ELC 200 Day 20. Agenda Questions? Assignment 7 will be posted by next class Ecommerce Initiative Framework paper  Due Dec 1PM  initiative framework.

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Presentation transcript:

ELC 200 Day 20

Agenda Questions? Assignment 7 will be posted by next class Ecommerce Initiative Framework paper  Due Dec 1PM  initiative framework guidlines.pdf initiative framework guidlines.pdf Finish Discussion on Online Content and Media

Final Countdown Today  Finish Chap 9 Nov 19  Chap 10  Assignment 7 Posted Nov 23  Alternate Activity Nov 30  Chap 10 Dec 3  Chapter 11 Dec 7  Chapter 11  Assignment 7 Due Dec 10  Quiz 4 Dec 1PM  Paper and Presentations Copyright © 2014 Pearson Education, Inc.Slide 1-3

Chapter 9 Online Content and Media Copyright © 2014 Pearson Education, Inc.

Learning Objectives Identify the major trends in the consumption of media and online content, and the major revenue models for digital content delivery. Understand digital rights management. Understand the key factors affecting the online publishing industry. Understand the key factors affecting the online entertainment industry.

E-books and Online Publishing E-book sales have exploded in recent years—$4.2 billion in 2012 New channel for self-publishing authors  Amanda Hocking’s My Blood Approves (2010) Evolution  Project Gutenberg (1970s) Project Gutenberg  Voyager’s books on CD (1990s)  Adobe’s PDF format Copyright © 2014 Pearson Education, Inc.Slide 9-6

E-book Sales Figure 9.7, Page 361 Copyright © 2014 Pearson Education, Inc.Slide 9-7 SOURCE: Based on data from eMarketer, 2012b.

Copyright © 2014 Pearson Education, Inc.Slide 1-8

New Digital 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 DRM more effective than for music industry Copyright © 2014 Pearson Education, Inc.Slide 9-9

Challenges of E-book Platform Cannibalization  Fewer physical sales  More e-book sales, more purchases of readers Finding the right business model  Wholesale model Retailers pay wholesale price and establish retail price  Agency model Distributor as agent must charge publisher’s retail price Converging technologies  Interactive books Non-linear story telling  iBook Author, iBook Textbooks Copyright © 2014 Pearson Education, Inc.Slide 9-10

Copyright © 2014 Pearson Education, Inc.Slide 1-11 Source:

Magazines Rebound Magazine circulation plummets 1980–2012  Rise in online video and online news readership, and increases costs of color printing, 2001: 22 million 2011: 11 million 2012: Digital magazine readership doubled to 3.29 million copies  Tablets a major factor Magazine aggregators  Google currents  Zinio Copyright © 2014 Pearson Education, Inc.Slide 9-12

Copyright © 2014 Pearson Education, Inc.Slide 1-13

Online Entertainment Industry Four traditional players, one newcomer  Television  Radio broadcasting  Hollywood films  Music  Video games (new arrival) Copyright © 2014 Pearson Education, Inc.Slide 9-14

Entertainment History Mu sic Ind ust ry Copyright © 2014 Pearson Education, Inc.Slide 1-15

Online Entertainment Industry Internet is transforming industry  Platform development Smartphones, tablets, music platform Online streaming and cloud storage Social networks as distributors  Viable business models Music subscription services Closed platforms that eliminate need for DRM  Widespread growth of broadband Copyright © 2014 Pearson Education, Inc.Slide 9-16

Online Entertainment Audience Size Online “traditional” entertainment  Online video has largest audiences, followed by music, games User-generated content (YouTube)  Substitutes for and complements traditional commercial entertainment  Two dimensions User focus User control  Sites that offer high levels of both will grow Copyright © 2014 Pearson Education, Inc.Slide 9-17

Projected Growth in Online Entertainment Figure 9.9, Page 366 Copyright © 2014 Pearson Education, Inc.Slide 9-18 SOURCES: Based on data from industry sources; authors’ estimates.

Television and Premium Video TV industry transitioning to new delivery platforms OTT: Over-the-top (Internet) delivery Three factors in TV industry transformation  Broadband penetration  New mobile platforms  Willing industry with library of high-quality content Social network influences Copyright © 2014 Pearson Education, Inc.Slide 9-19

Movies Mobile and tablet growth fueling demand for online movies Unlike music industry, no one distributor dominates Three types of online movie sales Subscription video on demand (SVOD) Transactional video on demand (TVOD) Electronic sell-through Reduced DVD sales  Killed DVD rental Release windows system Copyright © 2014 Pearson Education, Inc.Slide 9-20

Online Movie Business Share of Movie Revenues Figure 9.11, page 370 Copyright © 2014 Pearson Education, Inc.Slide 9-21

October 8, 2015 Copyright © 2014 Pearson Education, Inc.Slide 9-22 Source;

Insight on Technology: Class Discussion Hollywood and the Internet: Let’s Cut a Deal 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 © 2014 Pearson Education, Inc.Slide 9-23

Music Most changed of content industries  Move from physical to digital product  Unbundling of single songs  Distributor market dominated by Apple Digital revenues account for majority of all revenues (52%) for first time in 2011 Streaming services—fastest growth  Variety of revenue models Copyright © 2014 Pearson Education, Inc.Slide 9-24

Consumer Spending on Digital Music Figure 9.12, page 373 Copyright © 2014 Pearson Education, Inc.Slide 9-25

Sifting revenues in Music Industry Copyright © 2014 Pearson Education, Inc.Slide 9-26

Games Online gaming has had explosive growth Types of online gamers Casual Social Mobile—fastest growing market Console Business models in flux Most online/mobile games offered for free Copyright © 2014 Pearson Education, Inc.Slide 9-27

Online Gaming Audience Figure 9.13, page 375 Copyright © 2014 Pearson Education, Inc.Slide 9-28

Copyright © 2014 Pearson Education, Inc.Slide 9-29 Source: outstrip-broadcast-tv-revenues-superdata-finds/ outstrip-broadcast-tv-revenues-superdata-finds/

Copyright © 2013 Pearson Education, Inc.Slide 1-30

Copyright © 2014 Pearson Education, Inc.Slide 9-31