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ELC 200 Introduction to E-commerce

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Presentation on theme: "ELC 200 Introduction to E-commerce"— Presentation transcript:

1 ELC 200 Introduction to E-commerce
DAY 25 Copyright © 2018, 2017, 2016 Pearson Education, Inc. All Rights Reserved

2 Day 25 Overview Questions? Assignment 7 Posted Course Evaluations
Due Dec 12:30 PM assignment 7.pdf Course Evaluations Online content and media

3 Final Countdown Nov 30 Dec 4 Dec 7 Dec 14 @ 1Pm
Online content and media Dec 4 Social Networks, Auctions and Portals Assignment 7 Due Dec 7 B2b E-commerce: Supply Chain management and Collaborative Commerce Dec 1Pm Quiz 4 and Final Presentations and papers Due

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

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

6 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. 10.2 Understand the key factors affecting the online publishing industry. 10.3 Understand the key factors affecting the online entertainment industry. Slide 3 is a list of textbook LO numbers and statements.

7 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?

8 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

9 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

10 Content Audience and Market
Average American adult spends 4,300 hrs/yr consuming various media (and only 2080 hours working) 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

11 Figure 10.1: Annual Media Consumption
Figure 10.1, Page 653. Each American spends around 4,300 hours annually on various types of media. Time spent on the Internet (both mobile and desktop) is expected to exceed time spent on traditional television. SOURCES: Based on data from eMarketer, Inc., 2016a; authors’ estimates.

12 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? Millennials born 1981 – 2000, 80 million, >30% of workforce

13 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

14 Figure 10.2: Media Revenues by Channel
Figure 10.2, Page 646. Traditional media (television, print, and radio) still dominate the entertainment and media market, but Internet media (streaming videos, music, and content) is the fastest growing segment. SOURCES: Based on data from industry sources; authors’ estimates.

15 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

16 Figure 10.3: Online Content Consumption 2015
Figure 10.3, Page 647. SOURCES: Based on data from eMarketer, Inc., 2016c; industry sources; authors’ estimates.

17 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

18 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

19 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 Spectrum

20 Media Convergence Technological convergence Content convergence
Hybrid devices –iPad 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

21 Figure 10.5: Convergence and the Transformation of Content: Books
Figure 10.5, Page 652. The Internet is making it possible for publishers and writers to transform the standard “book” into a new form that integrates features of both text and the Internet, and also transforms the content of the book itself.

22 Online Publishing Industry
$93 billion based originally in print, moving rapidly to Internet Three segments Online newspapers E-books Online magazines

23 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

24 Figure 10.6: Newspaper Revenues 1980–2015
Figure 10.6, Page 665. Newspaper ad revenues have declined by 50% since As a percentage of total revenues, circulation subscription revenues have become more important. Digital is a small source of revenue but growing up until recently. SOURCES: Based on data from Newspaper Association of America, 2016; Pew Research Center, 2016.

25 Figure 10.7: Online Newspaper Models 1995-2016
Figure 10.7, Page 667. Newspapers have gone through three different business models as they adapt to the Internet.

26 Online Newspaper Industry: Strengths and Challenges
Strength: Newspaper audience size and growth OnLine growing 2 10%/year Challenge: Digital ad revenue Coming to articles from the side door (social networks links) Strength: Content is king Challenge: Finding a revenue model Paywalls chase customers away Challenge: Growth of pure digital competitors Craigslist, Huffman Post, Vox , Weather Under Ground Challenge: Can newspapers survive digital disruption

27 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

28 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) 1 million in royalities Major publishers still dominant source of book content While some large bookstore chains have disappeared, small independent bookstores have grown 27% since 2009.

29 Figure 10.12: E-book Sales Figure 10.12, Page 681.
This figure shows the total revenues and the percentage that e-books sales constitute of total trade book sales revenues, as well as the change in the growth of revenues. As the graph shows, growth in e-book revenues has slowed significantly since 2013. SOURCES: Based on data from AAP, 2016; authors’ estimates.

30 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

31 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

32 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

33 Online Entertainment Industry (1 of 2)
Four traditional players, one newcomer Television Radio broadcasting Hollywood films Music Games (new arrival)

34 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

35 Figure 10.14: Projected Growth in Online Entertainment
Figure 10.14, Page 688. Among commercial forms of mass entertainment, online TV and movies engage the largest number of people and generate the largest online revenues in By 2019, online TV and movies are expected to account for around 57% of all online entertainment revenues. SOURCES: Based on data from industry sources; authors’ estimates.

36 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

37 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

38 Figure 10.17: Major Online Movie Distributors
Figure 10.17, Page 695. Apple dominates downloading and purchasing of movies, while Netflix leads in streaming movies and TV shows. SOURCES: Based on data from industry sources, authors’ estimates.

39 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?

40 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

41 Figure 10.18: U.S. Music Revenues: Digital vs. Physical
Figure 10.18, Page 700. Music industry revenues have fallen by 50% since 2000, and have only recently stabilized at around $7 billion. Digital music now makes up about 70% of all music revenues. SOURCES: Based on data from RIAA, 2016, 2015.

42

43 Games Online gaming has had explosive growth Types of digital gamers
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

44

45 Figure 10.21: Online Gaming Audience
Figure 10.21, Page 704. SOURCE: Based on data from eMarketer, 2016c.


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