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Last updated 9:48 PM on 2/3/26
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37 Terms

1
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Why Media and Entertainment Matte

It matters because they educate people, provide entertainment and escape, and shape how society thinks, talks, and understands the world

2
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Some representative names of companies for each of the MEI subsectors

Disney, ESPN, Netflix, Apple Music

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Film Industry:

Movies are now watched more on phones and streaming services and movie theaters are struggling revenue wise.

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TV & Radio:

TV & Radio are now moving to streaming and digital ways. Television is now on a downfall.

5
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Print & Publishing:

Books and newspapers are now going digital and printing is becoming less popular

6
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Music:

Most music is now turned to streaming and the streaming industry makes more

money.

7
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Video Games:

Gaming is growing pretty fast, especially on phones and more people play than ever.

8
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What do we mean by the customer centric production strategies in the Media and Entertainment

Industry today?

It means companies use audience data and preferences to decide what content to make, instead of just relying on creative instinct

9
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What are the emerging trends in distribution channels?

Distribution is moving online and mobile, with more direct to customer access and digital delivery.

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What are the marketing trends in the Media and Entertainment Industry?

Distribution is moving online and mobile, with more direct to customer access and digital delivery.

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What are the marketing trends in the Media and Entertainment Industry?

The marketing and entertainment industry is becoming more digital, personalized and social media driven.

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How is the Print and Publishing Industry changing?

By printing changing from traditional print to online digital platforms. While print sales are declining, companies are starting to adapt.

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What is Nielsen data and what is it used for?

Nielsen data is a tracking platform that tracks who is watching and what they are watching which helps set ad prices and make business decisions.

14
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What is behind the Videogame Industry's Surging Popularity? How does

its popularity differ on a regional basis?

The vast majority of people now playing mobile games and more people playing online. At this time, Asis pacific has the most gamers with Europe being a

runner up.

15
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What characteristics of MEI make it distinguishable from other industries?

MEI is different because consumer demand and trends are always changing and are unpredictable. Success in this industry is driven by creativity, technology and the distribution.

16
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Can you name some of the subsectors of the media and entertainment industry?

film, radio/television, gaming, print, music, and digital media.

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How does the shift toward digital media and entertainment influence MEI's production and distribution practices?

Digital media makes companies create content based on audience data and distribute it online and on mobile instead of traditional channels.

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How do the rise of streaming services and the direct to consumer model impact traditional media outlets, and how should they adapt?

It impacts it by streaming pulling away from traditional media, so the traditional outlets need to go digital and sell content directly to customers.

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Hedonic Consumption

People that consume media for fun, emotions and escape, not because they need it. Things like concerts, movies, and games even though they are not necessities.

20
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Window Effect

The media makes money by releasing content in stages. (theater first then streaming then TV) so they can get most money from different audiences over time

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High Risk/High Return.

Media companies never really know what is going to be a hit. A lot of projects flop, but when something works, it can make a lot of money.

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Experience Goods Market’

You don’t know if a movie, show or game is good until after you watch or play it. Because of that people rely on reviews, hype and celebrities before buying.

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Public Goods Market ,non-rivalrous and non-excludable

One person watching a movie does not stop others from watching it, it is hard to keep people from accessing it for free, which leads to privacy problems.

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Fandom and Subcultures, balancing mainstream appeal with niche fan interests

Strong fan bases help media succeed through loyalty, hype, and word of mouth. Companies have to keep fans happy without turning off casual audiences.

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Cultural Discount and Premium

Content can lose value in other countries if people don’t relate to it (discount), or become even more popular because it feels new and exciting ( premium)

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Importance of Leading Artists & Star Systems

Celebrities help sell media because people trust and recognize them, which lowers the risk of trying something new

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One source, multi-use

One idea can turn into many products, like movies, merch, games, and soundtracks all from the same content

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Create once, publish everywhere and trends in content distribution

Content is made so it can be easily across many platforms like streaming services, social media and mobile

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Societal Values Created by the MEI

Media shapes how we see the world, culture, identity, and social norms

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Why are media and entertainment products considered experience goods? How does this influence marketing strategies within the industry?

you cannot judge their quality until after you consume them. This makes marketing rely heavily on hype, reviews, branding, and celebrities.

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How does the MEI’s public goods market nature pose revenue generation challenges? Can you suggest strategies to combat potential market failure in the digital era (e.g.,piracy, illegal downloading)?

Since media is easy to access and share, piracy and free riding reduce profits. Companies fight this with subscriptions, ads, pre sales and merchandise.

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How does fandom contribute to the success of a media and entertainment product? Provide examples of successful leveraging of fandom in the marketing strategies of the MEI.

Fandom creates loyalty, free promotion, and repeat engagement. Franchises like star wars and harry potter succeed because fans stay invested beyond just one movie or book.

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How can the concepts of cultural discount and cultural premium impact the international success of a media and entertainment product? Provide examples of a media and entertainment product that experienced a cultural discount or premium in a foreign market.

Media can fail in other countries if there are cultural differences which can make it hard to relate. For example, Squid Games is culture premium

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Key Success Factors in Media and Entertainment Industry

1. Production and sourcing of quality content (film, drama, music)

2. Diverse distribution channels

3. Strong brand power

4. Stable customer base

5. Creative and talented human resources

6. Technological capability.

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How does a framework like Porter’s Five Forces Model apply to the Media and Entertainment Industry?

Porter's five forces shows that the media industry is very competitive, with many companies fighting for audience attention.

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Porter’s Five Forces as it applies to the Media and Entertainment Industry

1. Competitive Rivalry

2. Bargaining Power of Suppliers: High

3. Bargaining Power of Buyers: High

4. Threat of Substitutes: High

5. Threat of New Entrants: Moderate to Low (Varies) 

37
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N/A

:)

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