At some point, "over the top" video distribution is going to be a bigger financial force in the television business, but it won't happen as fast as many believe, simply because the amounts of business revenue at stake are so enormous. As hard as attackers will try, access to quality content still will be a key issue, as content owners will not be in a hurry to jeopardize their current revenue streams.
"Over the top" options will continue to proliferate, and device manufacturers will attempt to create ecosystems around their products to entice content owners to buy in. But it will take time to create the scale content owners will want to see before making adjustments in content relationships.
Also, existing distributors, such as cable companies, know exactly what is at stake and will work furiously to enable online video in ways that complement, rather than compete with, their current offerings.
Virtually all the contestants in the ecosystem will be looking at ways to "move up the stack" in terms of providing more value. Many of those attempts will fail.
Software and applications are not core competencies for many of the ecosystem providers, and that ultimately will limit the success of "up the stack" efforts.
Almost by definition, the real combat will take place over second and tertiary screens, rather than the large TV screen. Tablet PCs and smartphones will provide key examples, even though game consoles and other devices using the TV display also will fight for attention.
Perhaps the key issue is the future of content bundling. Nearly all the technology developments will create alternatives to the multichannel TV subscription. Perhaps an analogy can be glimpsed in the music business, where the "bundled" album or CD lost favor compared to purchases of discrete songs.
Also, the trend in video entertainment over the past several decades has been a shift away from linear formats and towards on-demand consumption. Digital methods are only the latest examples of a trend that began with the videocassette recorder.
Television originally was designed for a mass audience in a single country. But global content and its ability to develop a “niche” global audience now is a new trend. Think of about the rise of Japanese Anime, Spanish Novelas, Korean Drama or the rise of Bollywood entertainment from India. It’s not a mass, mainstream audience but I would argue that it’s “global torso” content that will be meaningful at scale. Websites like ViiKii, which have been launched to create realtime translations of shows by fan-subbers, have huge followings already. And I’m sure that this is what popularized the SlingBox in the first place. British, India & Pakistani ex-pats on a global scale want to watch cricket.
NetFlix might be winning the battle for distribution of movie content online. Linear television remains much more fluid. One app to watch is YouTube, which might graduate from user-generated video to a distribution mechanism for "linear" professionally-created video as well. Potential audience size always matters, and YouTube is aggregating an enormous potential audience.
That same argument goes for gaming consoles, which now represent an installed base of U.S. devices numbering about 60 million terminals. The issue is not simply the game console's ability to deliver online video, but the role gaming might ultimately play in building audiences for gaming-plus-TV experiences.
Content discovery will be important as well. In a universe of content, it is hard to find "the good stuff." In part, that is why some believe "social TV" is a growth area. People talk about video and movies they like. That will help with the "discovery" problem.
Another unknown is the way narratives are crafted. Hollywood is the master of the long-form story.Whether that will be the only, or even dominant narrative in the future is open to question.
What happens when content production & distribution is easy to professionally produce and distribute at mass low-cost scale? Will we still have predictable story lines? Or can we develop more fragmented content to meet the needs of fragmented audiences and interest groups?
What happens in a world where content producers have a direct relationship with the audience and can involve the audience directly in story creation? Or maybe even as wacky as involving the audience in the story itself?
read more here