E-commerce 2017 business. technology. society. 13 th edition Accessibility standards-compliant Copyright © 2018, 2017, 2016 Pearson Education, Inc. All.

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E-commerce 2017 business. technology. society. 13 th edition Accessibility standards-compliant Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved

E-commerce 2017 business. technology. society. 13 th edition Chapter 10 Online Content and Media

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Learning Objectives 10.1 Understand the major trends in the consumption of media and online content, the major revenue models for digital content delivery, digital rights management, and the concept of media convergence Understand the key factors affecting the online publishing industry Understand the key factors affecting the online entertainment industry.

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Cord Cutters and Cord Shavers: The Emerging Internet Broadcast System (IBS) Class Discussion –Do you subscribe to any online video streaming services? If so, which ones? –What sites have given you the best overall viewing or entertainment experience, and why? –What are the advantages of watching traditional television over watching online TV and films?

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Trends in Online Content (1 of 2) Mobile platform accelerates the transition to digital content Distributors become significant players in content production business Continued growth of online video and music E-book sales growth slows Digital music sales top physical sales Console games flatten as mobile games soar

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Trends in Online Content (2 of 2) Four Internet titans compete for ownership of online content ecosystem: Apple, Google, Amazon, and Facebook Netflix the largest consumer of bandwidth Cloud storage serves huge market for mobile device content FCC issues new net neutrality rules Time spent with digital media exceeds time spent with television

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Content Audience and Market Average American adult spends 4,300 hrs/yr consuming various media 2015 U.S. entertainment and media revenues (online and offline): $262 billion 50% U.S. population watches TV online Desktop and mobile use: 5.7 hrs/day 80% television users multitask

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.1: Annual Media Consumption

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Insight on Society: Are Millennials Really All That Different? Class discussion: –What are some of the defining socioeconomic and behavioral patterns of Millennials? –In what ways does the hard evidence about Millennials not fit stereotypes about them? –Why are Millennials so sought after by advertisers? –Do you self-identify as a Millennial? Why or why not?

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Internet and Traditional Media Cannibalization vs. complementary –Does time on Internet reduce time spent with other media? –Massive shift of audience to Web, tablets, smartphones Television viewing, music consumption remains strong, reading has increased Impact of Internet: –Increase in total demand for media, including traditional products like books –Physical products replaced by digital

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.2: Media Revenues by Channel

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Digital Content Revenue Models Online content delivery revenue models –Subscription –A la carte –Advertising supported (free/freemium) Free content can drive users to paid content Users increasingly paying for high-quality, unique content

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.3: Online Content Consumption 2015

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Free or Fee Early years: Internet audience expected free content but willing to accept advertising –Early content was low quality With advent of high-quality content, fee models successful –iTunes –Millions of users buy from legal music sites –YouTube cooperating with Hollywood and New York film production studios

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved 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 –Difficult to copy –Walled garden

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Media Industry Structure Three separate segments –Print –Movies –Music Each dominated by few key players with little crossover Transmission industry highly oligopolistic –Two dominant players in each distribution market –AT&T and Verizon; Comcast and Time Warner

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Media Convergence Technological convergence –Hybrid devices Content convergence –Three aspects: Design, production, 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

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.5: Convergence and the Transformation of Content: Books

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Online Publishing Industry $93 billion based originally in print, moving rapidly to Internet Three segments –Online newspapers –E-books –Online magazines

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Online Newspapers Most troubled segment of publishing industry –Revenues shrunk from $60 billion in 2002 to about $30 billion in 2015 Four factors in decline –Growth of Web, mobile devices as alternative medium –Alternative digital sources for news –Failure to develop suitable new business models –Rise of social media and role of directing traffic to newspaper content

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.6: Newspaper Revenues 1980– 2015

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.7: Online Newspaper Models

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Online Newspaper Industry: Strengths and Challenges Strength: Newspaper audience size and growth Challenge: Digital ad revenue Strength: Content is king Challenge: Finding a revenue model Challenge: Growth of pure digital competitors Challenge: Can newspapers survive digital disruption

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Insight on Business: Vox: Native Digital News Class discussion: –How do you read news online? Which sites do you prefer, and why? Have you visited any Vox sites? –How are all digital news sites changing journalism? –What unique qualities have made Vox Media be seen as the future of digital news publishing?

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Magazines Rebound Physical magazine circulation falls after 2001 –Exception is special interest magazines Digital replica magazines –Ad revenue growing –Total audience size increasing –Popular websites drive traffic to online magazines –The New Yorker Today app –iPad Subscription Service –Magazine aggregators

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved E-books and Online Publishing E-book sales have exploded in recent years—$7.6 billion in 2016 –26% of all consumer book sales New channel for self-publishing authors –Hugh Howey’s Wool (2013) Major publishers still dominant source of book content While some large bookstore chains have disappeared, small independent bookstores have grown 27% since 2009.

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Amazon and Apple: The New Digital Media Ecosystems E-book hardware, software, combined with online megastores –Amazon Kindle: Linked to Amazon store and cloud storage –Apple iPad: Multipurpose tablet, linked to Apple stores Authors able to bypass traditional agent, publisher channels

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved E-book Business Models E-book industry composition –Intermediary retailers (booksellers), traditional publishers, technology developers, device makers (e-readers), vanity presses Wholesale model –Retailers pay wholesale price and establish retail price Agency model –Distributor as agent must charge publisher’s retail price Apple and book publisher price-fixing Amazon vs. Hachette

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Challenges of E-book Platform Control over pricing –Amazon controls largest market share for e-books –Amazon’s own book publishing brand Further evolution of digital distribution platform –Kindle Unlimited subscription service –Digital marketplace exchanges for peer sharing of digital files Converging technologies –Interactive books, iBook Author, iBook Textbooks

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.12: E-book Sales

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Online Entertainment Industry (1 of 2) Four traditional players, one newcomer –Television –Radio broadcasting –Hollywood films –Music –Games (new arrival)

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Online Entertainment Industry (2 of 2) Internet is transforming industry: –Mobile devices –Social networks featuring video streaming –Download and streaming services –Growth in broadband access –Closed streaming platforms reduce need for DRM Emergence of very large-scale, integrated technology media companies – Amazon, Google, Apple, and Netflix

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.14: Projected Growth in Online Entertainment

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Television Transition to new Internet delivery platforms –Streaming and downloading services –OTT: Over-the-top (Internet) delivery –Mobile platform Binge watching vs. linear TV Social TV FCC’s proposed “open set top box plan” Social network influences Uncertain future for cable TV growth

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Feature-Length Movies Hollywood maintaining control of content creation, delivery, and revenue –DVDs, rental DVDs –Electronic Sell Through (EST) – downloading movies –Subscription streaming –Video On Demand (VOD) Challenges –Digital formats produce less revenue than physical –Pressure to change release windows –Growing strength of online movie distributors like Netflix –Sites streaming or providing downloads of pirated content

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.17: Major Online Movie Distributors

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Insight on Technology: Hollywood and the Internet: Let’s Cut a Deal Class Discussion –What challenges has the Internet posed to traditional Hollywood movie distribution? What is the biggest challenge? –Can Internet distribution work with the “release window” strategy? –Do you think Hollywood is doing a better job of protecting its content than the music industry? –What is the most realistic and profitable path forward for the Hollywood film industry?

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Music Most disrupted of content industries –Move from physical to digital product –Distributor market dominated by Apple’s iTunes Digital revenues: 70% of all revenues Two types of digital music services –Streaming subscription services (Internet radio) –Digital download (download to own)  Increasingly uses cloud storage  33% of all digital music industry revenue

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.18: U.S. Music Revenues: Digital vs. Physical

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Games Online gaming has had explosive growth –Pokemon GO –Mobile platform Types of digital gamers –Casual –Social –Mobile—fastest growing market –Massively multiplayer online (MMO) –Console Business models in flux E-sports, Twitch.tv

Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved Figure 10.21: Online Gaming Audience