
DMW Presents
Mobile & Social Entertainment Summit @ Digital Media Conference East
New York City -- June 28, 2012
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Mobile & social media revenues are expected to exceed $100 billion by 2015, the fastest any communications industry has ever surpassed this benchmark (12 years), outpacing subscription TV and the internet by nearly 20 years.
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The average U.S. citizen over the age of 12 spent more than 100 hours in 2011 accessing content on wireless devices, such as smartphones, computer tablets and e-readers.
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The average person spends about 400 hours per year on the internet, with about one-quarter of the time spent on social media sites.
Fueled by the huge momentum behind social and mobile media, entertainment and advertising companies in 2012, the first annual Mobile & Social Entertainment Summit at DMCE, part of the CE Week in NYC, will focus on mobile and social content creation, distribution and monetization. What does it take to successfully launch media and entertainment content in a world where a growing percentage of people are reading, listening and watching content on smartphones, tablets and other connected devices? Packed with useful hands-on case studies and panels featuring leading digital media entrepreneurs and innovators, this one-day conference is a "must-attend" for anyone in the media and entertainment industry looking to learn the latest trends in mobile and social media and make useful business connections in times of major disruption in media consumption.
For more information and to inquire about sponsorship and exhibitor opportunities, please contact Tinzar Sherman (tinzar@digitalmediawire.com) or Jay Baage (jay@digitalmediawire.com) or call 310-855-0033 or 202-546-8903.
2012 Speakers, Panelists & Moderators
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Agenda |
| 8:00-9:00 |
Registration & Networking |
| 9:00-9:15 |
Welcome & Introductions |
| 9:15-9:45 |
Research Presentations: Top Trends in Mobile & Social Media & Entertainment
Globally, it’s estimated that 5.3-billion people have mobile phones and 132.5 million people in the US used Facebook last year; by 2013 the number will increase to 152.1 million, according to eMarketer. In this session, three leading analysts and industry experts will present interesting statistics on mobile and social media usage and explain what it means to media and entertainment companies in terms of opportunities and threats to traditional business models. |
| 9:45-10:15 | Keynote |
| 10:15-10:45 | Networking Break |
| 10:45-11:30 | PANELS |
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SOCIAL TRACK
PANEL: Social Entertainment - A View from the Top Industry leaders discuss the current state of the media and entertainment industry as the business continues its transition towards a digital and social future. What does it take to make successful entertainment and media content these days to be distributed and monetized on multiple platforms and devices? What trends and developments are the most important to the future direction of the industry? How do you make sure that your content not just entertains, but engages and activates an audience to share and comment on it on social media platforms such as Facebook, Twitter and Youtube? MOBILE TRACK
PANEL: Entertainment on the Go - Distribution and Monetization of Mobile Content Mobile devices such as tablets and smartphones became the highest-selling consumer electronic device category in 2011, amounting to 115-million units in Q3 alone, more than PC, laptop, and netbook figures combined. With mobile data traffic skyrocketing, what kind of media and entertainment content is currently the most popular on mobile devices in particular? How do you create, source and curate content to be consumed particularly on mobile devices that are in tune with the on-the-go nature of how people use these devices? |
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| 11:40-12:25 | PANELS |
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SOCIAL TRACK
PANEL: Social Video: Web TV Allstars Roundtable MOBILE TRACK
PANEL: Mobile Ad and App Reality Check: What is Really Working and Why? Globally, current estimates show that 5.3-billion people have mobile phones and the CTIA Wireless Association recently said more than 250-million Americans now have mobile phones, with 57% of teenagers believing that their device is the center of their social universe. A recent AT&T report suggests that 88% of marketers will increase their spend on mobile based campaigns. This panel of leading mobile publishers, app developers and ad networks will discuss the most effective ways to let advertisers and marketers reach this audience and ultimately monetize and generate new revenue from their mobile audiences. |
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| 12:30-1:15 | CASE STUDIES |
| 1:15-2:15 | Lunch |
| 2:15-2:45 | Keynote |
| 2:45-3:30 | PANELS |
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SOCIAL TRACK
PANEL: Casual and Social Games: Kings of Addictive Online Content Games and social media are a natural match. Perhaps with the exception of solitaire, most games involve at least two players. Online social game pioneers like Zynga and Popcap have been floated or sold for billions to traditional game companies struggling to get a footprint in this booming market. But the social networks also need these game companies, because once people have run out of clever status updates and tagged all their pictures, an invitation to play “Mafia Wars” might come in handy... So what's next as gaming meets the Internet and social networks? MOBILE TRACK PANEL: Music Apps: Creating Unique Mobile & Social Experiences Today it’s hard to find a smartphone that can’t play music, increasingly killing the need for stand alone portable music players, and we have seen an increase in the number of apps that integrate music-related content with community and social networking. This panel will discuss the future of mobile music applications, including the latest features, licensing issues and social media integration. Which apps and social music experiences are most popular with fans? Where will the innovation in mobile and social music come in the years to come? |
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| 3:30-4:00 | Networking Break |
| 4:00-4:45 | PANELS |
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SOCIAL TRACK
PANEL: Gamification: Social Game Mechanics and Techniques for Media Companies Social media marketing is growing as brands and marketers embrace the Hear the latest in how some of the world’s leading media companies and brands - such as NBC, Warner Bros., Hasbro, UBM, Comcast, and ABC - are using fundamental human engagement techniques, used in the game industry, such as reward, status, achievement, competition and self-expression in their media and marketing mix. How can you make your website and media and entertainment content more engaging and appealing to online audiences and how do you measure the impact of these campaigns to make sure they are not just gimmicks but provide real return on investment? MOBILE TRACK PANEL: The Mobile Wallet Wars: Payment Solutions of the Future Mobile carriers already have the users payment info and traditionally have been in the best position to win in mobile payments. However, new mobile wallet solutions from companies like Google, PayPal, and Isis are challenging that by “going over the top” and bypassing the carriers payment systems and offering consumers ease-of-use by having their payment info collected in one place for online and mobile payments. So what payment solutions are best positioned to benefit everyone, including consumers, retailers, carriers, and everyone else, involved in the mobile payments value chain? |
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| 4:45-5:30 | PANELS |
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SOCIAL TRACK
PANEL: What’s Next in Social Networking - Pinterest and other Emerging Social Media Platforms Pinterest has been a media and user darling so far in 2012, surrounded by the usual copyright issues that arise around any new social media platform. Google + has a few kinks to work out, but is, overall, a strong start to the search giant's challenge to Facebook. At the 2012 SXSW, smaller new networks like Highlight, Sonar, and Bango made an impression on the press by letting you know when friends are in the area and what they are up to so you can connect with people face-to-face. What other new social networks are out there and how do you navigate this new space and select which ones to use and engage with? MOBILE TRACK PANEL: Cloudy and a High Chance of Revenue: How Technology is Changing the Way Audiences Access TV & Video Content There has been much progress in online video over the past year and it seems like fears of cord-cutting has given in to the promise of new opportunities for owners of premium content and developers of direct to Internet content alike.. This panel of decision-makers in the TV and video value chain will bring you up to date on the latest in innovation, pricing, new devices, marketing, monetization and distribution models for video content. What factors are driving as well as hindering the industry? What’s next in business models, distribution strategies, piracy and digital rights management as well as issues related to global distribution and technology issues. |
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| 5:30-6:30 | Cocktails |











































