By anyone’s standards 2016 has been a peculiar year. But, at Facebook HQ, the last 12 months has been largely business as usual. Of course, business as usual for the social networking giant can have a huge and lasting impact on countless other media businesses and (as we’ll see later) on billions of people across the globe.
Across the TMT sector, convergence is back in a big way. The early 2000s were packed with mega-mergers like AOL and Time Warner, and the cross-market consolidation that saw the emergence of integrated offerings like Virgin Media.
Things quietened down after the financial crisis, but the last couple of years have seen a raft of big telecoms providers making moves back into the media.
From BT’s acquisition of Champions League and Premiership rights, to Verizon’s recent acquisitions of both AOL and Yahoo!, and now AT&T’s proposed acquisition of Time Warner, telecoms companies can’t get enough content right now.
There was a time, not long ago, when owning a BlackBerry was the mark of a serious professional – someone who was always on, always reachable – well, not any more…
As other firms accelerated their development of business-friendly smartphones, BlackBerry stood still. So it will have come as little surprise to anyone who has followed its fortunes that the ailing technology company intends to no longer make handsets and instead focus on developing software.
In less than a month since launch, Pokémon Go, the location-based, augmented reality game for mobiles, has become a phenomenon and a record breaker.
It’s the fastest game to ever top the App Store and GooglePlay. In its first week became the most downloaded app of all time, and it’s also become the most actively played mobile game in the US ever.
In under four weeks, the game has been made available in 35 countries and has more than doubled the share value of Nintendo, which made the original Pokémon game in the 1990s, to $42bn.
That’s incredible, not only for the sheer escalation, but because Nintendo doesn’t even produce the new game. It’s made by Niantic, of which Nintendo owns a share and from which it receives a licensing fee.
Barely a month seems to go by without us writing about ad-blocking – if we’re not discussing its rising popularity, or increased use on mobile phones, we’re examining the fear it engenders in digital publishers.
In fact, ad-blocking has been such a prevalent topic, I think Martin’s pretty bored of it! And I was prepared to leave the subject well alone, but then the issue was ratcheted up several notches last week when John Whittingdale, the Culture Secretary, used his speech at the Oxford Media Convention to wade into the debate.
In 1996, half the Internet users in the world subscribed to AOL
2016 marks twenty years since I became a headhunter. While that makes me feel incredibly old, it has been a fascinating time to be an observer of the media landscape across the UK and beyond.
When I first started, the internet existed, but was a hard-to-use and limited resource with dial-up access. Email also existed, but not in my office (we relied on faxes). Things were changing, yes; but no-one had really grasped the magnitude of what was about to happen.
If you really want to know how much the media world has changed in the intervening years, imagine saying this back in 1996:
Here’s a potentially concerning development all media owners would be advised to keep an eye on: this week, the Financial Times revealed ‘several’ mobile operators are proposing to lock advertising on their networks, with one European provider preparing to do so before the end of this year.
If you’re thinking of recruiting digital executives in the next 12-months, this could be a live issue with which they (and you) might have to deal.