Ch. 9: Online Content & Media Flashcards
What are the 2 categories of online content?
- print industries (newspapers, books, magazines)
2. online entertainment industries (television, movies, radio, video, games, music)
How has content audience and market changed?
- influenced by sales of tablets and smartphones
- content is no longer tied to physical products–can be delivered over the Internet and to multiple devices, reducing costs for customers
impact of Internet on media
increasing total demand, but sometimes the firms’ physical products are being replaced by digital versions (content isn’t cannabalized but physical media is)
What are 3 revenue models for digital content delivery?
- subscription: all you can eat
- a la carte: pay for what you use
- both pure play - advertising: free to users/freemium higher price option
What are attitudes about paying for content/tolerance for ads?
Internet audiences expected to pay nothing for online content but accept an equal number of ads as a consequence
(DRM) digital rights management
the combination of technically and legal means for protecting digital content from unlimited production w/o permission
“walled garden”
restrict widespread sharing of content (locking the content to a physical device or digital stream w/no local storage)
What opportunities does the Internet offer the text publishing industry?
a new generation of content stored and sold over the web; available anytime, anywhere and on any device
What are 3 issues online newspapers have had causing decreasing revenues?
- availability of alternatives
- slow to turn to Internet
- fail to protect its content from being distributed by headline aggregators
How has the audience and size of growth of the newspaper industry been affected?
- online audience increases the overall footprint of the newspaper media
- online readers are highly engaged
- online ad revenues not keeping pace of falling print revenues
How have newspaper business models changed over time?
fee–>free–>fee-based metered + subscription model
crowdsource distribution
a new channel for self-published authors to skip professional editors and publishers
Amazon + Apple: the new digital media ecosystems
combining hardware, software and online megastores to allow authors to determine prices (typically lower) and platform takes a percentage of sales
What are 2 challenges in the digital e-book platform?
- cannabalization
2. finding the right business model
cannabalization
when sale of new digital products replace sales of traditional products
-prices and profits from digital products are lower than physical products
Impact of Internet on magazine industry
advertisers turning to digital platform where readers increasingly get news and now have richly detailed color photography
magazine aggregator
a website or app that provides subscriptions and sales of may digital magazines
What are 3 changes in customer preferences in the online entertainment industry?
- accelerated/social network platform development have changed consumer preferences and increased demand deliver over Internet devices
- growth in broadband allows for wireless delivery of all forms of entertainment including television and premium video
- development of HQ experiences online has eliminated the need for digital rights management
cloud computing
storage and streaming of large Internet data centers rather than individual personal devices (which has created a shift away from ownership of content)
(OTT) over-the-top
use of the Internet to deliver entertainment services to the home on cable TV or FiOS network by riding “on top” of other network services such as cable TV and telephone services
How has the viewing experience changed?
Shift from lean back and enjoy to learn forward and engage (social networks) = multitasking
How has the movie industry been affected?
consumers want access to cloud-stored movies rather than downloading entire movies to their devices
How has the music industry changed?
shift from concept of “owning” music to “accessing” music: less dependent on selling a profitable physical product, but rather HQ products from a variety of Internet distributions competing to by content
What are the 4 types of gamers?
- causal game players on PCs/laptops
- social gamers playing on a web browser/social network
- mobile gamers on smartphones/tablets (fastest growing)
- console game players on and off line