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: 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 360 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.
- Three separate segments:
- 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).
- Technological convergence:
- 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 60 billion in 2002 to an estimated 20 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?
- 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.
- 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.