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  • 13-Aug-10 09:26 | Michael McConnell (administrator)

     

    Voir le message en français ci-dessous

     

    CMF Industry Consultation 2010

    * Toronto participants please note: the session on Sept. 13 will now be in the afternoon and an additional session has been added on Sept. 14 in conjunction with IN 2010.

    The Canada Media Fund (CMF) will begin a new round of consultation sessions with the industry this fall. Valerie Creighton, President and CEO, and Stéphane Cardin, VP of Industry and Public Affairs, will meet with stakeholders across the country to gain input on key issues to be resolved prior to releasing the program guidelines for 2011-2012 in December.

    Please register by selecting a location near you. Exact times and locations will be provided to registrants by email prior to each event.

    New this year, stakeholders who are unable to attend a session in person can participate through an online discussion forum. More details will be provided in the coming weeks.

     

    REGISTRATION: http://www.surveymonkey.com/s/cmf-fmc-consultation2010

     

     

    Le FMC en consultation avec l’industrie en 2010

     

    * Remarque à l’intention des inscrits de Toronto : La séance du 13 septembre 2010 se tiendra maintenant dans l’après-midi et une séance complémentaire a été prévue le 14 septembre 2010 en marge de la conférence IN 2010.

     

    Cet automne, le Fonds des médias du Canada (FMC) amorcera un nouveau cycle de séances de consultation avec l’industrie. Valerie Creighton, présidente et chef de la direction, et Stéphane Cardin, vice-président de l’industrie et des affaires publiques, rencontreront les intervenants à l’échelle du pays pour recueillir leurs points de vues au sujet des questions importantes à examiner avant la publication en décembre des principes directeurs qui régiront les programmes de 2011-2012.

    Veuillez vous inscrire en sélectionnant la ville la plus proche de chez vous. L’horaire et les emplacements exacts seront communiqués par courriel aux personnes inscrites avant la tenue de chaque événement.

    Du nouveau cette année -- les intervenants qui ne sont pas en mesure de participer en personne aux séances prévues pourront cependant le faire par le biais du forum de discussion en ligne. Nous vous communiquerons d’autres informations ultérieurement.

     

    INSCRIPTION : http://www.surveymonkey.com/s/cmf-fmc-consultation2010

     

  • 10-Aug-10 13:46 | Michael McConnell (administrator)

     

    Voir le message en français ci-dessous

     

    CMF Encourages Canadians to Turn on Canada and Win

    The Canada Media Fund (CMF) is holding a contest for a chance to win a VIP weekend for two to Montréal, including transportation, two nights’ accommodation, and tickets to the 2010 Prix Gémeaux gala.

    The objective of the contest to raise awareness amongst the Canadian public about the organization and to draw the connection between the shows they love to watch and the funding agency that supports their creation.

    For full contest rules and regulations, please visit the contest website at www.turnoncanada.ca.

     

    Tous branchés sur le Canada pour gagner grâce au FMC

    Le Fonds des médias du Canada (FMC) organise un concours offrant la chance de gagner une fin de semaine VIP à Montréal pour deux personnes, incluant le transport, deux nuits d’hébergement et des billets pour le Gala des prix Gémeaux 2010.

    Le concours vise à sensibiliser le public canadien aux activités du FMC et à faire le lien entre leurs émissions préférées et l’organisme qui en finance la création.

    Pour consulter l’intégralité des règlements du concours, veuillez visiter le site Web du concours à : www.branchessurlecanada.ca.

  • 09-Aug-10 13:19 | Michael McConnell (administrator)

    Voir le message en français ci-dessous

     

    English POV Program

    Of the 33 applications received for the English POV Program, the CMF has approved the funding for 21 projects. The program budget, at $3.5M, has been fully subscribed, with $2.6M committed to television components and $0.9M committed to digital media components. Twelve of the projects included rich and substantial digital media components, six included VOD/digital distribution (not funded by the CMF), and three included basic digital media components (not funded by the CMF).

    Of the approved projects, one was from Atlantic Canada, nine from Quebec, seven from Ontario, and four from Western Canada. Eight of the 21 projects had a broadcaster agreement at the application stage. All projects have until December 6 to complete financing, including broadcaster agreements.

    These decisions and funding commitments are preliminary, as all requests must undergo a contracting process. Funding is not final until contracts are signed. An updated list will be published once contracting is complete.

    English POV Program Funding Decisions (2010-2011)

    As of July 2, 2010

    Project Title

    Applicant

    Digital Media Component Type

    Region

    Angry Inuk

    Unikkaat Studios Inc.

    Digital Distribution *

    NU

    Assassination of Mahatma Gandhi (The)

    Karma Film Inc.

    Website

    SK

    BorderLine

    Tell Tale Productions Inc.

    Website

    NS

    Breaking The Ice

    1457374 Alberta Ltd.

    Website

    AB

    Buzkashi!

    Buzkashi Productions Inc.

    Website

    QC

    Carbon Rush (The)

    Amy Miller Productions

    Website

    MTL

    Chubby Chaser

    Chaser Films Inc.

    Website

    TOR

    Citizen Marc

    Relevision Productions Inc.

    Website

    BC

    Disfarmer: A Portrait of America

    Nomad Films International Inc.

    VOD *

    TOR

    High Five

    Interfilm Productions Inc.

    Website

    BC

    India Space Opera (The)

    7th Embassy Media Limited /

    Fidel Studios

    Basic Website *

    MTL

    Inkulal

    Eye Steel Film Inc.

    VOD *

    MTL

    My Homeland Is Not a Suitcase

    9052-1485 Quebec Inc.

    Basic Website *

    MTL

    My Life as a Lone Twin

    Storyline Entertainment Inc.

    VOD *

    TOR

    Neverbloomers: The Search for GrownUphood

    Sharonfilms Inc.

    Website

    MTL

    Recessionize! For Fun and Profit!

    Capitalism Works Inc.

    VOD *

    TOR

    Semisweet: The Other Side of Chocolate 

    In Sync Video

    Website

    TOR

    Smoke Traders

    Rezolution Pictures

    International Inc.

    Digital Distribution *

    MTL

    Wandering Muse (The)

    Artesian Films Inc.

    Website

    MTL

    Work in Progress

    9215-0812 Quebec Inc.

    Digital Distribution *

    MTL

    No Logo Nation:

    Why Mexicans Don't Drink Molson

    Ecentricarts Inc. /

    National Dream Productions Inc.

    Website

    TOR

    *Denotes digital media components that satisfy eligibility requirements but are not funded by the CMF. For more information, see section 2.3.DM of the guidelines.

    Programme de documentaires d’auteurs de langue anglaise

    Des 33 demandes reçues dans le cadre du Programme de documentaires d’auteurs de langue anglaise, le FMC a approuvé le financement de 21 projets. L’enveloppe dédiée au programme, soit 3,5 millions $, a été entièrement souscrite : 2,6 millions $ sont consacrés aux composantes télévision et 0,9 million $ est destiné aux composantes médias numériques. Douze (12) des projets incluent des composantes médias numériques à contenu riche et élaboré, six incluent une diffusion par l’entremise de services VSD ou  une distribution numérique (non financés par le FMC), et trois incluent des composantes médias numériques de base (non financées par le FMC).

    Des projets approuvés, un provenait du Canada atlantique, neuf du Québec, sept de l’Ontario et quatre de l’Ouest canadien. Huit des 21 projets avaient une entente de licence avec un télédiffuseur au moment du dépôt. La structure financière finale des projets, incluant la confirmation de la participation d’un télédiffuseur, doit être complétée d’ici le 6 décembre, au plus tard.

    Il convient de souligner que ces décisions et engagements de financement sont de nature provisoire, car l’analyse financière des projets doit se poursuivre et les demandes devront également faire l’objet d’un processus de signature de contrat. Le financement n’est pas définitif tant que les contrats ne sont pas signés. Une liste actualisée sera publiée dès la conclusion de ce processus.

    Demandes approuvées dans le cadre du Programme de documentaires d’auteurs de langue anglaise

    (2010-2011)

    En date du 2 juillet 2010

    Titre du projet

    Requérant

    Type de la composante médias numériques

    Région

    Angry Inuk

    Unikkaat Studios Inc.

    Distribution numérique *

    NU

    Assassination of Mahatma Gandhi (The)

    Karma Film Inc.

    Site Web

    SK

    BorderLine

    Tell Tale Productions Inc.

    Site Web

    N.-É.

    Breaking The Ice

    1457374 Alberta Ltd.

    Site Web

    AB

    Buzkashi!

    Buzkashi Productions Inc.

    Site Web

    QC

    Carbon Rush (The)

    Amy Miller Productions

    Site Web

    MTL

    Chubby Chaser

    Chaser Films Inc.

    Site Web

    TOR

    Citizen Marc

    Relevision Productions Inc.

    Site Web

    C.-B.

    Disfarmer: A Portrait of America

    Nomad Films International Inc.

    VSD *

    TOR

    High Five

    Interfilm Productions Inc.

    Site Web

    C.-B.

    India Space Opera (The)

    7th Embassy Media Limited / Fidel Studios

    Site Web de base *

    MTL

    Inkulal

    Eye Steel Film Inc.

    VSD *

    MTL

    My Homeland Is Not a Suitcase

    9052-1485 Quebec Inc.

    Site Web de base *

    MTL

    My Life as a Lone Twin

    Storyline Entertainment Inc.

    VSD *

    TOR

    Neverbloomers: The Search for GrownUphood

    Sharonfilms Inc.

    Site Web

    MTL

    No Logo Nation: Why Mexicans Don't Drink Molson

    Ecentricarts Inc. / National Dream Productions Inc.

    Site Web

    TOR

    Recessionize! For Fun and Profit!

    Capitalism Works Inc.

    VSD *

    TOR

    Semisweet: The Other Side of Chocolate 

    In Sync Video

    Site Web

    TOR

    Smoke Traders

    Rezolution Pictures International Inc.

    Distribution numérique *

    MTL

    Wandering Muse (The)

    Artesian Films Inc.

    Site Web

    MTL

    Work in Progress

    9215-0812 Quebec Inc.

    Distribution numérique *

    MTL

    *Désigne les composantes médias numériques qui répondent aux exigences d’admissibilité, mais qui ne sont pas financées par le FMC. Pour en savoir davantage, voir la section 2.3.MN des Principes directeurs.

  • 30-Jul-10 12:40 | Michael McConnell (administrator)

    In case you don't recall reading through my April Tom's Rpt on Video Gaming, some news of late shows a major trend: 

    , On Friday July 30, 2010, 4:09 pm EDT

    NEW YORK (AP) -- The Walt Disney Co. is selling Miramax Films to a group of investors for $660 million,.....  Analysts also noted that the Miramax sale came the same week Disney bought online social-gaming company Playdom for $563.2 million, reflecting the broader shift of people's time and attention to the Web........"

    A clever, strategic move by Disney's Management?  What's next for the other players?

    --- Tom

    <<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>

    LA Games Conference 2010

    The Historic Roosevelt Hotel

    Los Angeles, California

    29 April 2010

    www.lagamesconference.com

    By: Thomas Palamides, Canadian Consulate General Los Angeles

    Report Date:  6 May 2010

    Introduction:

    The 3D phenomenon that has hit the film industry may be ready to take on the video gaming industry as well.  Free-to-play (FTP) online video games are another habit which is taking America by storm.  The full-thrill adventure experienced by the FTP user has not translated into significant revenue for the traditional game publishers – at least not yet.  Several countries in the Far East are at the forefront of developing the right business models for FTP profitability.

    The social media gaming industry generated close to $700 million USD in sales in 2009.  What is it going to take to get to $2 or $3 billion USD in revenue?  Innovative distribution models for online gaming are being tested.  The truth will come when real-time data analytics are possible as companies pursue the road toward perfection.  Furthermore, what constitutes a blockbuster video game?  Where are the opportunities for the small developers?  Does the general public accept the translation of authentic movie characters into video games?

    Finally, the debate between retail verses digital distribution continues.  Is there a winner, and loser, or did Albert Einstein have it figured out some one hundred years ago when he said: “Life (or business, or global trade…) is like riding a bicycle.  If you stop moving forward, you’ll fall over.”

    Report:

    2010 Gaming Trends – Analyst Presentations

    (1) Shawn DuBravac, Chief Economics, Consumer Electronics Association

    At the 2010 consumer electronics show (CES), one witnessed the official launch of the 3DTV in the consumer market.  Further study indicates that there is extreme interest from the gaming industry:

    -          1 in 4 consumers are interested in having a 3D video game experience.

    -          1 in 5 say playing video games in 3D would be the primary reason for purchasing a new 3D ready TV.

    In the United States it is estimated that there are 114 million households.  Research indicates an average of 2.9 screens per household.  About 1/3 of these screens are replaced annually.  That means almost 100 million screens, of various sizes, are added to the marketplace every year in the U.S.  The indication here is that as consumers continue to embrace new technology, there are commercial opportunities beyond 3D.

    The full spectrum of displays available may be segmented based on screen size as measured in inches: 1, 3, 5 (mobile handheld) ….(void) ..15, 17 (notebooks), 24 (desktops), and 27, 55+ (televisions).  The “void” size has recently been filled by (1) E-readers, (2) Netbooks, and most recently (3) the iPad in the U.S, [and the WePad in Germany].  Within the 5 -15 inch market it is estimated that 20 million units will be sold in 2010. 

    As the 5-15 inch market segment grows, it will expand the gaming market as well.  Moreover, the Netbook industry, which is generally used in conjunction with another device, will breakdown the “binary barrier” that has traditionally existed between gamer and non-gamer. 

    A manufacturer can dominate any one of the aforementioned market segments if they are able to sell 20 million units annually.  It is anticipated, that in 2010, for the television segment, (sizes 27 inches and above), 37 million units will be sold.

    (2) Mr. Atul Bagga, Director/Senior Analyst, ThinkEquity

    We are excited about “free-to-play” (FTP) which is showing strong growth in the social gaming industry.  The reason for such a position is because FTP allows for three important factors:

    (1)     Price discrimination

    (2)     Control of piracy and community building and

    (3)     Increases longevity of game

    As an analyst, I believe that the data indicates that eventually everyone will play games when offered something for free.  If one looks at World of Warcraft (WOW), which charges a subscription, there are 10 million users.  When you look at Zynga’s Farmville, which is FTP, there are more than 75 million users.  We believe that eventually, companies will be able to monetize the FTP user through advertising (ad sponsorship). 

    We view the relationship between Average Rate Per User (ARPU) and the number of users as a pyramid:  At the base is the largest group – the free user, with an ARPU of potentially $1 USD.  In the middle of the pyramid are the paying users who typically have a $15+ USD a month subscription.  At the top of the pyramid, the “big spenders” users, brings in an average of $100+ USD ARPU.  If you can extract $1 from the consumer at the base of the pyramid more revenue can be generated compared to the other two groups.  It’s simply a matter of volume, and cost of ownership.

    We have seen in China that the average Chinese gamer ARPU has gone from around $10 in 2003 to more than $50 USD in 2008.  The factors that have lead to this increase are surely the strong economy of China, the higher profit margins associated with online game distribution, and the proliferation of virtual goods which has set up the perfect balance between time and money.  

    Young people do not have a lot of money, but do have free time.  As they enter the workforce and gain responsibilities they generally have less time, but now have disposable income.  Therefore, we see the FTP model as being addictive, and hooking the customer, for a very long time.

    Keynote Interview

    A Conversation with John Pleasants, CEO, Playdom

    Interview by: Mike Vorhaus, President, Magid Advisors

    Q: How large is the social media (SM) gaming industry?

    JP: The social media gaming industry was $750 million USD in sales in 2009.  Revenues in 3 to 4 years should be $2 to 3 billion USD in the US alone.

    Q: Will Facebook (FB) be the Google of the SM industry?

    JP:  I would imagine that they are the dominate platform in the western world.

    Q: $10s of billions, What’s it going to take to get to that size?

    JP: Look, there are three drivers for our industry today.  (1) Our gamers are social.  They do not require deep CPU power, are lighter weight, and nurture a single experience.  What we are doing is bring socialization back into gaming. (2) A lot of the technical details are now handled in the back-end servers.  Most people do not understand what it takes to launch a game.  (3) Most games are free-to-play.  These three factors are the temples of our industry.

    Q:  Okay, but what’s it going to take to get to be a $10 billion USD plus industry?

    JP:  As product life cycles grow other things will become important.  Factors such as publishing and distribution, cross promotion, technical infrastructure, monetization, business intelligence are all part of the equation.  Strategically, you have to look at the mobile platform as well.  What is Google’s Android strategy?  How are you going to steal customers off other platforms?

    Q:  How does one get from 1 to 2 percent monetization, to 2 to 3 percent?

    JP:  You have to take “friction” out of the system.  If you achieve 5 percent monetization you have broken through to a success.  Over time the system has to become more liquid.  We have noticed that if a customer has virtual dollars stored in his or her account, they are more likely to commit to a purchase.  If you have to refill, then they tend to walk away.  Internally, there is an ongoing corporate struggle to grow market share, or make money. This continues today.

    Q:  Some games have higher monetization strategies than others.  So a portfolio strategy is generally needed; however, how do you make the game achieve these higher numbers?

    JP:  We have tool bars that have been used with success in delivering higher monetization, but this is one off.  We also have avatars, but we are not cross promoting this right now.

    Q: Tell us about Playdom’s upcoming games?

    JP: We are hoping to release ten games in the next six months.  We are about 400 people in a number of locations.  We have taken risks and continue to do so.  Several of these releases will be new original content.

    Q:  Are we going to see studio Intellectual Property in Facebook anytime soon from Warner Bros., Fox, Disney…?

    JP:  I think it is coming.  The reach on social platforms is phenomenal.  Smart phones will become even more social.  Just because you have a good brand, you still have to manage the social media business model.

    Q: Most games are social from a marketing standpoint, but not with friends.  Why?

    JP:  We have two games that are multiplayer capable among four people.  The asynchronous aspect is very attractive.  As the industry evolves, and become more competitive, I think the synchronicity model will blend into social media gaming.  Facebook is putting huge work into its communication tools between users.  It started with “invites”, and “news feeds”.  We will see more in the coming months.

    Keynote Interview

    A conversation with David Perry, CEO, Gaikai

    Interviewed by: David Reitman, VP Content & Entertainment, Switch and Data

    Q: Before you launched Gaikai, what was the variable in the space both from the users and the company perspective?

    DP:  Let us start at the beginning.  I was co-founder of Acclaim.  We licensed foreign games from Korea and China.  We received good press.  Over time we learned a great deal.  It was like having crystal ball for when we go one hundred percent digital.

    The cost of acquisition of players is the rule that the Chinese live and die by.  At one time I was tracking over four hundred Massive Multiplayer Online (MMO) games which gave me a deep knowledge of trends and metrics.  We were looking at the analytics that pertained to free to play.

    We realized that subscription games, such as World of Warcraft (WOW), had thirty clicks to install.  You had a number of screens that had to be clicked through regarding security warnings, licensing agreements, procedures…This was a great turn-off to consumers.  I thought to myself: How do we change this?

    I believe people today have less time and less patience.  We are at the point where “seconds” matter.  The analytics showed this trend.  The Holy Grail then becomes: What would it take to remove this “friction” from the system?

    We went to Adobe to ask them to change their Flash install for us.  They laughed.  We then showed them that we could load Photoshop with a single click.  Adobe woke up in surprise.

    We worked with Adobe for over two years and have now made it possible to embed games anywhere.  We have single line of Java script.  We will launch at E3, in June 2010, in Los Angeles.

    Q:  You are not doing the same thing as other companies.  You have approached the market differently.  How so?

    DP:  Everyday I use the word “friction”, trying to overcome obstacles in our business.   I feel that driving subscriptions is one of the hardest things to do.

    A service like iTunes, which requires a subscription to have access to look at content to buy, is a bizarre concept.  They are taking the digital customer, and keeping them exclusive to the publisher.  This is not the way to go.  We have different expectations.

    We are going to have a globally distributed network of servers, located in three hundred data centers, so that there is a rapid milli-second response time.  The standard approach that traditional game publishers have used is to use only five strategically positioned data centers globally.  This is a cost savings approach, rather than worrying about latency response time.  Having a distributed data network gives us a competitive edge.

    In addition, there is no charge to the user, or the publisher, until the game starts.  If the user clicks on the game, then we charge the publisher.  Our business model is based on user time (server minutes).

    In the future it is all about data.  Knowing where every single dollar is being spent will be critical.  We are building a real-time data engine (4 to 5 seconds feedback response) to provide analytics which will enable this process.  We call it “Guide Fire”.  You can use it for beta testing right now.

    The State of the Games Industry – View from the Top

    Michael Pachter, Managing Director, Entertainment Research, Wedbush Morgan Securities

    Nanea Reeves, SVP & COO, Global Online, Electronic Arts

    Brian Ward, SVP, Worldwide Studios, Activision Blizzard

    Teemu Huuhtanen, President, North America, Sulake Inc. (Habbo Hotel)

    Phil Rosenberg, SVP, Bus. Dev. Sony Computer Ent. America (Playstation)

    Moderator: Eric Goldberg, Managing Director, Crossover Technologies

    Eric:  A few overview statistics.  The global industry for console sales is $35 billion.  Farmville, with 85 million users, and FTP, has 2-3 percent paying customers.  The SIMS game, with 100 million users, is 100 percent subscription-based.  China’s leading online game publisher, 10 Cent, which is a pioneer in FTP, was the first company in the world to pass $1 billion USD in virtual sales.

    Q:  There has been some recent press stating the doom and gloom of traditional gaming relative to console and retail.  Is this true?

    Michael:  We are in a state of flux.  Ten years ago we were a packaged goods industry with 8 -10 percent annual growth.  Today it is in the low single digits, but still growing.  However, digital is growing at 30 to 50 percent annually.

    Q: The question is: Why do I play an Electronic Arts console game when I can play a Zynga game for free?

    Nanea:  We still have a $500 million USD in revenue from the retail business.  We have to now move the direct-to-customer mindset to influence the general trend of digital consumption.

    Q:  Must the retail business be defended?

    Nanea:  It is not really my job to defend traditional retail, but to figure out how to maximize the franchise.  Also, who is going to build all this content?  Furthermore, the finance guys want numbers so that they can make forecasts.  For the time being, we are placing our bets with traditional.

    Q: What is the definition of a Blockbuster?

    Teemu: Even though my company, Habbo Hotel, is the largest virtual world in the western world, I would actually have to say that Facebook (FB) is tough to tackle.  A hit on FB would be 150 million users; however, on other platforms, 20 million would be a hit.  Destination sites will control everything in the future.  FB controls this very well.

    Phil: Sony itself is changing.  Xbox has the most online users, Nintendo’s Wii the least, and Sony’s Playstation in the middle.  A blockbuster to me would be 5 million PSP3 unit sales and 10 million online users for a single title.  Customers are definitely different in the traditional and digital worlds.

    Michael:  I think a blockbuster would be big revenues and big profits.  $150 million USD per year would be a great franchise.  If you can get 15 million users, to pay $1 USD per month, you would have a hit.

    Q: Now that more than fifty percent of the US population plays games, how does that change your approach in making games?

    Michael:  Games are almost accessible to anyone.  On the digital side, companies have the ability to experiment more based on cost structure.  Farmville is the harbinger of the future.

    Q:  Where are the real opportunities?

    Teemu: When iPhone came out you had only about one year before the big publishers entered.  Facebook has probably only one year more for the small developer community.

    Q: Where hasn’t the window closed [for the small developer]?

    Michael:  (1) the Android and (2) the $1.2 billion USD acquisition of Palm by HP.  This, I’m sure, was done for access to Palm’s intellectual property portfolio.  I think this will create some competition for Apple.

    Q:  What about different places to play games?

    Nanea: I like to think of it as “what mood am I in”, rather than where I am.  Several companies can really scale if they can think beyond the guys eating pizza in the basement of their home.  The audience, that includes women, is bigger now.  Bringing in multi-tasking will help as well.

    Keynote Interview

    A Conversation with Ira Rubenstein, EVP, Global Digital Media Group, Marvel Entertainment

    Interviewed by: Andrew Wallenstein, Deputy Editor, Hollywood Reporter

    Q: The feature film Ironman II is coming out with a video game, but we are seeing a shift.  Could you explain this?

    Ira:  Marvel has over five thousand properties.  Marvel entered the movie business with Ironman, and The Hulk, by creating a creative team.  We formed a similar creative committee so that our game storyline is not true to the movie, but only to the character, thus extending the timeline of the property.  In addition, this makes it possible for the publisher to produce a higher quality product.

    The Marvel universe is very open to having different storylines, because it knows that when it comes to games we have to do something different.  Early research shows that the older audience (16+) are open to the departure of the gaming storyline from the movie storyline.  The ones that find it difficult to accept are the 10 to 13 demographic.

    Q:  You are taking an interesting approach to Flash-based systems.  Please explain?

    Ira:  When I started at Marvel two years ago we just licensed rights.  It was obvious that we were missing a whole younger demographic, particularly those on social media platforms.  We partnered with developers for multiple games.  To drive down development costs we reusing game engines and added advertising.  Once a month we introduced new games properties.  We saw that some games were successful, and others were not.  The hits were repurposed with other IP and released.

    Q:  Disney now owns Marvel.  What do you see changing?

    Ira:  I think it’s a real exciting time.  The change has been that Disney has tremendous resources and distribution.  In the game space we have had numerous meetings to figure out a strategy to leverage our IP.  Disney offers us broader game engine technology, release dates, and many other business aspects which may be leveraged.  Through our creative team, we’ll stay true to our brand.

    Digital Distribution

    Digital vs. packaged Goods – Adapt or Die?

    Brandon Beck, Co-founder & CEO, Riot Games

    Tim Chang, Principal, Norwest Venture Partners

    Joe Minton, President, Digital Development Management

    Chris Petrovic, General Manager, GameStop Digital Ventures

    Alex St. John, President & CTO, hi5

    Moderator: Pascal Brochier, CEO LVL UP Ventures/ Former Pres., Global Retail, Vivendi Universal Games

    Q:  Where do you see the role of packaged goods for the future of gaming?

    Joe:  The statement that “retail is dead” is hyperbole.  It is a $46 billion USD global gaming industry.  In the west, it is $33 billion USD for the console industry.  Both package and digital are growing, though at different rates.  Packaged goods are going to be here for a while.

    Alec: Why isn’t retail dead?  Games are played by kids and they don’t have too much cash.  Second, the “friction” for installing an application safely on your computer is currently largely insurmountable.

    Tim:  I’ve spent a lot of time saying that the metrics of digital services would change.  What if we knew what was an important metric.  One could foresee the day when it is important to understand exactly what data are relevant to your company.  We are not quite there.

    Chris: For us, it is not one or the other, but supporting both industries.  We are growing still.  We will open 400 new stores in 2010.  More than 500 million people enter our retail stores every year.  I would like to suggest that our retail presence helps with game discovery.  Having the deepest customer relationship is important.

    Pascal: For the $60 retail sale the path has been Recruit, Monetize and Engage.  With the digital distribution it now shifts to Recruit, Engage and Monetize.

    Q: Fragmentation of audience continues.  Where will be the greatest impact?

    Chris: Two things are fragmenting: Time and Money.  People are engaging in game play more frequently, and staying with it longer.

    Tim: Gaming is a natural mechanic.  I think browser supported gaming is the way of the future rather than device specific platforms.  Japan has required FLASH-based support on mobile for years.  This had a lot to do with the quick uptake of mobile gaming.

    Alex:  There are games that sell on marketing and brand.  We see it constantly for consoles, mobile and PCs systems.  They all do it.  The alternative way games sell is through addiction.  This will be the dominate way by which games are sold by 2015.

    Brandon:  The more connected devices become to the Internet, the more pressure is placed on the retailer.

    Joe:  I’m not a believer in that consoles are going away.  There are too many interested parties in that space.  Apple shows us that that tight control on the audience counts.  I think we are going to see a lot of retail touch points going forward extending retail productivity.

    Q:  What do you see going forward for the gaming industry?

    Alex:  This is a real exciting period because we are falling apart.  The demand for game play is increasing.  The high quality online games problem is not solved.  There is opportunity to develop an exotic hybrid business model (a blend of advertisement and commerce).  The social media guys are “babes in the woods”. 

    Joe: One of the biggest hurdles will be for the independent publishers.  People can put out games of all sorts.  However, the average iPhone application generated only $700 USD.  That is not sufficient to keep a company in business.

    Chris: Fifty percent of the used games purchased at our stores are for the PS2 platform.  That platform was released eleven years ago.  The East and West Coast population drive trends, but in the heartland of America, people still use the older platforms.  Further to this point, the number one selling card is Zynga Game Network. Putting a timeline to the future of gaming and retail is futile, because we see a bigger picture than most companies.

    Q: Who is going to pay for the content creation?

    Tim:  As platforms mature the bar always goes up.  We have existing IPs, but what if they enter the social gaming arena.  Revenue splits are a sticky issue.

    Chris:  Anecdotally, it is clear that production costs are escalating as social media expands.  Some independent game publishers are entering retail to generate money.

    Alex:  Wild Tangent started in advertising revenue games.  I’m seeing a lot of small games getting start-up money from advertisements.  Those websites that have an audience are doing a revenue split with developers. 

    Conclusion:

    At this year’s LA Games conference there were no earth-shaking new product announcements, nor are any predicted for the upcoming E3 Conference next month in Los Angeles.  The video game industry, with its 5.8% compounded annual growth rate for the U.S. (Pricewaterhouse Coopers – Sept 2009) will continue to experiment with social media gaming.  The social gaming arena, which is expected to grow 20 to 30 percent annually, will foster new companies and new business opportunities.

    Established Hollywood-based content companies (i.e. console game publishers and film studios with large libraries) know that steps must be taken to participate in the lucrative revenue streams which social media gaming has to offer.  The struggle confronting the stalwart companies comes in finding the appropriate strategy which uses existing corporate assets, while leveraging the evolving ideas of the social media community, within the cost structure of the institutions and profit centers.

     

    Thomas Palamides
    Trade Commissioner
    thomas.palamides@international.gc.ca
    T: (213) 346 - 2757 Direct
    F: (213) 346 - 2767
    550 S. Hope Street, 9th Floor

    Los Angeles, California. 90071
    Foreign Affairs and International Trade Canada | Affaires étrangères et Commerce international Canada
    Government of Canada | Gouvernement du Canada

  • 30-Jul-10 12:37 | Michael McConnell (administrator)

     

    Voir le message en français ci-dessous

    Performance Envelope Calculation Factors

    As a result of the consultation with the industry and funders of the Canada Media Fund (CMF), and in view of the policy direction from the federal government, the Board of the CMF has determined that the following factors will apply in the calculation of the performance envelopes for 2011-2012:

    • Audience success (calculated on total hours tuned)
    • Original prime time first run
    • Historic performance, formerly historic access
    • Above threshold licensing
    • Regional licensing
    • Digital media investment.

    The new factor weights are defined as follows:

    • Original first run is defined as the first airing of a project (or series of episodes that make up that project) by an eligible broadcaster. Eligibility will be determined based on whether the broadcaster participated in the initial financing structure of the project. This, in essence, allows participation in this factor by second and third window broadcasters who licensed the project, but excludes acquisitions.
    • Prime time is defined as the period of time between 7:00 p.m. and 11:00 p.m., 7 days per week. A project for which the majority of the telecast airs between these hours is considered to be airing in prime time. In the case of single-feed specialty broadcasters, this time period will be extended to the hours of 5:30 p.m. to 2:00 a.m., 7 days per week.
    • For the digital media investment factor, credit will be earned for each dollar of cash financing and CMF envelope contribution provided by a broadcaster to a rich and substantial digital media component, as defined in section 3.2.DM of the Performance Envelope Program Guidelines.

    The specific percentage weights to be assigned to each of the performance factors will continue to be assessed. Further consultations with the industry and funders will occur in September and the percentages of each factor will be announced following the final determination made by the Board.

     

    Facteurs servant au calcul des enveloppes de rendement

    Par suite de la consultation tenue avec l'industrie et les bailleurs de fonds du Fonds des médias du Canada (FMC), et vu les directives d'orientation prescrites par le gouvernement fédéral, le conseil d'administration du FMC a déterminé que les facteurs suivants s'appliqueront pour le calcul des enveloppes de rendement de l'exercice 2011-2012 :

    • Succès auprès de l'auditoire (calculé en fonction du nombre total d'heures d'écoute)
    • Première diffusion originale aux heures de grande écoute
    • Rendement historique (anciennement accès historique)
    • Droits de diffusion supérieurs au seuil
    • Droits de diffusion régionaux
    • Investissement en médias numériques.

    Les nouveaux facteurs de pondération sont définis comme suit :

    • On entend par « première diffusion originale » la première mise en ondes d'un projet (ou série d'épisodes composant le projet) par un télédiffuseur admissible. L'admissibilité sera déterminée en fonction de la participation ou non du télédiffuseur au financement initial du projet. Essentiellement, cela exclut les acquisitions, mais permet aux télédiffuseurs de la deuxième et troisième fenêtre qui ont acquis des droits de diffusion du projet à se prévaloir de ce facteur.
    • Par « Heure de grande écoute » on entend la période de temps se situant entre 19 h et 23 h, 7 jours par semaine. Un projet pour lequel la majorité des émissions télévisées sont diffusées au cours de cette période est considéré comme mis en onde aux heures de grande écoute. Dans le cas de télédiffuseurs qui distribuent un seul signal, cette période de temps s'étendra de 17 h 30 à 2 h du matin, 7 jours par semaine.
    • Pour ce qui est du facteur « investissement en médias numériques », un crédit sera obtenu par un télédiffuseur pour chaque dollar qu'il aura octroyé à une composante médias numériques riche et élaborée (selon la définition prévue à la section 3.2 MN des Principes directeurs régissant le Programme des enveloppes de rendement), en espèces et par le biais de son enveloppe de rendement du FMC.

    La pondération spécifique sous forme de pourcentage à attribuer aux facteurs de rendement fera l'objet d'évaluation continue. D'autres séances de consultation avec l'industrie et les bailleurs de fonds se tiendront en septembre et les pourcentages de chacun des facteurs seront publiés lorsque le conseil d'administration aura déterminé leurs valeurs définitives.

     

  • 22-Jul-10 10:18 | Michael McConnell (administrator)

    Voir le message en français ci-dessous

    CMF Funding Decisions

    The Canada Media Fund has published its 2010-2011 funding decisions for the Aboriginal Program and the Francophone Minority Program (first closing date), which are part of the Convergent Stream. For more information, go to Funding Decisions under Innovate on www.cmf-fmc.ca.

     

    Demandes approuvées par le FMC

    Le Fonds des médias du Canada a publié la liste de certaines demandées approuvées en 2010-2011 visant le Programme autochtone et le Programme de production de langue française en milieu minoritaire (première date de clôture) dans le cadre du volet convergent. Pour en savoir davantage, visiter le site www.cmf-fmc.ca et consulter la page Demandes approuvées sous Innover.

  • 20-Jul-10 13:54 | Michael McConnell (administrator)

     

    What DECE member companies are saying about UltraViolet:

    ADOBE

    "Adobe is pleased to participate in the introduction of the UltraViolet brand and support the creation of a seamless consumer experience around premium digital content. DECE‟s adoption of Adobe Flash Access ensures that content providers can rely on the Flash Platform for secure distribution and playback of UltraViolet content. While this enables new revenue streams for all participants, the ultimate winner is the consumer who gains access to a seamless entertainment experience."---Florian Pestoni, principal product manager for Rich Media Solutions at Adobe

    BEST BUY

    "We are proud to be a founding member of DECE and are committed to educating consumers about the ever-changing world of digital entertainment. By bringing forward the Ultraviolet brand, we will continue to advocate choice in how and where consumers choose to view their content in addition to instilling confidence in an easy-to-access system compatible across a wide array of devices." - Chris Homeister, senior vice president and general manager, home entertainment group for Best Buy.

    COMCAST

    "We believe UltraViolet will provide a tremendous opportunity for even more choice and control by giving consumers the ability to view content from anywhere on many devices," said Mark Coblitz, senior vice president of Strategic Development for Comcast Corporation. "There is no other offering that affords such an open platform to deliver the wealth of digital entertainment choices."

    INTEL

    "Intel is pleased to contribute to the development of the exciting new UltraViolet ™ digital media experience. UltraViolet will bring consumers a new level of choice and confidence with the freedom to enjoy their media on all of their family‟s devices, including PCs, smart phones, netbooks, tablets, game consoles, and connected TVs, regardless of where it was purchased," noted Jeff Lawrence, Intel director of Global Content Policy.

    MICROSOFT

    "Microsoft is committed to working towards digital entertainment solutions that delight consumers. As a founding member of DECE, Microsoft is furthering that goal by enabling consumer choice and confidence in digital entertainment," said Blair Westlake, corporate vice president of the Media & Entertainment Group of Microsoft Corporation. "UltraViolet is designed to provide consumers with greater options and ease-of-use for digital entertainment, which it delivers by bringing innovation and efficiency to the entertainment industry."

    NEUSTAR

    "UltraViolet‟s™ „Digital Locker‟ will be intuitive and incredibly easy-to-use, and Neustar is delighted – and well-suited - to be developing the UltraViolet digital media experience," said Tim Dodd, vice president of Media and Entertainment for Neustar. "There is a great deal of complexity that underlies the brand‟s revolutionary promise of openness and interoperability, and Neustar is fully committed to bringing this promise to fruition for the benefit of all digital media consumers."

    SONIC SOLUTIONS

    "Sonic‟s extensive involvement in DECE and our contributions in helping bring UltraViolet to market are a vital component of supporting our retail partners‟ digital businesses," said Dave Habiger, President and CEO, Sonic Solutions. "We will continue to align our RoxioNow platform with DECE and prepare for early implementation of UltraViolet specifications to help take digital delivery mainstream and meet consumers‟ expectations for convenience, ease, and flexibility."

    SONY PICTURES HOME ENTERTAINMENT

    "UltraViolet marks the beginning of a new era for consumers to access and engage with their entertainment across a variety of devices. Through the advent of a digital locker, UltraViolet provides a new perspective on the value of collecting both physical and digital media." - David Bishop, president, Sony Pictures Home Entertainment.

    WARNER BROS.

    "We believe that UltraViolet will provide consumers with an easy-to-use way to buy and watch digital entertainment across multiple devices," said Thomas Gewecke, president of Warner Bros. Digital Distribution. "Making interoperability possible meets a key consumer need, and fundamentally improves the digital video experience. With UltraViolet, consumers will be able to purchase a title once, and enjoy it anywhere and anytime they wish."

    ###

  • 20-Jul-10 13:52 | Michael McConnell (administrator)

    Digital Entertainment Content Ecosystem Unveils UltraViolet™ Brand

    UltraViolet to Give Consumers Greater Choice and Freedom to Purchase, Manage and Watch Digital Movies, TV Shows and Other Entertainment

    LOS ANGELES, CA (July 20, 2010) – The Digital Entertainment Content Ecosystem LLC (DECE LLC), a cross-industry consortium dedicated to driving a new, open market for digital content distribution, today announced its consumer brand – UltraViolet™ – and logo (www.uvvu.com). UltraViolet represents a new way for consumers to have greater choice, confidence and freedom in how, when and where they enjoy digital movies, TV shows and other entertainment. In addition, the consortium announced three additional new members bringing the total to nearly 60 member companies.

    Complementing the physical DVD and Blu-ray home entertainment markets, UltraViolet will allow consumers to watch their digital entertainment across multiple platforms, such as connected TVs, PCs, game consoles, smartphones and tablet PCs, in an easy, consistent way. Since all UltraViolet offerings will work together, consumers will be able to select which products and devices they prefer from a spectrum of familiar companies – ranging from major studios to consumer electronics companies to cable, web and other service providers. In addition, the UltraViolet name and logo will help identify entertainment products and services designed to work together seamlessly.

    "The introduction of the UltraViolet brand is another important step towards the consumer launch of UltraViolet products and services," said Mitch Singer, DECE president and CTO of Sony Pictures Entertainment. "Our goal is to firmly establish UltraViolet as the symbol for digital entertainment – one that gives consumers the freedom of access wherever they are, the confidence of knowing how it will work and the broadest choice of content, stores and devices."

    The UltraViolet experience will be powered by a cloud-based UltraViolet Account, which will include a Digital Rights Locker and account management functionality. Consumers will be able to create an UltraViolet Account, free of charge, via one of the many participating UltraViolet service providers or through the UltraViolet website. Once created, this Account will allow consumers to easily access and manage all of their UltraViolet entertainment, regardless of where it was purchased.

    Technical specifications and licensing details for companies who wish to offer UltraViolet content, services and devices, are expected this year.

    DECE also announced the addition of LG Electronics, LOVEFiLM and Marvell Semiconductor, Inc. to the consortium. These companies join DECE’s already strong group which include world leaders across a wide range of industries.

    ###

    About Digital Entertainment Content Ecosystem (DECE) LLC

    The Digital Entertainment Content Ecosystem (DECE) LLC is a cross-industry initiative developing the next generation digital media experience based on open, licensable specifications and designed to create a viable, global digital marketplace. The DECE is currently made up of Adobe, Alcatel-Lucent, Ascent Media Group, Best Buy, Blueprint Digital, BT, CableLabs, Catch Media, Cineplex Entertainment, Cisco, Comcast, Cox Communications, CSG Systems’ Content Direct, Deluxe Digital, DivX, Dolby Laboratories, DTS, ExtendMedia, Fox Entertainment Group, HP, Huawei, IBM, Intel, Irdeto, LG Electronics, Liberty Global, Lionsgate, LOVEFiLM, Marvell Semiconductor, Inc., Microsoft, MOD Systems, Motorola, Movie Labs, Nagravision, NBC Universal, NDS, Netflix, Neustar, Nokia, Panasonic, Paramount Pictures, Philips, Red Bee Media, RIAA, Rovi, Roxio CinemaNow, Samsung Electronics, Secure Path, Sony, SwitchNAP, Tesco, Thomson, Toshiba, Verimatrix, VeriSign, Warner Bros. Entertainment, Widevine Technologies Inc. and Zoran. DECE’s new digital media specifications, logo program and interoperable digital rights locker will enable consumers to purchase digital video content from a choice of online retailers and play it on a variety of devices and platforms from different manufacturers.

    Press Contact

    Anna Vrechek

    Edelman for DECE

    323-202-1908

    anna.vrechek@edelman.com

  • 20-Jun-10 13:25 | Michael McConnell (administrator)

     

    Voir le message en français ci-dessous

    Recoupment Policy for the Experimental Stream

    The Canada Media Fund has released its Recoupment Policy for projects accepted for funding under the Experimental Stream. The policy is available for download under Create at www.cmf-fmc.ca.

    Applications to the Experimental Stream will be reviewed and selected for funding by a jury (further details will be provided shortly).

     

    Politique de récupération du Volet expérimental

    Le Fonds des médias du Canada a publié sa Politique de récupération régissant les projets retenus aux fins de financement dans le cadre de son volet expérimental. La politique est téléchargeable sous Créer au site : www.cmf-fmc.ca.

    Les demandes soumises dans le cadre du volet expérimental seront évaluées et sélectionnées aux fins de financement par un jury. D’autres détails à ce sujet seront communiqués sous peu.

     

  • 20-Jun-10 12:49 | Michael McConnell (administrator)

     

    Voir le message en français ci-dessous

    CMF Presents 2009-2010 Funding Highlights, Launches Audience Report

    June 14, 2010 (Banff) - The Canada Media Fund (CMF) today released highlights from the Canadian Television Fund (CTF)’s final program year, which ended on March 31, 2010.

    “The board, staff, and stakeholders spent the past year working together towards a successful transition to the Canada Media Fund,” said Valerie Creighton, President and CEO of the Canada Media Fund. “While ensuring the CTF’s programs successfully delivered almost $328 million in funds to Canadian productions, we also engaged our stakeholders across the country to participate in an extensive consultation process which informed the creation of the policies and programs of the new Canada Media Fund. We would like to sincerely thank everyone who contributed their time and ideas to this process.”

    The following are highlights of the CTF’s funding results from 2009-2010:

    • Revenues for 2009-2010 were $325 million, with a 6% increase in the contribution from cable and satellite service distributors and a stable contribution from the Department of Canadian Heritage.
    • Administrative expenses were limited to 4.2% of revenues, including costs incurred by both the CTF and the Television Business Unit at Telefilm Canada, which administers the CTF’s programs.
    • Total CTF funding for all streams was 14% higher than in 2008-2009 and 23% higher than the average of the four previous years.
    • Production funding was $307 million, representing an increase of 21% over the average of the four previous years.
    • 476 production and 352 development television projects were funded, with total budgets of over $1 billion and $22 million, respectively; this resulted in the creation of over 2,400 hours of new Canadian programming. The ratio of CTF funding to total television budgets continues to be approximately 1:3.
    • In the English market, six of the top ten programs posted average minute audiences of more than one million viewers; in the French market, the top ten programs posted average minute audiences of more than 1.1 million viewers.
    • The CTF disbursed 69% of its production funding through licence fee top-ups and 31% through equity investments.
    • The $10 million Digital Media Program supported 43 English and 34 French digital media projects related to CTF-funded television shows.
    • The $10 million Production Incentive supported English production in Atlantic Canada (4 projects) and British Columbia and the Yukon and Northwest Territories (35 projects), where volumes had dropped significantly below their historic averages.

    Stéphane Cardin, VP of Industry and Public Affairs, announced the creation of a new publication that reports on audiences to each individual show supported by the funding agency. The CMF Audience Reports launched today present data on average minute audiences to individual programs funded by the CTF that aired during the 2007-2008 and 2008-2009 broadcast years. These reports are available as an interactive web interface and downloadable PDFs at www.cmf-fmc.ca.

    The CTF 2009-2010 Annual Report will be available in fall 2010. The CMF 2009-2010 Audience Report will be published in spring 2011.

    Ms. Creighton also mentioned that the CMF will soon announce plans for the next phase of its ongoing consultation with the industry. Details will be provided as soon as they are available.

     

     

    Le FMC annonce les faits saillants des résultats de l’exercice 2009-2010 et lance son rapport d’auditoire

    Banff, 14 juin 2010 – Le Fonds des médias du Canada (FMC) a dévoilé aujourd’hui les faits saillants du dernier exercice du Fonds canadien de télévision (FCT), qui se terminait le 31 mars 2010.

    « L’année dernière, le conseil, le personnel et les intervenants ont collaboré étroitement à l’implantation du Fonds des médias du Canada, a mentionné Valerie Creighton, présidente et chef de la direction du Fonds des médias du Canada. Nous avons mobilisé nos intervenants partout au pays dans le cadre d’un processus de consultation élaboré menant à la création des politiques et des programmes du nouveau Fonds des médias du Canada, et ce, tout en nous assurant que les programmes de financement du FCT procuraient une aide financière d’environ 328 millions de dollars aux productions canadiennes. Nous remercions sincèrement ceux et celles qui ont offert temps et idées dans le cadre de ce processus. »

    Voici les faits saillants des résultats de financement du FCT pour l’exercice 2009-2010 :

    • En 2009-2010, les revenus se chiffraient à 325 millions $, avec une augmentation de 6 % de la contribution des distributeurs de services par câble et par satellite et une contribution stable du ministère du Patrimoine canadien.
    • Les dépenses administratives se sont limitées à 4,2 % des revenus, y compris les coûts engagés pour le FCT et l’Unité d’affaires – Télévision de Téléfilm Canada qui administre les programmes du FCT.
    • Le montant total du financement versé par le FCT pour tous les volets était de 14 % supérieur à celui de 2008-2009 et de 23 % supérieur à la moyenne des quatre exercices précédents.
    • Le financement alloué à la production était de 307 millions $, soit une augmentation de 21 % par rapport à la moyenne enregistrée lors des quatre exercices précédents.
    • 476 projets de production et 352 projets de développement télévisuel ont été financés, pour un montant total de devis de plus de 1 milliard $ et 22 millions $ respectivement; ce qui a donné lieu à la création de plus de 2 400 heures de nouvelles émissions canadiennes. Le rapport du financement du FCT relativement au montant total des devis de production télévisuelle demeure 1:3 environ.
    • 6 des 10 émissions anglophones les plus populaires ont enregistré un auditoire moyen par minute de plus d’un million de téléspectateurs; les 10 émissions francophones les plus populaires ont enregistré un auditoire moyen par minute de plus de 1,1 million de téléspectateurs.
    • Le FCT a déboursé 69 % de son aide à la production par le biais des suppléments de droits de diffusion et 31 % par l’entremise de participations au capital.
    • Le programme des médias numériques de 10 millions $ a appuyé 77 projets de médias numériques associés à des émissions télévisées financées par le FCT, dont 43 en anglais et 34 en français.
    • L’incitatif  à la production de langue anglaise de 10 millions $ a appuyé des productions de l’Atlantique (4 projets), et de la Colombie-Britannique, du Yukon et des Territoires du Nord-Ouest (35 projets), régions dont les volumes de production avaient connu une baisse importante par rapport à leurs moyennes historiques.

    Stéphane Cardin, vice-président, affaires publiques et relations avec l’industrie, a annoncé la création d’une nouvelle publication qui fait état des résultats d’auditoire de chaque émission appuyée par l’organisme de financement. Le rapport d’auditoire du FMC présente les données recueillies sur l’auditoire moyen par minute des émissions individuelles financées par le FCT et qui ont été mises en ondes pendant les années de diffusion 2007-2008 et 2008-2009. Ces rapports sont publiés sous forme d’interface Web interactive et peuvent être téléchargés comme fichiers PDF au site www.cmf-fmc.ca.

    Le rapport d’auditoire de 2009-2010 sera publié au printemps 2011. Le rapport annuel 2009-2010 du FCT sera publié à l’automne 2010.

    Mme Creighton a aussi mentionné que le FMC annoncera bientôt les plans relatifs à la phase suivante de sa consultation de l’industrie. Les détails seront publiés dès qu’ils seront finalisés.

     

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