netrashetty

Netra Shetty
Digital Entertainment & Marketing Leader

Highly accomplished digital marketing and entertainment professional with proven expertise leading profitable interactive businesses and creating dynamic products and services. Extremely skilled at developing strategic ROI-based marketing plans. Strong entrepreneurial flair with a passion for initiating innovative, revenue generating programs. Seasoned management professional capable of coordinating internal teams and collaborating with third-party resources to achieve outstanding business results. Articulate communicator with strong written and verbal skills.
Specialties

* Entrepreneur
* Strategic Planning
* Internet/Web
* Social Media
* Mobile Location-Based Apps
* Market Analysis/Business Analysis
* Product Marketing/Branding
* Product Launch/Rollout
* Profit & Loss Management
* Staff Development/Mentoring
* Start-up Operations
* Project Management
* Proposal Development
* Account Expansion/Client Relations
Providing strategic digital business counsel to media entertainment companies and early-stage cloud computing, social media, location-based mobile, and haute couture fashion start-ups. Counsel includes the development of digital business strategy, brand positioning, marketing and promotion, product development, digital production, and business launch preparations.

• Definition of business, marketing, product, launch, and P/L goals for media and entertainment, content, commercial real estate, haute couture fashion, and location-based mobile businesses.

• Creation of brand positions and product road maps that incorporate social media, social networking, location-based, mobile, Software as a Service (SaaS), Cloud Computing, and Application Service Provider (ASP) product features.

• Defined a new online puzzle game business unit for a blue-chip media entertainment company comprised of three strategic components: an online puzzle game portal, an online newspaper Application Service Provider (ASP) product, and Facebook games initiative based on pop culture brands – all supported by online advertising, virtual goods, and fee-based revenue business models. Identified game production vendors for both online flash-based games and Facebook games.

• Leadership of front-end and back-end product design and scoping including experiential look and feel, product road map, product feature prioritization, and delivery schedules.

• Design of online marketing strategies that utilize real-time social media (Facebook, Twitter, Facebook, Tumblr, YouTube, Foursquare, Gowalla, Yelp, blogs), gaming (Facebook, location-based, mobile, game portals), content distribution channels (Facebook, Twitter, YouTube, Tumblr) along with integrated, multi-channel promotions.

• Identification of strategic content, social media, location-based, gaming, production, and distribution strategic partners.

• Development of cost-effective strategies for lean, rapid development and deployment.
Held full P&L responsibility and provided key senior leadership for a staff of 10. Championed the strategic direction of 4Kids digital group and led the development of interactive entertainment portals (4kids.tv and 4kidstv.com) which feature online games, full-length TV episodes, and social networking/media. Created standardized operating procedures and established key performance indicators (KPIs) to measure and analyze project success. Identified target audiences and implemented new product offerings with original IP content.

Delivered online video-on-demand, games, blogs, activities, and user generated content (UGC). Created ROI-centric marketing campaigns via TV, search engine optimization (SEO), search engine marketing (SEM), viral game marketing, banner advertisements, and other promotional methods. Led business development and managed content distribution, technology, and advertising.

*Created strategic brand positioning for 4Kids TV online; led creative and production development process including full discovery, definition, development, deployment, and project optimization.

*Achieved revenue growth from 0 in 2006 to $1M in 2007; attained $1.7M in 2008 and $2.3M in 2009.

*Reduced annual operating costs from $3.1M in 2007 to $1.9M in 2009; simultaneously enhanced technology infrastructure, software, Web site stability, and content serving capacity.

*Exceeded targeted KPIs, reaching monthly all-time highs in July 2009 with 2.7M unique visitors, 5.4M visits, 27M page views, and 28-minute average time on site.

*Spearheaded and optimized a highly successful SEO/SEM and viral game marketing initiative. User acquisition costs per click were optimized down by 50% to $.08 CPC; 3 month life-time value of each click was a net positive of $.17.

*Developed a revenue-generating YouTube channel featuring full-length anime episodes for teens and young adults; supported by a blog that engaged in open, transparent conversations with fan evangelists.
Head of the digital marketing studio (JWTwo ) for the J Walter Thompson (JWT) New York office - overseeing a staff of 20+ digital professionals providing award winning digital marketing and advertising campaigns for top worldwide brands. Won and delivered more than $6 million of digital business during the first year of the studio’s operation and more than $12 million in year two. Clients included Unilever, Kimberly-Clark, Cadbury Adams, Diageo, Pfizer OTC, Wyeth, Domino's Pizza, Rolex, JetBlue, HSBC, Diamond Trading Company, Welch's, and T. Rowe Price.
Launched the US sales promotion business of London-based Electronic Game Card, Ltd. Responsibilities included: marketing and sales strategy development for the US product launch of Xogo GameCards - the company's new, reward-based games promotional tool; US budget and P/L statement development and management; sales presentations to national media, interactive sports properties, and consumer goods brands as well as advertising, direct marketing, and promotional agencies; creation of sports-related promotional concepts and pitches for national sales team; product and business development for company's entry into the mobile phone "AdverGame" marketplace; product development of sports and gaming promotional games; B2B market research, analysis, and recommendations; and business and marketing counsel on potential company acquisitions and investments.
Developed and implemented brand positioning, product, marketing and media strategies, plans, tactics, and budgets for the launch of etopps (www.etopps.com) - the industry's first e-commerce sports trading card product. Responsibilities included: brand positioning; offline and online marketing campaign development and implementation; management of advertising, marketing, research, public relations, promotions, production, and related agencies; ongoing product development for etopps and Topps web and mobile phone-based products; negotiation and management of media and content agreements with organizations such as MLB.com, NFL.com, NASCAR.com, ESPN.com, CBS.Sportsline.com, Nick.com, eBay, and Google; directed product licensing, advertising and promotional approvals with MLBP, MBLPA, NFLP, PLAYERS INC., NBAP, NHL, NASCAR, and NASCAR racing teams; trade show promotions and management; consumer research, analysis, and recommendations; and strategic business counsel.
Member of entrepreneurial start-up team that: launched online newspaper classifieds; evangelized the newspaper industry about the web; and positioned AdOne to newspapers as the online classifieds thought-leader and a proven revenue generating service. Developed and managed the brand creation, marketing strategy, plans, and tactics for the company's consumer Internet brand - Abracat. Responsible for budget planning, forecasting, tracking, and P&L for marketing and product management teams. Directed advertising, marketing, research, and public relations agencies. Managed the creative campaign development ($1.1 million budget) and consumer research (focus groups, one-on-one interviews, and usability testing) for Abracat's advertising creative, brand, and site development. Hired and managed a three-person team (Consumer Marketing Manager, B2B Marketing Manager, and Marketing Assistant).
American Graduate School of International Management - Thunderbird
Master of International Management, International Marketing & Trade
Entertainment Editors/Business Editors/High-Tech Writers

NEW YORK--(BUSINESS WIRE)--March 15, 2004

4Kids Entertainment, Inc. (NYSE: KDE), today announced results for the fourth quarter and year ended December 31, 2003.

For fiscal year 2003, 4Kids Entertainment net revenues increased 92% to $102.1 million from $53.1 million in 2002. Net income for the year was $14.8 million, or $1.05 per diluted share, versus $7.0 million, or $0.51 per diluted share, reported in the prior fiscal year.

The diluted weighted average common shares outstanding for the year ended December 31, 2003 were 14,156,291 shares compared with 13,726,642 shares for the prior year.

Net revenues in the fourth quarter ended December 31, 2003, were $32.4 million compared to $25.9 million in the year-earlier period. Fourth quarter net income was $5.3 million, or $0.36 per diluted share, compared to $2.2 million, or $0.16 per diluted share, in the same period from the previous year.

Commenting on the results, Al Kahn, Chairman and Chief Executive Officer, said, "our annual revenues grew to over $100 million for the first time in the company's history enabling us to more than double net income and earnings per share for the year".

The Company noted that revenues were driven by strong consumer demand for Yu-Gi-Oh!(TM) and Teenage Mutant Ninja Turtles(TM) licensed merchandise which grew steadily throughout the year and into the holiday season. Additionally, business initiatives recently launched in 2002, such as the Fox Box which generated ad sales, and 4Kids Home Video, were contributors to higher revenues.

"FoxBox(TM), 4Kids' four hours of programming on Saturday mornings on the Fox Network, continues to be an important component of our content distribution strategy," Kahn added. "The new 2003-2004 FoxBox(TM) line-up, launched in September, has given our properties greater overall exposure to our primary target audience of boys age 6-11. We anticipate that ad sales and FoxBox(TM) related merchandise licensing revenues will increase from 2003 levels."

Looking ahead, we are excited about our prospects for the upcoming year. The first Yu-Gi-Oh! (TM) feature film is set to premiere in August and we are seeing sustained retail demand for Yu-Gi-Oh! (TM) and Teenage Mutant Ninja Turtles(TM) licensed merchandise thus far in 2004. We are planning the introduction of new licensed merchandise for these properties as well as the launch of a new licensing program for Shaman King(TM). In addition, we are planning the mid-year launch of Winx Club(TM), our first property targeting the girls market, on the FoxBox(TM).
Over the last several years, we have diversified our revenue streams through the acquisition of new children's properties and by entering complimentary business lines. Going forward, we will remain focused on identifying new and innovative kids content and bringing it broad exposure. Given our strong balance sheet and track record, we believe we are well positioned to grow our portfolio of kids properties," concluded Kahn.

About 4Kids Entertainment: Headquartered in New York City with international offices in London, 4Kids Entertainment, Inc. (NYSE: KDE) is a global provider of children's entertainment and merchandise licensing. 4Kids, through its wholly owned subsidiaries, provides domestic and international merchandise licensing; product development; television, film, music and home video production and distribution; media buying and planning; and Web site development. For further information, please visit the company's Web site at www.4KidsEntertainment.com.

The information contained in this press release, other than historical information, consists of forward-looking statements within the meaning of Section 27A of the Securities Act and Section 21E of the Exchange Act. These statements may involve risks and uncertainties that could cause actual results to differ materially from those described in such statements. Although the Company believes that the expectations reflected in such forward-looking statements are reasonable, it can give no assurance that such expectations will prove to have been correct. Important factors beyond the Company's control, including general economic conditions, consumer spending levels, competition from toy companies, motion picture studios and other licensing companies, the uncertainty of public response to the Company's properties and other factors could cause actual results to differ materially from the Company's expectations.

This release and prior releases are available on the Company's Worldwide Web site at www.4KidsEntertainment.com

You may register to receive 4Kids Entertainment's future press releases or to download a complete Digital Investor Kit(TM) including press releases, regulatory filings and corporate materials by clicking on the "Digital Investor Kit(TM)" icon at www.kcsa.com
 
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