Mobile Commerce Chapter 10

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36 Terms

1
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how media media doe sth average adult consume each year?

4800 hours, 60 percent from digital media account, desktop 8 hours

2
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online content revenue models

  • subscription

  • a la carte

  • freemium

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subscription

pay a monthly fee for unlimited access

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a la carte

users pay only for what they consume: movie rentals

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freemium - more willingness to pay as content quality improves

free versions with ads, paid versions with premium features

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subscription fatigue

cognitive and emotional overload from managing too many subscriptions

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dhivya et al key findings

  • 42 percent feel overwhelmed by number of subscriptions

  • average number of subscriptions are 5.6 per person

  • users with 6 plus subscriptions are 3.2 percent more likely to cancel soon

  • bundles can reduce subscription fatigue

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Digital rights management

technological and legel systems to protect digital content from unlimited copying and distribution

  • restricting copying of content

  • prevent piracy and enforce licensing

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traditional DRM

  • centralized platforms

  • walled garden systems limit sharing 

  • copying cannot be fully prevented

  • limited cross platform use

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blockchain drm

  • decentralized, transparent, creator owned

  • smart contracts handle licensing/micro payments

  • unchangeable transaction records ensure accountability

  • more control for creators

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walled garden system

A restrictive digital environment where users can only access content provided by a single source, limiting interaction and sharing with external platforms.

12
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three segments of online publishing industry

  • online newspapers

  • ebooks

  • online magazines

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online newspapers

  • most troubled segment for publishing

  • revenue decline by 40 billion

  • competition

  • free and alternative sources

  • failed to adapt with sustainable business models

  • social media controls news traffic

14
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polarization

mutual dislike/distrust between oposing groups, algorithm driven feeds can cause polarization. can be avoided by not using an algoritmic feed and incentivizing qaulity

  • rage bait

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e-books

  • large growth in early years, followed by plateau

  • self publishing revolution

  • traditional publishers still dominate revenue share

  • independant bookstores growing

  • authors can bypass trad publishers

  • wholesale model

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online magazines

  • digital magazines are growing in ad revenue, increased audias and social media traffic

17
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online entertainment sectors

  • tv and movies

  • music

  • gaming

  • podcasts

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transformation due to internet

  • consuption anytime

  • social networks

  • streaming

  • broadband growth

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types of user generated content

  • text

  • video

  • audio

  • images/art

  • games/mods

  • photography

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UGC revenue models

  • advertising

  • paid digital content

  • NFTs

  • fan tips/donations

  • live events

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UGC key ideas

democratizes creation, anyone can publish content previously restricted to studios, labels or publishers.

22
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copyright and UGCs

because of safe harbour protections, platforms are not usually held legally responsible for user uploaded copyrighted material

23
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safe harbour regulations

  • platforms not liable as long as they

  • remove infringing content when notified

  • implement a process for copyright holders to file claims

  • dont knowingly profit from pirated content

  • created tension with rights holders

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positive spillover effect

ugc exposure boosts awareness, drives paid platforms and acts like free advertising

god for

  • niche artists

  • older songs

  • new creators

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negative substitution effect

ugc provides good enough free version, so users may not stream or buy the official version

  • hit songs

  • recent releases

  • popular artists

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TV

  • transition from cable to internet

  • subscription streaming

  • mobile streaming

  • major shift in consumption patterns

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movies

  • online distributors gaining power

  • phsyical sales declining 

  • digital formats are cheaper but lower revenue per unit 

  • AI threatens VFX, animation

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Music

  • 90 percent of sales digital

  • streaming or digital downloads

  • streaming dominates

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podcasts

  • on demand digital audio

  • download or stream

  • advertising rev model

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gaming

  • major growth

  • console, social, mobile (fastest growing)

  • gaming revenue is bigger than movies and music combined

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hartmann

  • can ai visuals match human marketing

  • how do consumers perceive ai images

  • how do ai images preform in real world marketing

  • was are cost tradeoffs

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findings

  • can outperform visuals

  • higher CTR

  • ai is way cheaper

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Jobs under threat

  • actors

  • voice actors

  • scriptwriters

  • animators and vfx artists

  • costume/set designers

  • editors

  • storyboard artists

  • composers

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how will ocnsumers experience change

  • faster, cheaper personalized content

  • endless variation

  • hypertargeting

  • blurred likes

  • more content, less trust

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porters 5

barriers to entry - fall

threat of substitutes - rise

supplier power - shifts

36
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changes in entertainment value chain

prompt - AI content generation - distribution - marketing