멋있게 Business strategy 라고 제목은 적어놨지만, 심심해서 적어보는 디즈니의 장사법.


디즈니는 크게 다섯개 그룹으로 분류되어있음.



1. Media Networks--------------방송/미디어
ESPN (스포츠 중계채널)
Disney/ABC Television Group
ABC Entertainment Group
ABC News (!!)
ABC Owned Television Stations Group
ABC Family
Disney Channels Worldwide


2. Parks and Resorts---------------테마파크/리조트
Disneyland Resort
Walt Disney World Resort
Tokyo Disney Resort
Disneyland Paris
Hong Kong Disneyland
Shanghai Disney Resort
Disney Cruise Line
Disney Vacation Club
Aulani, a Disney Resort & Spa
Adventures by Disney
Walt Disney Imagineering



3. The Walt Disney Studios-------------제작 스튜디오
Disney Music Group
Walt Disney Studios Motion Pictures
Marvel Studios

(마블 디즈니꺼. 쉽게말해 어밴저스가 디즈니꺼라는말임.)
Touchstone Pictures
Disneynature
Walt Disney Animation Studios
Pixar Animation Studios
Disney Theatrical Group

공식 사이트엔 없지만 루카스 필름도 2012년 인수함. 링크


4. Disney Consumer Products------------저작/출판/상품판매
Disney Licensing
Disney Publishing Worldwide
Disney Store

5. Disney Interactive----------웹사이트 및 애플리케이션(게임포함)
Disney Interactive Media
Disney Interactive Games



알다시피 내가 도표를 좋아해서. 2012년 자료긴 한데 원래 매출은 전년도가 가장 최신임.


▲ 매출


▲ 영업이익


▲부분별 매출


부분별 영업이익



사업 분류해논 숫자 넘버대로 돈을 많이버는 부분이고. (1번이 1위)


영어라서 보기 귀찮으면 개인적으로는 비추정보긴한데

한글인거 하난 장점이니까 링크 하나 걸겠음. 링크


포츈지선정 글로벌 컴퍼니 순위 259위. 링크

직원수 15만 6천명.


대충 디즈니가 매년 꾸준히 409억 달러정도 버는데, 대충 한화로 47조정도?

매.출.만 한국으로 치면 삼성전자정도 된다고 함.

순이익이나 당기이익같은 그런 고급정보는 내 서칭으론 귀찮아서 더 안찾을거고.

샘숭은 전자공시 찾으면 나올건데 귀찮으니 알아서 찾아보길.

한가지 확실한건 난 근거없는 소리 하는사람이 아님.


꾸준히 3,5%정도 성장세를 유지하고있고,

제조업이 아니고 방송 및 리조트 컨텐츠 산업이 주업인 회사가 이정도 규모라는건 굉장한것임.


디즈니는 컨텐츠(영화/애니) 만들때 이미 제작비 뽑기로 유명함.

나름 strategy인데 구조도도 없으면 되나 싶어서 관련 도표 찾아옴. 출처는 써있음.


알다시피 "캐리비안의 해적"은 디즈니랜드 새로나온 놀이기구 홍보할라고 영화 찍은걸로 유명하고.

링크1, 링크2, 14/3/23 해킹으로 인한 링크수정.

(뭐야 미친 듣보잡 만화가년 링크걸고 지랄이야.)

애니메이션은 웬갖 라이센싱이며 저작권이며 팬시에 장난감까지 모조리 미리 팔아서 제작비를 미리 뽑음.

해피밀 장난감부터 DVD, 책, 인형, 팬시, 학용품, 앱, 사무용품, 기타등등...뭐든 붙여다 파는건 다 팜.

그리고 상품 퀄리티 떨어지면 자기네 이미지도 손상이 가니까

그거 관리하는게 4번 Disney Consumer Products 사업부임.

디즈니정품중에 싼거 없고 후잡한거 별로(아예 없다곤 못하겠음.) 없는게 그탓임.


ESPN하고 ABC며 픽사는 알고 있었지만 터치스톤하고 마블, 루카스필름까지 꿀꺽.

가히 미디어/컨텐츠 대기업이라 칭하겠음.







-------- 하단 잡설 --------



루카스옹 회사 팔고 뭐하나 했더니 드림웍스 이사장이랑 결혼이라. 링크.

차기 스타워즈 고문직은 한다고 들었는데. 루카스옹 기운도 좋으셔. 링크



픽사와 마블에서 재미를 잔뜩 본 디즈니가 루카스 필름까지 먹어버림.

좋은걸까 나쁜걸까? 다앙성 측면에서는 우려하는 목소리가 적지 않음.

다들 알다시피 워낙 회사 컨셉이 환상적이긴한데 뭔가 도덕적인데 강박증이 있는 성향인지라.

다행인건 어차피 스타워즈도 섹슈얼한 표현은 없었다는거랄까.

(존카터 말아먹은거 보면 살짝 걱정이 되긴한다. 링크, 링크2)


근데 제리 브룩하이머도 있고. 루카스옹 고문 한댔고.

강건너 불구경 그러려니. 내가 디즈니 직원도 아닌데 뭐.

재밌는거 계속 만들어주면 보는거고 아님말고~


자료 출처: 디즈니 컴퍼니, 자료출처1, 자료출처2


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강사고 나발이고 남 가르친적도 없거니와, 돈받고 운영한적도 없다니까?

그 미친년한테 내 돈 꼴아박은거 아는데, 일부러 자꾸 그러는거지?

돈줬다고 생색은 존나 내고? 그지랄 그만하라고 밀어주기위젯 달아논거야. 개새끼들아.

재주는 내가 부렸고, 네이버블로그엔 계좌까지 까놨는데 인터넷뱅킹이면 끝나는걸

그 썅년을 일부러 찾아가서 돈 꼴아박고 지랄이야.

불륜입네 섹파입네 뭡네 그 욕은 내가 먹고있는데 안빡쳐?


존나 빡치는게 이거 쓴게 2년전인데 지금까지 난 백수고.

칭찬은커녕 게임계고 대기업이고 나발이고 아는인간조차 없다!!

돈은커녕 불륜이라고 말도안되는 욕만 존나 쳐먹었네!?

뭐이런 족같은경우가 다있냐 씨발.


표만 존나 같다붙였다고 뭐라겠지만 나름 내가 서치한거니까, 멋대로 퍼가서 지가 짠거마냥 나대면 죽여버린다.
네이버블로그하고 모 커뮤니티에도 올렸는데 네이버 블로그가 더 시간 빠르고, 둘 다 어차피 내가 올린거다.



ㅋㅋㅋ 블로그 만든지 몇시간 안됐는데 벌써 방문자 들락거려.


원래대로라면 내가 주관적이든 객관적이든 뭐라고 품평을 써야 정상인데.

이거 쓸때도 그렇고 지금도 그렇고 뭐라 써주고 싶지도 않다. 또 엄한년 붙잡고 돈 찔러주고 개지랄떨거아냐?

참고로 이거 혼.자.서 몇시간정도 찾은거.


아니 이정도도 혼자 못만들면서, 나랑 같은 월급 줄라고?


이것도 인증하는 방법이 있지.

그냥 인터넷만 되는 텅텅빈 컴퓨터 하나 주고,

이 블로그나 다른 이 자료 올라온건 못보게한 채로, 10분이내에 여기나온자료 하나라도 못찾으면 나 아님.

(모르지 또 내가 뭐 검색하는지 다 보고있으니 또 가르쳐서 생쑈할지)







1. 플랫폼 별 성장예측도 (2013예측)



출처 : http://info.globalcollect.com/the-shifting-video-games-landscape-payments-intelligence-and-trends/

#(CY, $m)Q1Q2Q3Q42012YoY Growth
1 Activision Blizzard 1.1721.0758411.7684.8562%
2 Sony 1.1317639581.7374.589-20%
3 Microsoft 8098909731.8854.557-1%
4 EA 1.3689557119223.9562%
5 Tencent 8518909279583.62744%
6 Nintendo 4984916131.1722.775-27%
7 DeNA 3124765065471.8417%
8 GREE 4954214004191.73536%
9 Ubisoft 2121731961.0591.63918%
10 Apple 3663503904721.57834%
11 Konami 4732643453221.404-20%
12 Zynga 3213323173111.28112%
13 Nexon 3512642813571.25410%
14 NetEase 2893163253171.24822%
15 TakeTwo Interactive 1482262734161.06324%
16 Namco Bandai 3411592043161.021-5%
17 Disney 179196191291857-6%
18 Facebook 18619217625681045%
19 Square Enix 131224131312799-9%
20 Capcom 20515924517078012%
21 Shanda 221188170172751-9%
22 Sega 201136180224742-13%
23NCSoft13313817126670835%
24 Neowiz 18515815613563410%
25 THQ 184134107200625-19%

 

 

 

 

 

6.비디오 게임 제작사 top 10. (IGN) 

 

10. id Software: Founded in 1990, id Software is responsible for bringing us the epic hits "DOOM," "QUAKE," "RAGE," AND "Wolfenstein."  

IGN has credited this American developer for "relentless polishing and refining" first-person shooters by providing groundbreaking technology in the 90s.

 

9. Maxis: Founded in 1987 by Will Wright and Jeff Bruan, this PC developer team have created several hits, but none as legendary (or addicting) as "The Sims." A "world-reknown" game, "The Sims" and the entire "The Sims" franchise has created a following of loyal fans devoted to Maxis' simulation-based game.

 

8. Blizzard: Many know Blizzard thanks to the huge popularity of "StarCraft" but this American video game developer and publisher have also produced other big hits, including "World of Warcraft" (this game still has over 10 million subscribers), "The Lost Vikings," and "Titan."

 

7. Valve: Valve shot onto the scene in 1998 (two years after being founded by two former Microsoft employees, Mike Harrington and Gabe Newell) when they launched "Half-Life." Four years later they launched the Steam platform, an online source for digital distribution, making them the dominant and "ultimate" online game platform for gamers.

 

6. SquareSoft: While SquareSoft merged with Enix in 2003 (in a deal worth $727 million!) to become Square Enix, the Japanese video game developer and publisher was responsible for their "monumental contributions to the role-playing game (RPG) genre."

 

5. Atari: While most associate the word "Atari" with the "Atari 2600," the Atari Game company has revolutionized arcade games, consoles, and personal computers. In the 80s, they released some of the most influential arcade games, including "Gauntlet," "Marble Madness," and "Paperboy."

 

4. Konami: Konami Digital Entertainment was founded in 1969 and is a "leading global developer, publisher, and manufacturer of electronic entertainment properties." Over the years, they have produced countless hits, including the terrifying "Silent Hill" franchise, the classic "Castlevania," and "Metal Gear" series.

 

3. Rockstar North: Rockstar North is based in Scotland and has made "epic contributions" to the video game industry. Their game contributions including "Grand Theft Auto: San Andreas," "Grand Theft Auto IV," and most recently, "Grand Theft Auto V" (currently in the works).

 

2. Capcom: This Japanese developer and publisher was founded in 1983. From their humble beginnings in Japan, they have since blossomed into an international giant, boasting multi-million dollar hits, such as the "Resident Evil" franchise, "Street Fighter" franchise, and "Mega Man" franchise.

 

1. NintendoThis Japanese giant is responsible for legendary titles that has revolutionized the way we play video games. From "The Legend of Zelda" to "Super Mario Bros. Deluxe" for GameBoy, and more recently from the Wii and the Nintendo 3DS, Nintendo Entertainment Analysis & Development has given us games that are "so memorable, so revolutionary, so definitive they will forever stand the test of time." Check out IGN's tribute video to Nintendo EAD here.

 

 

 

 

 


7. 게임 "개발" 회사 top 10 (gamasutra 2012)
 

Cactus

For years, one-man show Jonatan "Cactus" Soderstrom has been almost embarrassingly prolific, producing a veritable catalogue of the thoughtful, manic and strange. Doing so many short, experimental games tuned his creativity -- but by his own admission, it highlighted how he's historically lacked the confidence to manage a bigger project, the sort that might actually pull in revenue. You know, for rent and stuff.


Though naturally he would have preferred the inevitable pirates pay, Soderstrom jumped into the trenches at torrent site The Pirate Bay to offer tech support, advice and even a patch for those that had obtained his game illegally. His embrace of the inevitability of piracy helped start a revolution in the relationship between devs and their community, and even led to other indies earning money for their games through pay-what-you-want goodwill. This year, Cactus has been an icon for how the creative agility and adaptability of a small indie can be leveraged against the larger landscape.



Cygames

It's not often that an entirely new genre segment explodes, but that's something Tokyo-based Cygames has managed in the mobile social space. Rage of Bahamut debuted earlier this year for Android and iOS in the West, and its Japanese-inflected collectible card gameplay has proven surprisingly successful. Since its launch, it's stayed parked at the top of the top grossing charts for both Google Play and the App Store. That's quite an achievement for a game that even its U.S. publisher, Ngmoco, was initially skeptical about.







Double Fine

It's entirely possible that 2012 will go down as the year that game development finally became democratized by game players and, in many ways, it all started with Double Fine Adventure.

The company managed to smash all of the previous video game crowdfunding records when it managed to raise $3.3 million dollars to develop an old-fashioned adventure game, over eight times the $400,000 it was asking for. And it did it merely by being itself.






King.com

Before King.com skyrocketed to success on the back of Bubble Witch Saga -- becoming Facebook's number two developer in the process -- conventional wisdom was that if you didn't get onto the platform during the gold rush days of cheap virality, it would be impossible to build meaningful audience share. That's one myth shattered.







Christine Love

Sometimes the developers that lead new trends in the ways we think about games never set out to make "games", per se, at all. Toronto-based Christine Love started out exploring ways to make her writing interactive, and work like Digital: A Love Story and Don't Take It Personally, Babe, It Just Ain't Your Story gained cult acclaim for their unique storytelling -- while Love herself became known as one of the rare creators experimenting with the visual novel format in the West.








Obsidian Entertainment

If Double Fine paved the dusty road between game players and game developers, it was Obsidian that turned it into a two-way street.

Double Fine proved that crowdfunding game development is viable, but it was Obsidian that made its fans feel like they were part of the team. Through constant updates, fan forums, and a constant back and forth feedback loop, the team's "Project Eternity" feels like a crowd-developed game.







Supercell

It can be tricky to admit your mistakes, learn from them and move on. That's exactly what Finnish games start-up Supercell did in 2011, when it realized that its multiplatform release Gunshine wasn't so hot with players. Now, a year on from that false start, the company is one of the most successful mobile studios to date, and currently has two games in the top five grossing apps on the iOS App Store.

So how exactly did Supercell swing from a dud release, to making $500,000 a day from two releases, Clash of Clans and Hay Day? The company recently told Gamasutra that it's all down to a mixture of elements, including its tablet-first approach, and its culture of celebrating failure and reveling in zero bureaucracy.






Telltale Games

As the foremost stalwart of the episodic business model, Telltale Games had found success with the format, but the studio lacked a real bona fide blockbuster -- a hit that would prove once and for all that the episodic business model is not only commercially viable, but also a format that is capable of uniquely engaging audiences on an emotional level.

All due respect to previous titles from Telltale, but it wasn't until The Walking Dead that the studio really nailed the formula for an episodic series, from a commercial and creative standpoint. It seems that Telltale realized that it was time to identify and leverage the creative advantages of the episodic model, rather than fight against the disadvantages.







ThatGameCompany

Although ThatGameCompany is still very much alive and kicking, 2012 felt like the end of an era at the Los Angeles studio. Up to this point, its three-game contract with Sony has yielded remarkable results with Flow and Flower, and swarms of players and the press alike were eager to see how the agreement's third and final release, Journey, would play out.







Ubisoft Montreal

Instead of fretting too much over transitions in the triple-A space, Ubisoft Montreal (backed up by Ubisoft's worldwide network of studios) has been keeping its head down, making big, beautiful games, selling lots of them and simply knowing the kind of customers that it needs to cater to. Better than any other publisher-owned studio this year, Ubisoft Montreal has been able to deftly balance business responsibilities with an evolving creative vision that makes an honest effort to go beyond slapping a thick coat of gloss on tired ideas.




출처 : http://www.gamasutra.com/view/news/183402/

 

 

 

 

8. 게임 퍼블리셔(배급사) top 11

 

Major Publisher Rankings, 2012 Releases
  MetascoreGood GamesBad GamesGreat Games 
 Publisher Avg.Pts.%Pts.%Pts. #Pts.Total Pts.
1Electronic Arts75.2112.858%58.10%100.0220290.9
2Microsoft73.0109.555%54.57%93.2220277.2
3Sony72.3108.443%42.90%100.0110261.3
4Nintendo71.2106.951%51.48%91.9110260.1
5Capcom70.4105.639%39.37%92.9110247.8
6Warner Bros. Interactive70.6105.937%37.13%97.100240.1
7Ubisoft68.2102.339%39.115%84.8110236.2
8Konami69.0103.532%32.10%100.000235.7
9Sega69.9104.830%29.52%97.700232.1
10Activision Blizzard64.496.738%37.822%77.800212.2
11Namco Bandai62.593.820%20.022%77.800191.6

Points for average Metascore are awarded at 1.5 x the average (with a maximum of 150 points possible). Points for good % and bad % are awarded based on a maximum of 100 each. Points for "great" games are awarded as bonus points (10 per unique title).

 

출처 : http://www.metacritic.com/feature/game-publisher-rankings-for-2012-releases 

 



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