Digital Cinema Experience
The Digital Cinema Experience report from our partners,
Peacefulfish and LEO (Lapin elämysteollisuuden osaamiskeskus
or Lapland Centre of Expertise for the Experience Industry), is
unique in considering the transition to digital cinema from the
point of view of the experience economy. It argues exhibitors need
not only to rethink operating and business practices in response
to the digital cinema changeover, but also to consider how to apply
the changes involved to enhance the consumer experience. Only in
this way can extra revenues be generated to support the significant
investment required.
Based on focus group research and expert interviews,
these two sources of research information offer opposing views.
The opinions of experts tend to be self-serving, concerned to protect
the existing status quo or advance the cause of a particular sector.
Consumers questioned in focus groups, by contrast, begin by expressing
very low future expectations of cinemas, which they see as making
an inflexible take-it-or-leave-it offer, then progress, under prompting,
to expressing enthusiasm for and building on a range of initiatives
to enhance the cinema experience.
The report authors argue that this experience extends
far beyond simply watching a film, starting with anticipation when
the plan to attend the cinema is first hatched, then passing through
important rising and falling action phases before and after the
film, until finally the memory stage is reached. All these stages
offer commercial opportunities, with those pertaining to falling
action - at their most basic, refreshment sales while customers
talk over their film experience and memorabilia purchases, are almost
completely ignored, with many cinemas content just to expel their
customers into the darkness.
With younger consumers in particular willing to embrace
the concept of a cinema as a total entertainment centre, the Digital
Cinema Experience report offers important signposts for cinema owners
and other interested parties eager to take the advantage offered
by digital cinema technology to redesign the cinema experience for
a new century.
product information
Digital Cinema Experience Published January
2008.
Electronic report with site licence £800.
Click here to order.
report contents
Detailed contents of
this 75 page report are laid out below.
1 INTRODUCTION AND SUMMARY
2 RESEARCH MOTIVATION AND
BACKGROUND
2.1 Methodology
2.2 Basics of Experience Economy
2.2.1 Meaningfulness of the experience
2.2.2 Experience pyramid
2.2.3 Mass Customization
2.3 Digital technology and its opportunities
2.3.1 Digital cinema
2.3.2 Mobile platform
2.3.3 Online platform
2.4 Digital distribution and its implications for the digital cinema
experience
2.4.1 Release of content to the public
2.4.2 Relation between exhibitors and distributors
2.5 Financing basics of digital cinema
2.5.1 The cinema market
2.5.2 Financing models
3 CURRENT CINEMA EXPERIENCE
3.1 Community
3.2 Programming
3.3 Events
3.4 Gaming
3.5 Alternative content
3.6 Online services
3.7 Mobile-related services
3.8 Interactivity
3.9 Catering
3.10 Cinema environment
3.11 Shopping
3.12 Advertising
4 FOCUS GROUP RESULTS
4.1 Significance of cinema
4.1.1 Teenagers
4.1.2 Singles
4.1.3 Parents
4.1.4 Third Age
4.2 Socialising and community
4.2.1 Teenagers
4.2.2 Singles
4.2.3 Parents
4.2.4 Third Age
4.3 Content, services and interaction
4.3.1 Content and services
4.3.2 Interaction
4.4 Advertising from the customer's point of view
4.4.1 Teenagers
4.4.2 Singles
4.4.3 Parents
4.4.4 Third Age
5 EXPERT INTERVIEW RESULTS
5.1 Significance of cinema
5.2 Socialising and communities
5.3 Digital content and services
5.3.1 Multiplatform content
5.3.2 Alternative content
5.3.3 Gaming
5.3.4 Programming
5.3.5 Shopping
5.3.6 Interactivity and events
5.4 Advertising and sponsoring
5.5 Target groups/ audiences
6 CONCLUSIONS AND RECOMMENDATIONS
6.1 Cinema as an experience
6.1.1 Individuality - interaction - customisation
6.1.2 Interaction - social aspects
6.1.3 Authenticity - story
6.2 Financing options for new cinema experiences
6.3 The changing value chain
6.4 Recommendations
7 APPENDIX
7.1 Appendix 1 - Cinema chains
7.2 Appendix 2 - References
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