at all, and you're likely to find competitors quoting Marvel's The Thing: "It's clobbering time."

The music industry's mistake wasn't that it bit off more than it could chew, but that it bit off more than it was willing to chew. Instead of licensing songs for sale online, the recording companies decided to sell the songs themselves, banding together and getting into the technology business. In 2001, EMI Group, Bertelsmann AG, and Time Warner Inc. partnered with RealNetworks Inc. to launch MusicNet. Around the same time, Sony and Universal Music Group launched their own service, called Pressplay. But the recording companies never could quite put their hearts - or, more important, their wallets - into online distribution; their preference, and priority, stayed with traditional retail channels. The result: MusicNet and Pressplay would prove major disappointments and would ultimately be sold to companies outside the recording industry.

Meanwhile, the online music market exploded anyway, and companies like Apple Computer Inc. picked the fruit the recording industry left hanging. The recording industry hasn't exactly been left destitute: By licensing content to Apple's iTunes and others, it gets a piece of the pie. And licensing is a strategy the major recording companies are actively pursuing. In a presentation at the Bear Stearns Annual Media Conference in March, EMI's executive vice president for strategy and development, Adam Klein, said that EMI will make 100% of its catalog available online and partner with "any legitimate, secure and attractive music service." But it will also keep its deals short term in order to "remain flexible."

Short-term deals may minimize risk, but they also highlight the big downside to licensing content: You're not calling all the shots, and you're often making compromises. ESPN, for example, has licensed wireless content to all of the major U.S. carriers, but in order to get on their systems, it often has had to dumb down its content so it can be used on the multitude of phones each carrier supports. Pricing is another sticky issue. It is Apple, for example, that sets the price of songs sold on iTunes - a major source of frustration for the music companies. So much so that in September, Apple CEO Steve Jobs publicly called the recording industry "greedy" for wanting Apple to charge higher prices for popular songs.

Neither ESPN nor Marvel plans to sit in the back seat as their content goes digital. But they also realize that they cannot go it alone. Instead, they need to work with partners who better understand the technology - and the big picture. "It's all about the joint venture," says Thomas Guida, an intellectual property lawyer at Baker & Hostetler LLP in New York.

Wireless, where Marvel and ESPN are placing their latest new-media bets, is a particularly tricky area. Typically, getting content onto mobile phones means working with multiple carriers - each of which may use a different wireless technology to distribute content - in multiple regions. Each carrier, in turn, supports numerous phones, all with different screens, keyboards, and processing power. "There aren't a lot of standards in the industry," says Scott Jensen, the vice president for licensing and brand partnerships at Mforma Group Inc., a 5-year-old technology company in Bellevue, Wash., that has carved out a business helping entertainment companies like Universal Studios and Viacom International Inc. get their content onto wireless networks. A single game may have to be developed in several hundred variations. "You're constantly on a treadmill," says Jensen. "It's a massive process to support all the different technologies and devices."

Marvel's strategy is to adopt the licensing approach of the music industry. Little wonder: Since emerging from bankruptcy in 1998, Marvel - which has seen enough ups and downs to make Spider-Man hit the Dramamine - has built licensing into its single largest source of income. In the first six months of 2005, licensing fees contributed $115 million of Marvel's $192 million in revenue. And new-media licensing has been particularly robust. While apparel and accessory licensing dropped almost $7.5 million compared with the first half of 2004, and toy licensing was down by more than $2 million, Marvel's entertainment licensing - film, theme-park attractions and electronics - swelled from $16.2 million to $41.5 million. "This is a real business, and it continues to expand for us," says Rothwell. Besides bringing in more royalties, new media can also bring in higher royalty rates than the T-shirts and the toys do. "If a traditional license ranges from 9% to 12%, we pay more than that," says Mforma's Jensen. "In some cases, considerably more than that."

Marvel, however, has developed some specific rules about where - and how - it will license new media. Unlike EMI's strategy of finding multiple partners, Marvel wants to keep the list short. It has only one partner in the wireless space - Mforma - and just one partner, Lions Gate Films, for made-for-DVD movies. For its forthcoming massively multiplayer online games, it works only with Microsoft Corp. This sole-partner strategy enables Marvel to trade exclusive rights for higher royalties and a guaranteed floor. It also enables Marvel to keep its staff lean; the entire company numbers just 230 employees. "We don't have the infrastructure to manage millions of relationships," says Rothwell.

It is Mforma, with its 700-plus employees, that works out the deals with the carriers and develops products that fit all the various networks and devices. Since coming on board in December 2004, Mforma has launched mobile games based on Spider-Man and Marvel's Fantastic 4 characters - the latter timed to coincide with last summer's release of the "Fantastic 4" movie - and plans future products based on other Marvel properties coming to the big screen, including Ghost Rider and X-Men.

The challenge, of course, is to make sure that in the end, you don't wind up with too lean a staff, outsourcing not only the technical nuances of moving content to new platforms, but oversight of those programs, too. Rothwell's solution has been to go outside the company and hire experts to connect Marvel's new-media areas and its licensees. To oversee video games, for example, he hired Ames Kirshen away from Warner Bros. Interactive, where he had been overseeing games based on DC Comics properties. "You need to get people who have experience in these spaces," says Rothwell.

Marvel's system allows it to retain a measure of control over its properties. In its video game deals, Marvel gets to review, and approve, various stages of the creative process and signs off on the finished product. "It's not like we're doing deals and going away," says Rothwell. "We're actively involved." That, however, doesn't guarantee success. While some of Marvel's licensed games have been big hits - Activision's "Spider-Man 2" game sold 442,000 units in June alone - others have been disappointments. A recent title, the Electronic Arts Inc.-produced "Marvel Nemesis: Rise of the Imperfects," for the Nintendo DS, took a critical drubbing upon its release in October and a week later was languishing at 3,451th place in sales in Amazon.com's computer and video games department.

Working with partners raises some thorny legal issues, as well. For one thing, who controls the rights to any derivative work from the project - say, a song incorporated into a game? Traditionally, contracts between content providers and their technology partners could be cloudy on this question. "We've had to get our arms around a lot of deals where it wasn't clear who owned what," says Rothwell. "You're working in an environment where technology is evolving daily, and you need to make sure that your current partners don't go into a new business or prevent you from getting into it. You need to define the rights you're granting and spell it out as much as possible."

Inevitably, though, licensing means limits - especially in wireless, where the placement of content is up to the carriers. When users go to download mobile content, they typically have to go through a main menu screen listing the available options. Positioning can be a major sticking point in negotiations. "You want to get top placement on the phone because people don't scroll down," says Jensen of Mforma.

For ESPN, the way to bypass the limits of licensing is to bypass licensing. When launched at year's end, Mobile ESPN, its private-label wireless network, will give ESPN total control over every facet of the wireless experience. Users will pay a monthly fee for wireless phone service - just as if they were paying T-Mobile USA Inc. or Verizon Wireless (the company has not yet announced pricing). But everything about the service, from the phones to the bills, will literally bear ESPN's stamp. If ESPN's strategy seems bold, keep in mind that its parent company, Walt Disney Co., has long been an active player in new media. When Apple launched its video-capable iPod this fall, Disney was the first content provider to offer television shows for download, making episodes of "Lost" and "Desperate Housewives" available at $1.99 a pop.

Keep in mind, too, that even Marvel recently adopted the same do-it-alone strategy with its film business. While it had previously licensed its characters to studios including Sony Pictures (Spider-Man) and 20th Century Fox (X-Men), Marvel announced in September that it would produce up to 10 movies on its own, based on characters such as Captain America and The Avengers. "We get to control our own destiny," says Rothwell. "We can decide when to open a film. We can build our own film library and assets. We get all the profits."

Of course, the downside of controlling every facet of the business is that you have to control every facet of the business. For ESPN, this means responsibility for the mundane aspects of running a wireless service: billing, sign-up and technical support, to name a few. Like Marvel, ESPN has heeded the lessons of the recording industry: It's getting help with the technical stuff. The company has enlisted two technology partners, Visage Mobile and Convergys Corp., to make sure the bits flow where they need to and to handle administrative and back-­office tasks. ESPN's partners will absorb a big chunk of the risk, too: Visage has already invested $50 million in the platform used by ESPN and other customers. Even the bandwidth is leased: ESPN Mobile will actually run over space on Sprint Nextel Corp.'s wireless network. Customers just won't know that, because their phones, and their bills, will have ESPN logos on them.

ESPN's strategy is to woo customers from their current wireless providers with richer, personalized sports content and greater ease of use. There will be more video, since all ESPN phones will be able to display it, and a dedicated button on the handset that takes users directly to ESPN content. A customized activation process will mean that users can turn on the ESPN features they want when they sign up for service, instead of having to hunt through a carrier's Web site or on-phone menu. If all goes as planned, monthly subscription fees will provide ESPN with a steady, recurring source of revenue.

By bundling content and service, ESPN can ask customers to write out just one check a month - a big marketing advantage. But not all content companies can follow ESPN's lead or, indeed, do much with wireless at all. "ESPN can do it because it is so sports-centric, and that translates well into mobile," says Adi Kishore, an analyst at Yankee Group Research Inc. Video needs to be short, because tiny phone screens can make long programs uncomfortable, if not unbearable, to watch. Sports highlights can be easily edited into small nuggets of content. "If you're the Discovery Channel or USA Networks, it's a bit more problematic," says Kishore.

Even ESPN is hedging its bets some. As carefully planned as its private-label network may be, and as much as the company plans to tout it - with a publicity blitz to coincide with the Super Bowl - ESPN will continue to license content to cellular providers, according to Jha.

In fact, understanding what users will, and won't, go along with is the biggest challenge facing content companies. That makes it doubly important for companies working on a digital strategy to devise a mechanism for keeping tabs on the marketplace. At Marvel, it means having those industry experts in-house. At ESPN, it means a greater reliance on focus groups and research. ESPN recently discovered that when users want short video clips on their phones, they mean short. "We thought people would be fine with three- to five-minute clips," says Jha. "But they really wanted 30 seconds, or one minute."

ESPN's focus group revealed one other surprise: Video wasn't even a priority. While carriers and phone manufacturers are hurrying to build, and tout, video-capable systems, users are, so far, decidedly ho-hum about them. "They wanted scores and fantasy sports. Video was not at the top of the list," says Jha. Nonetheless, with its state-of-the-art production facilities and pedigree in video, ESPN is pulling out all the stops: Its mobile network will feature several hours of video each day - chopped into small bites. It has also licensed video to Verizon Communications Inc.'s new Vcast service. "It's an up-and-comer," Jha says of mobile video.

Entertainment companies may have developed strategies to better understand, and manage, today's digital markets, but anticipating new ones still involves a lot of guesswork - and risk. While users watch their small pictures, ESPN will be hoping it has seen the big one. - Alan Cohen



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