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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
online content revenue models
subscription
a la carte
freemium
subscription
pay a monthly fee for unlimited access
a la carte
users pay only for what they consume: movie rentals
freemium - more willingness to pay as content quality improves
free versions with ads, paid versions with premium features
subscription fatigue
cognitive and emotional overload from managing too many subscriptions
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
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
traditional DRM
centralized platforms
walled garden systems limit sharing
copying cannot be fully prevented
limited cross platform use
blockchain drm
decentralized, transparent, creator owned
smart contracts handle licensing/micro payments
unchangeable transaction records ensure accountability
more control for creators
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.
three segments of online publishing industry
online newspapers
ebooks
online magazines
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
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
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
online magazines
digital magazines are growing in ad revenue, increased audias and social media traffic
online entertainment sectors
tv and movies
music
gaming
podcasts
transformation due to internet
consuption anytime
social networks
streaming
broadband growth
types of user generated content
text
video
audio
images/art
games/mods
photography
UGC revenue models
advertising
paid digital content
NFTs
fan tips/donations
live events
UGC key ideas
democratizes creation, anyone can publish content previously restricted to studios, labels or publishers.
copyright and UGCs
because of safe harbour protections, platforms are not usually held legally responsible for user uploaded copyrighted material
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
positive spillover effect
ugc exposure boosts awareness, drives paid platforms and acts like free advertising
god for
niche artists
older songs
new creators
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
TV
transition from cable to internet
subscription streaming
mobile streaming
major shift in consumption patterns
movies
online distributors gaining power
phsyical sales declining
digital formats are cheaper but lower revenue per unit
AI threatens VFX, animation
Music
90 percent of sales digital
streaming or digital downloads
streaming dominates
podcasts
on demand digital audio
download or stream
advertising rev model
gaming
major growth
console, social, mobile (fastest growing)
gaming revenue is bigger than movies and music combined
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
findings
can outperform visuals
higher CTR
ai is way cheaper
Jobs under threat
actors
voice actors
scriptwriters
animators and vfx artists
costume/set designers
editors
storyboard artists
composers
how will ocnsumers experience change
faster, cheaper personalized content
endless variation
hypertargeting
blurred likes
more content, less trust
porters 5
barriers to entry - fall
threat of substitutes - rise
supplier power - shifts
changes in entertainment value chain
prompt - AI content generation - distribution - marketing