E-commerce 2023: Online Content and Media

Learning Objectives

  • 10.1: Understand major trends in media and online content consumption, digital content delivery revenue models, digital rights management, and media convergence.
  • 10.2: Understand the key factors affecting the online publishing industry.
  • 10.3: Understand the key factors affecting the online entertainment industry.
  • 10.4: Understand how creators are attempting to monetize user-generated content.

Streaming Wars Discussion Points

  • Subscription to online video streaming services: Which ones? Limit to number of services or monthly cap?
  • Best overall viewing/entertainment experience: Which services and why?
  • Willingness to pay more for ad-free streaming video.
  • Prediction for the winner of the “streaming wars” and rationale.

Trends in Online Content

  • Streaming wars: slowing growth and a shift to advertising-supported models.
  • Mobile platforms are accelerating the transition to digital content.
  • Tech companies are becoming significant players in content production.
  • Book publishing is stable as e-book sales growth slows.
  • Podcasting is becoming increasingly popular.
  • Mobile platforms and apps are morphing into content distribution platforms.
  • Time spent with digital media vastly exceeds time spent with TV.

Content Audience

  • Average American adult spends over 4,800 hours per year consuming various media.
  • Digital media accounts for over 60% of total media time spent.
  • Desktop and mobile use: 8.25 hours per day.

Cannibalization vs. Complementary Media Consumption

  • Cannibalization: Time on the Internet reduces time spent with other media.
  • There is a massive shift of audience to Web, tablets, and smartphones.
  • Television viewing and music consumption remain strong, and reading has increased.
  • Impact of the Internet:
    • Increase in total demand for media, including traditional products like books.
    • Physical products are being replaced by digital ones.

Insight on Society: Gen Z Discussion

  • Defining socioeconomic and behavioral patterns of Gen Z.
  • How Gen Z differs from previous generations.
  • Evidence contradicting stereotypes about Gen Z’s behavior patterns.
  • Self-identification as a member of Gen Z and rationale.

Content Market: Entertainment and Media Industry Revenues

  • Total U.S. entertainment and media industry revenues were estimated to be about 360360 billion in 2021.
  • The entertainment industry comprises almost 80% of the total.
    • Television and movies account for the majority of entertainment industry revenue.
    • The video game industry is rising in importance.
    • Music and radio account for less than 10% each.
    • The podcasting market accounts for less than 1%, but it's growing.
  • Print media: About 20% of the total.
    • Including book publishing, magazines, and newspapers.

Online Content: Consumption, Revenue Models, and Revenue

  • Online content delivery revenue models:
    • Subscription
    • A la carte
    • Advertising supported (free/freemium)
  • Free content can drive users to paid content.
  • Users are increasingly paying for high-quality, unique content.

Online Content Evolution

  • Early years: Internet audience expected free content but was willing to accept advertising.
    • Early content was low quality.
  • With the advent of high-quality content, fee models became successful.
    • iTunes
    • Millions of users buy from legal music sites.
    • YouTube is cooperating with Hollywood and New York film production studios.

Digital Rights Management (DRM)

  • Technical and legal means to protect digital content from unlimited reproduction and distribution.
  • DRM hardware and software encrypts content.
  • Streaming content is difficult to copy due to walled gardens.

Media Industry Structure

  • Three separate segments:
    • Print
    • Movies
    • Music
  • Each is dominated by a few key players with little crossover.
  • Delivery platform firms have tried to become content producers:
    • Comcast's acquisition of a majority interest in NBC Universal.
    • AT&T’s merger with Time Warner (did not succeed).
    • Verizon’s purchase of AOL and Yahoo (did not succeed).

Media Convergence

  • Technological convergence:
    • Hybrid devices
  • Content convergence:
    • Three aspects: Design, production, and distribution.
    • New tools for digital editing and processing.
  • Industry convergence:
    • Merger of media enterprises into firms that create and cross-market content on different platforms.

Online Publishing Industry

  • Three segments:
    • Online newspapers
    • E-books
    • Online magazines

Online Newspapers

  • The most troubled segment of the publishing industry.
    • Revenues shrunk from 6060 billion in 2002 to an estimated 2020 billion in 2021.
  • Four factors in decline:
    • Growth of Web and mobile devices as alternative mediums.
    • Alternative digital sources for news.
    • Failure to develop suitable new business models.
    • Rise of social media and its role in directing traffic to newspaper content.

Online Newspaper Industry: Strengths and Challenges

  • Strength: Newspaper audience size and growth.
  • Challenge: Generating digital ad revenue.
  • Strength: Content is king.
  • Challenge: Finding a working revenue model.
  • Challenge: The growth of digital-only digital competitors.
  • Challenge: Surviving digital disruption.

Insight on Business: Vox: Native Digital News Discussion

  • How to read news online? Preferred sites and why? Has anyone visited Vox sites?
  • How native digital news sites are changing journalism.
  • Is Vox Media the future of digital news publishing? Why or why not?

Magazine Rebound on Digital Platforms

  • Physical magazine circulation is falling after 2001, with the exception of special interest magazines.
  • Digital magazines:
    • Ad revenue is growing.
    • Total audience size is increasing.
    • Popular websites drive traffic to online magazines (e.g. The New Yorker Today app).
    • Magazine aggregators: Apple News+.

E-books and Online Book Publishing

  • After several years of explosive growth, e-book sales have flattened in recent years.
  • E-books are a new channel for self-publishing authors.
  • Major publishers are still the dominant source of book content.
  • While some large bookstore chains have disappeared, the number of small independent bookstores had been growing prior to the Covid-19 pandemic.

Amazon and Apple: The Digital Media Ecosystems

  • E-book hardware and software combined with online megastores.
    • Amazon Kindle: Linked to the Amazon store and cloud storage.
    • Apple iPad: Multipurpose tablet, linked to Apple stores.
  • Authors are able to bypass traditional agent and publisher channels.

E-book Business Models

  • E-book industry composition:
    • Intermediary retailers (booksellers), traditional publishers, technology developers, device makers (e-readers), and vanity presses.
  • Wholesale model:
    • Retailers pay a wholesale price and establish retail price.
  • Agency model:
    • Distributor as an agent must charge the publisher’s retail price.
  • Apple and book publisher price-fixing.

Online Entertainment Industry

  • Major players: Television and movies, music, and games.
  • The Internet has transformed the industry via:
    • Mobile devices
    • Social networks featuring video streaming
    • Download and streaming services
    • Growth in broadband access
    • Closed streaming platforms reduce the need for DRM
  • Emergence of very large-scale, integrated technology media companies like Amazon, Google, Apple, and Netflix.

Home Entertainment: Television and Movies

  • Transition to Internet delivery platforms:
    • Streaming and downloading services
    • OTT: Over-the-top (Internet) delivery
    • Mobile platform
  • Binge-watching versus linear TV.
  • Social network influences.
  • Uncertain future for cable TV.
  • Hollywood is maintaining control of content creation, delivery, and revenue through:
    • DVDs and rental DVDs
    • Electronic Sell Through (EST) - downloading movies
    • Subscription streaming
    • Video On Demand (VOD)

Challenges in Home Entertainment

  • Digital formats produce less revenue than physical formats.
  • Pressure to change release windows.
  • Growing strength of online movie distributors like Netflix.
  • Pirated content.

Audio Entertainment: Music and Podcasts

  • The most disrupted of the content industries - the move from physical to digital products.
  • It took 20 years until revenue in 2021 finally topped the previous high in 1999.
  • Digital revenues accounted for 87% of all revenues in 2021.
  • Two types of digital music services:
    • Streaming subscription services (Internet radio)
    • Digital download (download to own)

Podcasts

  • Digital audio presentation that can be downloaded from the Internet, stored on a desktop or laptop computer or a mobile device, and listened to at the listener’s convenience.
  • Becoming a professional talk content-distribution industry.
  • Supported primarily by advertising.

Games

  • Online gaming has experienced explosive growth.
  • Types of digital gamers:
    • Casual
    • Social
    • Mobile - the fastest-growing market
    • Massively multiplayer online (MMO)
    • Console
  • Business models are in flux.
  • E-sports, Twitch.

Insight on Technology: Twitch: Game On Discussion

  • Have you ever viewed a live-streamed game or other content on Twitch? How about other live-streaming platforms?
  • Who are Twitch’s primary competitors?
  • What are some of the major issues facing Twitch?

Creators and User-Generated Content

  • Types of user-generated content:
    • Print, video, digital audio, games, art, and photography.
  • Revenue models:
    • Advertising
    • Sales of digital content (subscription or on a per-piece basis)
    • NFTs
    • “Tips” from fans
    • Events

Platforms for User-Generated Content

  • YouTube: Best known.
  • Patreon: Membership platform.
  • Roblox: Online game platform.
  • Social networks: Creator funds (only a small percentage of creators have received more than $5000 from a creator fund).

Careers in E-commerce

  • Position: Digital Audience Development Specialist.
  • Qualification/Skills.
  • Preparing for the Interview.
  • Possible Interview Questions.