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EDGE_G_4 12-59-34_Layout 1 - The Tax Shelter Report

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Edge Performance VCT plc<br />

15<br />

Newest Media<br />

UK internet users spent 65% more time online in April 2010 than they did just three years before. 22 Along with that<br />

increase in time has come an evolution in how consumers use the web, with online interactive content, sometimes referred<br />

to as Web 2.0, soaring in terms of usage habits. Time spent on social networking sites like Facebook, Linked In or<br />

MySpace, and blogging, now account for 22.7% of users’ time, three times more than the next biggest category (email).<br />

23 Whereas initially for most users the web was essentially about receiving information and used primarily as a<br />

reference tool, increasingly it is genuinely interactive with many users not only reading others’ content but creating and<br />

editing their own. Wikipedia is a well-known example of this trend, which is also being harnessed by forward-thinking<br />

companies and individuals wishing to understand how their customers perceive their brand and products. <strong>The</strong> entire online<br />

world is potentially available as a focus group and groups as diverse as politicians and bee keepers have been taking<br />

advantage. 24<br />

Gaming<br />

Recent developments in the electronic entertainment sector have opened up gaming from a largely young male pursuit to<br />

a widely consumed form of family entertainment. <strong>The</strong> success of Nintendo’s Wii and DS consoles in particular, have<br />

brought about a growth in social, casual and online gaming for a much wider audience. In the US, 20% of the population<br />

aged 6 and older report having played a game on a social network, which considering the category is so new, is a very<br />

significant number, and of those over a third were new to gaming. 25 Smartphones have set a new standard in mobile<br />

games devices, lowering the cost of games development and reducing the costs of distribution and the price point at<br />

which games become profitable for the developer. <strong>The</strong> games industry recorded its second strongest year on record last<br />

year despite the generally depressed retail environment, with the value of all games, software, hardware and accessories<br />

exceeding £3.3bn. 26 6.7 million games consoles were sold in the UK in 2009 alone – equivalent to one console for every<br />

nine people.<br />

Advertising<br />

Entertainment is the number one driver of consumer media consumption, and therefore of advertising. It is the spoonful<br />

of sugar with which the pill of corporate commercial communication is sweetened. Entertainment related advertising<br />

amounted to £<strong>12</strong>.2 billion, or 84% of the total UK advertising budget in 2009. 27 In the last 25 years, there has been a<br />

net annual decline in UK total advertising only 4 times, and whilst 2008 and 2009 were two of those four years, the data<br />

for the first quarter of 2010 indicates a return to growth, with an overall increase for this year projected at 3.1%. 28 At the<br />

same time, new EU legislation which is being implemented by Ofcom, has cleared the way for product placement<br />

advertising in UK TV programmes whilst harmonising the regulatory environment across Europe. 29<br />

Advances in technology have made certain forms of online advertising more affordable, more effective, and easier to<br />

implement than traditional advertising, improving methods that segment out audiences based on the most important<br />

variables. <strong>The</strong>se newly available statistics help advertisers and publishers to identify and influence audiences more efficiently<br />

and effectively, resulting in new advertising models and new ways of reaching consumers. <strong>The</strong> value of online advertising<br />

surpassed that of TV to become the largest sector for ad revenue for the first time in 2009.<br />

Why Now?<br />

Investment in times of economic exuberance tends to lead to inflated expectations and pricing, which depress real returns;<br />

tougher economic times make for a buyer’s market. This is such a time. Paying too high a price on an otherwise excellent<br />

investment opportunity will inevitably reduce the gains when it comes to exit, whereas a more average opportunity, if very<br />

keenly priced, can be elevated into the realms of the highly successful. Analysis of the average returns made by BVCA<br />

member’s funds stratified by the year they were raised against the FTSE 100 index, shows that the best performing years<br />

occur when the main market is relatively stagnant or declining.<br />

21 Ars technical / Gartner – Jan 18, 2010<br />

21 Ars technical / Gartner – Jan 18, 2010<br />

22 U.K. Online Measurement Company (UKOM) / ClickZ – May 25, 2010<br />

23 U.K. Online Measurement Company (UKOM) / ClickZ – May 25, 2010<br />

24 Guardian – Dec 30, 2009 / Chronicle of Higher Education – May 28, 2010<br />

25 NPD Group press release – August 23, 2010<br />

26 ELSPA press release – January 6, 2010<br />

27 Advertising Industry Statistics Aug 2010 – Advertising Association/WARC<br />

28 Advertising Association / WAR<br />

29 Guardian, Advertising Association, European Audiovisual Media Services Directive

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