The Business Case for Digital 3D Cinema Exhibition

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The Business Case for Digital 3D Cinema Exhibition screendigest

The Business Case for Digital 3D Cinema Exhibition The Business Case for Digital 3D Cinema Exhibition Published June 2007 by Screen Digest Limited screendigest Screen Digest Limited Lymehouse Studios 30/31 Lyme Street London NW1 0EE telephone +44/20 7424 2820 fax +44/20 7424 2838 e-mail sales@screendigest.com Author Charlotte Jones Editor David Hancock Layout Anna Gover Cover design Anna Gover All rights reserved. No part of this publication may be reproduced, transmitted, or stored in a retrieval system, in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any form of cover or binding other than that in which is it published and without a similar condition (including this condition) being imposed on the subsequent publisher. Copyright Screen Digest 2007 Printed by Screen Digest (A) 2

Table of contents The Business Case for Digital 3D Cinema Exhibition 1 Table of contents 3 Tables and charts 7 Executive summary 9 Introduction 9 Screens 9 Superior box office performance 9 Competition among top US exhibitors 9 Equipment providers 10 Content 10 Opportunities 10 Threats 10 Investment/Returns 10 The market for digital 3D cinema 11 Introduction to digital 3D cinema 11 Producing content in 3D 12 CG Animations 13 Dimensionalisation 13 Live action film 13 Live action digital/hybrid 14 Challenges for 3D film production 14 Studio involvement in digital 3D 15 Walt Disney 15 Sony Pictures Entertainment 15 Warner Brothers 15 Twentieth Century Fox 16 Universal Pictures 16 Paramount Pictures 16 Dreamworks SKG 16 Dreamworks Animation 16 Independents 16 Technical standards for digital 3D cinema 17 Mastering 17 Distribution 17 Exhibition 17 Stereoscopic formats and technology 19 Brief historical perspective 19 Anaglyph 20 Imax 3D 20 Technology 20 Advantages 20 Content 20 Digital 21 Opportunities 21 Digital 3D 22 Technical attributes of digital 3D 22 Image alignment 22 Screen gain 23 Silver screen 23 Overview of digital 3D technology 23 Active/Shutter glasses 23 Technology 23 Equipment 23 List of complete system for active eyewear 24 Eyewear 24 Screen 24 Advantages 24 Disadvantages 24 Active glasses manufacturers 25 Macnaughton (NuVision Inc) 25 Vrex 25 SoftPixel 25 Circular polarisation 25 RealD 25 Equipment 25 Eyewear 25 Screen 25 Advantages 25 www.screendigest.com 3

The Business Case for Digital 3D Cinema Exhibition Disadvantages 26 RealD 26 Linear Polarisation/Two Projector model 27 Technology 27 Equipment 27 Eyewear 27 Screen 27 Advantages 27 Disadvantages 27 Wavelength triplet technology 27 Dolby 3D Digital System 27 Technology 27 Equipment 27 Eyewear 28 Screen 28 Advantages 28 Disadvantages 28 Autostereoscopic 3D 29 Future technology prospects 29 Digital 3D cinema exhibition: Opportunities and threats 31 Opportunities 31 Differentiation 31 Windows 31 3D franchises 32 Stream of content 32 Piracy 32 3D as a catalyst for digital 33 Marketing opportunities 33 Content 33 New content 33 Alternative content 3D 34 Live 3D content 34 Library 3D titles 35 Commercial 35 Trailers 35 Advertising 35 Exhibition 35 Premium pricing 35 Longer run 36 3D box office 37 Higher attendance ratios 38 Market Competition 38 Threats 38 3D quality 38 Longevity 38 Novelty factor 39 Linked to theatrical survival 39 Content 39 Maintaining a flow of content 39 Industry 39 Market niche 39 Loss of downstream revenues 40 Prime locations 40 Screens 41 Scale 41 Access to screens 41 Screen suitability 41 Technology 41 4K projectors 41 Competing 3D formats 41 Light 42 Silver screen 42 VPF agreements 42 Digital 3D cinema: The numbers 43 Market overview 43 Regional 46 Territories 46 Driver territories 46 1. USA 46 2. Korea 47 3. Australia 48 4.Germany 48 5. UK 48 US exhibitors 50 International exhibitors 50 Carmike 50 Rave Motion Pictures 51 National Amusements 51 Regal 52 Cinemark 52 Digital 3D systems 52 3D box office 53 Potential 3D releases 56 Distribution of 3D movies 57 Other 3D applications 57 Mobile 57 Digital 3D cinema forecasts 58 Business models for digital 3D cinema 61 Development of the digital 3D market 61 Exhibitors driving growth 61 Business Models for digital 3D cinema 62 Third party schemes 62 Leasing 62 Real D 62 Joint venture/profit sharing 63 Xpand 64 Exhibitor-led 64 Capital investment 64 Active glasses 65 Capital investment 65 Dolby 3D system 65 Capital investment 65 Premium pricing 65 Fixed charge 66 Flexible pricing 66 Additional revenue generation 3D 66 Digital 3D facilitators 67 Kodak 67 AccessIT 67 4 screendigest 2007

Table of contents Ballantyne of Omaha 67 Dolby 67 Atlab Australia 68 FTT 68 Market analysis of investments and returns 69 Part one: Investments 69 Part two 69 Revenue/Profit 69 Investments for the digital 3D stereoscopic format 69 RealD 69 Eyewear 69 Equipment 70 Screen 70 Active eyewear 70 Eyewear 70 Equipment 72 Screen 72 Xpand 72 Investments 72 Glasses 72 Equipment 72 Screen 72 Additional information 72 Glasses 72 Equipment 73 Screen 73 Part two 74 Revenue and Profits 74 Methodology 74 Surcharge revenues 74 Costs 74 Profit generation 74 Case Studies 79 Chicken Little 79 Monster House 79 Nightmare before Christmas 3D 79 Meet The Robinsons 79 Summary 80 Sliding scale model 81 Additional revenues 81 www.screendigest.com 5

Tables and charts The Business Case for Digital 3D Cinema Exhibition 1 Table of contents 3 Tables and charts 7 Executive summary 9 The market for digital 3D cinema 11 Digital 3D cinema titles to 2010 12 Production budgets of digital 3D titles 14 Number of digital 3D releases ranked by US studio distributor to 2010 16 Stereoscopic formats and technology 19 Main digital 3D technology providers 22 Comparsion of digital 3D equipment by technology provider 22 Comparison of required in-theatre maintenance of 3D formats 28 Digital 3D cinema exhibition: Opportunities and threats 31 Number of digital 3D titles per year 34 Data from Cinecitta multiplex in Germany from two digital 3D screenings 36 3D performance in opening weekend vs total 37 Total 3D box office as % of total revenues in US market 38 Digital 3D cinema: The numbers 43 Number of digital 3D screens 44 Digital 3D screens as a proportion of total digital cinema screens 45 Leading International territories for digital 3D screens (H1 07) 46 Market share of digital 3D screens by region (%) 47 Number of digital 3D screens by region 47 Number of digital 3D screens by world region 48 Number of digital 3D screens ranked by territory (H1 2007) 49 US D-3D screens ranked by US state (with more than 3 3D screens) 50 US exhibitors with more than five D-3D screens (H1 2007) 51 Market share of 3D formats H1 2007 51 Global exhibitors with more than one digital 3D screen 52 RealD deployments by territory (excluding USA) 53 Number of deployments by digital 3D format 53 Market Share of digital 3D formats by manufacturer 53 RealD deployments by territory 53 Box office results from opening weekend of Chicken Little 54 Box office results from opening weekend of Monster House 54 Box office results from opening weekend of Nightmare before Christmas 3D 55 www.screendigest.com 7

The Business Case for Digital 3D Cinema Exhibition Box Office results from opening weekend of Meet The Robinsons 55 Box office results from opening weekends of digital 3D titles 56 Performance of digital 3D titles in opening weekend only 56 Digital 3D cinema forecasts 58 Digital 3D screen forecasts by territory 59 Business models for digital 3D cinema 61 Premium pricing short survey March 2007 66 Market analysis of investments and returns 69 Investments required per 3D technology format 71 Active glasses 71 Dolby/Infitec 71 RealD 71 Xpand 71 Incremental revenue derived from Xpand screen 73 Analysis of 3D box office returns from Chicken Little 75 Analysis of 3D box office returns from Monster House 76 Analysis of 3D box office returns from Nightmare 3D 77 Analysis of 3D box office returns from Meet the Robinsons 78 Average profit per screen from surcharge revenues of digital 3D screenings (based on $2 premium) 80 Cumulative revenue and profit for number of digital 3D releases 80 Profitability of digital 3D screen per annum (based on RealD licence fee and silver screen) 81 Profitability of digital 3D screen per annum (based on RealD licence fee) 81 Analysis of potential profit based on box office per screen 83 Summary based on a sliding scale of surcharge fees 84 Profit generation based on box office revenue per screen and amount of surcharge applied ($) 84 8 screendigest 2007

Main digital 3D technology providers The Business Case for Digital 3D Cinema Exhibition System provider RealD Dolby/Infi tec Macnaughton Vrex Technology passive circular polarisation spectral fi lter system. active shutter glasses active shutter glasses Comparsion of digital 3D equipment by technology provider system provider technology single/dual projector* hardware eyewear screen RealD Circular polarisation Single External active polarising fi lter passive silver screen Dolby Wavelength triplets Single MacNaughton, Vrex Integral fi lter in projector, Dolby server unit passive matt white screen Active polarisation Single Infrared system, glasses tester active matt white screen Note *: based on DLP Cinema projector models only Source: Screen Digest Digital 3D There are various methods for displaying digital 3D content, but once a movie has been converted into digital 3D, it is important to note that it can then be shown in any of the competing formats. Digital 3D is more technically advanced than earlier renditions of 3D cinema. It has no reported side effects such as eyestrain or headaches, while adverse effects on colour have also not been reported. The equipment can be installed at any cinema screen with only a few minor theatre alternations to be made on top of the basic d-cinema equipment. Digital 3D technology utilizes DLP cinema projectors and manufacturers Barco, Christie, NEC, Cinemeccanica and Kinoton, are all capable of projecting 3D content with either one or two projector models. Normally, the projector will have a separate 3D mode, which can be switched on/off in between 2D screenings. The only exception is Sony s 4K resolution projector, which does not currently have a fast enough switching speed between right and left eye images, because it uses (LCOS) technology based on liquid crystal on silicon rather than a digital light processor (DLP), to enable 3D projection from one projector. However, Sony s 4K projector can be adapted to a two projector model, for very large screens or special venues where brightness is a special factor, although this could significantly add to the costs overall. Imax is also introducing a digital system that will use two Sony 4K projectors. In terms of cinema servers Doremi, Kodak, QuVis, GDC and Dolby are all 3D compatible and have been used to screen digital 3D movies. XDC s server solution is expected to be upgraded to 3D compatibility by Q3 2007. However, Dolby will be introducing its own proprietary 3D system, based on technology from German firm Infitec. The various types of digital 3D formats can be divided between active or passive formats, and one or two projector models. The main differences are between active eyewear and disposable glasses, plus some slight theatre modifications. However, once a film has been converted into stereoscopic format the movie can be shown on any theatre with 3D equipment, regardless of the format. Technical attributes of digital 3D Image alignment Digital 3D is far superior in terms of image alignment, which means that the jitter effect apparent in all film based systems is avoided. The digital projectors will need to be reset in 3D mode, and a brighter lamp is also required for 3D screenings. Cross talk/ghosting is when you see something in the left eye that you are also supposed to be seeing in the right eye, which minimises the overall effect of quality of 3D. One aspect of good 3D is to obtain a high extinction ratio, whereby the 22 screendigest 2007

The Business Case for Digital 3D Cinema Exhibition Total 3D box office as % of total revenues in US market 3D total box office total box office (2D+3D) 3D of total $m $m % Chicken Little 7.5 135.4 5.5 Monster House 10.3 73.6 13.9 Nightmare Before Christmas 3D 8.7 8.7 100.0 Meet the Robinsons* 29.7 95.6 31.1 Total 56.2 313.3 17.9 Note*First nine weeks of release only Source: Screen Digest from industry data Higher attendance ratios Screen Digest has analysed the potential higher incremental attendance of 3D screenings against their respective 2D versions, once any premium charging had been removed and the results show that 3D screens attracted between 2.0 and 2.8 times more customers than the 2D screens in the all important opening weekend period, where the option of a flat screen version was also available. For 3D only releases, of which Nightmare before Christmas 3D is the first and only example at the time of writing, the title generated impressive average screen revenues $19,506 compared to the leading title that week The Prestige, which grossed an average $6,489 per screen in its first weekend. In total, Nightmare grossed over $8.0m from just 168 screens in eight weeks of release. Market Competition The burgeoning competition between various 3D cinema formats is testament to the potential of the marketplace, and resulting take-up will add to a necessary critical mass of 3D screens. It is likely that the introduction of competitors, particularly with Dolby investing in its own proprietary 3D system in late 2007, will only serve to drive the market harder. Even though RealD, at first half 2007, has an almost monopoly control of the market (accounting for over 95 per cent of installations), in the longer term competition will help improve the cost and technical offerings of the various formats on the market. Leading exhibitors will also be keen to maintain competitive ground against rival circuits at certain venues in particular locations, or even regionally or nationally. 3D screen provision is likely to be included by most major exhibitors. Seeing as 3D screens attract more customers where a 2D version is also available, cinemas who do not invest may be losing out to rival circuits in the locality. The differential will of course become far more obvious once 3D-only releases are involved, where a 2D version is not available. As at first half 2007, a total of 34 cinema chains in the US market had installed 3D equipment in order to meet their customer demands and keep a competitive edge. Threats There are a number of issues that might negatively affect the continued development of digital 3D cinema. Broadly speaking they can be divided into three categories: potential or longevity of the 3D genre; business model issues and lack of content or screen base. However, the potential loss of revenues in subsequent release windows ie DVD and VoD (video on demand), particularly for 3D only releases, also needs to be justified on a longer term basis. 3D quality Longevity It remains to be seen whether the success of early digital 3D releases can be harnessed as a long term and stable revenue generator. The longer term survival of the format will be dependent on both the quality of content available as well as sufficient access to a wide enough screen base to make developing the content worthwhile. It also remains a business issue whether it is cost effective to continue to equip screens with hardware for 3D presentation, on top of the basic d-cinema system. The audience lies at the centre of this dilemma, where positive feedback is essential 38 screendigest 2007

The Business Case for Digital 3D Cinema Exhibition Leading International territories for digital 3D screens (H1 07) Number of 3D Screens 25 20 15 10 5 0 Germany South Korea Australia Portugal Canada UK Mexico Austria Switzerland Regional North America had equipped 646 digital 3D screens or 86.1 per cent of total 3D screens in H1 2007. Europe s share increased from just 4.7 per cent in 2006 to 7.2 per cent in first half 2007 and overtook Asia-Pacific to become the second largest region for 3D screens. Asia Pacific is now the third largest region with 42 screens, equating to 5.6 per cent of the total, a reduction from its 13.6 per cent global share at end 2006. Western Europe was actually the fastest growing market in the first six months of 2007, as 3D screens increased there from 10 to 50, a product of both new RealD installations (using passive circular polarisation) particularly in Greece and Portugal, but also several deployments using active glasses, particularly in the German market. In comparison, the number of 3D screens in Asia Pacific increased by just 20 per cent or seven new screens in the first six months of 2007. There were an additional 440 new 3D screens in first half 2007, against end 2006 in North America, a growth rate of 214 per cent in that timeframe alone. Territories Brazil Japan Greece Slovenia Ireland Spain Iceland Norway Russia Singapore Source: Screen Digest Two of the top five digital 3D territories were in Asia Pacific, led by South Korea and Australia with 21 and 16 3D screens respectively at end first half 2007. Australia was perhaps a surprise entry in the top five 3D territories, because its screen base for d-cinema is still relatively low and in fact 3D has been the primary driver for digital cinema deployments there. 3D screens accounted for over 60 per cent of total digital deployments in Australia at end 2006, the highest of any territory in Asia Pacific. However, in both Mexico and Slovenia, 3D configured screens were in fact the only high-end systems which had been deployed at all in those two territories. In Mexico, the deployments are using the RealD systems, while in Slovenia the market was based on dual projectors (Slovenia is home to Xpand, a company which previously offers a two projector model for displaying 3D features). In South Korea, 13 per cent of the territory s 130 d-screens had installed an additional 3D interface system at end 2006. The UK was fourth ranked overall with five digital 3D screens configured at end 2006, three of which are located in Odeon Cinemas and the remaining two at Vue Entertainment. However, looking at results from the first six months of 2007, the UK had dropped to seventh in the territory rankings. The leading territory in Europe was in fact Germany with 22 3D screens and indeed ranked second overall. In total, there were two European territories in the top five (Germany and Portugal) and five in the top ten. In Spain, 3D screens accounted for 5.3 per cent of its digital screen base at end 2006. Generally, 3D has yet to take off in Europe on a large scale, although rate of take up will be strongly influenced by existing digital cinema deployments, of which Europe is generally stalling behind the USA. Leading territories in Asia were Korea and Australia as the only regional representatives in the top ranked territories. In total, there were just five Asian territories with digital 3D equipment as at the first half 2007, including Singapore, Japan and New Zealand. Driver territories 1. USA The USA is the primary driver territory for the roll-out of digital 3D cinema screens. The leading exhibitors in the US have driven the adoption of digital 3D and widened the screen base for the release of major 3D feature content. According to Screen Digest, there were 639 digital 3D screens in USA at first half 2007, of which 99 per cent used the passive circular polarisation technique advocated by RealD. There was also a test site for Dolby s 3D digital cinema system at an unknown location. Exhibitors in the US leading the deployments are Carmike Theatres, which will convert 500 screens to RealD s format, 46 screendigest 2007

7 Market analysis of investments and returns This chapter outlines any investments necessary at the exhibition level to acquire or lease digital 3D equipment on top of the basic d-cinema system. In the second section of this chapter, we will also explore the potential revenues that can be made from applying a surcharge model for each cinema ticket for 3D screenings. Part one: Investments This section highlights the various investments that are required for each stereoscopic presentation system. The investments can be divided at the following levels: eyewear equipment (hardware) screen requirements The related costs for each digital 3D system will be just one element that could impact on the choice for exhibitors. Other significant attributes include durability, reliability, intheatre handling as well as affordable business models in order to finance the equipment. The summary data presented in a table for each of the four digital 3D cinema formats outlined records initial costs against ongoing contributions. Part two Revenue/Profit This section analyses the potential revenues from screening digital 3D movies based on analysis of the four titles released to date. The data summarises potential average revenues per screen when applying an average surcharge of $2 per admittance, based on weekly analysis of box office returns. The model also provides allowances for the costs of providing disposable eyewear, which are incorporated into revenue share of the surcharge with the studio/distributor, who typically provides the glasses in the US market. Screen Digest understands that the split of surcharge revenue is based on existing film rental agreements, and has used an average marker of 50% in its analysis. Screen Digest has also adapted data from the four previous digital 3D movies to show the potential revenue and profit (after studio share of revenues). The data is presented on a sliding scale, and is dependent on the overall performance of the movie, ie box office revenue per screen. The data provides indication of the potential revenues and profit from applying a higher surcharge revenue. Although it is not known to what extent the exhibitor must always share with the studio on a very high price premium eg if an average of $5 was applied per ticket. Investments for the digital 3D stereoscopic format RealD Eyewear The RealD system requires the use of inexpensive disposable glasses. The cost of the circular polarized glasses are typically provided by the distributor/studio in the US, although in some international territories, www.screendigest.com 69