1. CHANGE 3 (WHEEL 3) Reclaiming urban spaces for fun
1.1. Opportunities for freemium Disney-themed fun public spaces
1.1.1. Paid AR content to unlock experiences at selected public spaces
1.1.1.1. Need to age-gate content to appropriate audience at public spots based on individual
1.1.2. Lobbying needed to partner with urban planners and policy makers
1.1.2.1. Prepare for costs to be paid to public institutions for space partnerships
1.2. Selected theme parks can open up to public as free with AR-content unlocked with tickets
1.2.1. Planning for capacity and traffic control
1.2.1.1. Redesign parks to be more open and faciliate public gathering
1.2.1.2. Need onground robots to assist paid customers with queries in place of park staff
1.2.1.3. Retrain and redeploy park staff for other jobs
1.2.2. Need to retrofit parks to fit in with surrounding city architecture
1.2.2.1. Increased cost of construction
2. CHANGE 1 (WHEEL 1) Increased adoption of 5G
2.1. Immersive content is possible to be streamed live
2.1.1. Tiered content revenue: 2D vs immersive
2.1.1.1. Introduce immersive filming and design into the cost and operation of all new media franchises
2.1.2. Virtual moderator needed for in-environment content moderation
2.1.2.1. Special training programs needed
2.2. High fidelity augmented reality possible at theme parks
2.2.1. Cost of device (AR glasses) rental at parks to be built in tickets
2.2.1.1. Partnership with hardware manufacturing needed or decision to produce own hardware
2.2.2. Zoning of parks into VR-free zones for those preferring a classic experience
2.2.2.1. Cheaper ticket for classic experience
2.3. 3D concert streaming expands reach of single-avenue concert to cover multiple locations and timezones
2.3.1. Discounted ticket for streamed locations
2.3.1.1. Venue partnerships need to be curated for tech feasibility
2.3.2. Premium ticket for live location
2.3.2.1. Exlusive partnership with premium credit cards for access to premium live tickets
2.3.3. Reduced concert tour length and increased revenue by widening reach
2.3.3.1. Artists can spend more time on content creation
3. CHANGE 2 (WHEEL 2) Rise of creative pursuits
3.1. People pivot to creating rather than just consuming
3.1.1. Needed to have experience workshops based on media franchises
3.1.1.1. Investment in smaller but more experiential 'Disney' experience centers
3.1.1.2. Collaboration with artists, educators and instructors to form the 'Disney Master' circle
3.2. Decline of income-generating content creation by everyday people
3.2.1. Shift to content and experience production
3.2.1.1. Less need for huge legal team to enforce copyright
3.2.1.2. Reduction in revenue of content licensing
3.3. Shift to creative skill learning
3.3.1. Creation of Disney Arts School
3.3.1.1. Curriculum planning
3.3.1.2. Partnership with educational institutions