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IS2505 Lecture 5
IS2505 Lecture 5
Lecture 5
Online Media
2
Recap
B2C Business Models
3
Recap
B2B Business Models
4
Recap
Business Strategy
Chapter 10
Online Media
6
Learning Objectives
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
7
Learning Objectives
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
8
Trends in Online Content
9
Trends in Online Content (cont.)
‣ Time spent with digital media exceeds time spent with television
10
Content Audience and Market
‣ Time spent with digital media accounts for 62% of total media time spent
https://www.insiderintelligence.com/c https://www.insiderintelligenc
ontent/nearly-third-of-all-us-media- e.com/content/digital-video-
time-will-on-mobile-this-year surpass-tv-us-viewing-time
11
Online Content Consumption
12
Internet and Traditional Media
‣ Impact of Internet
− Increase in total demand for media, including traditional products like books
− Physical products replaced by digital
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Digital Content Revenue Models
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Media Revenues by Channel
15
Free or Fee
‣ Early years: Internet audience expected free content but willing to accept
advertising
− Early content was low quality
16
Digital Rights Management (DRM)
‣ Technical and legal means to protect digital content from unlimited reproduction
and distribution
17
Media Industry Structure
18
Media Convergence
‣ Being able to get any content you want, when you want it, on whatever platform you want it
‣ Technological convergence
− Hybrid devices: combining the functionality of two or more existing media platforms into a single smart
device
‣ Content convergence
− Three aspects: design, production, distribution
− New tools for digital editing and processing
‣ Industry convergence
− Merger of media enterprises into firms that create cross-market content on different platforms
19
Convergence and the Transformation of Content: Books
20
Learning Objectives
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
21
Online Newspapers
‣ Strengths
− Content is king
• Quality matters!
• The most trusted source of news
• High levels of ad engagement
22
Online Newspapers (cont.)
‣ Challenges
− Digital ad revenue
• Increasing unique visitors, but less valuable:
1) Coming from social media sites just for specific articles (side-door entry)
2) Less engaged visitors from social sites
‣ Where do you get the news? (newspaper, TV, online newspaper, portal, social
media, or else?) Why? And will you subscribe online newspaper in the future?
24
Magazines Rebound on the Digital Platform
‣ Magazine/newspaper aggregator
− A website or app that provides subscriptions and sales of many digital magazines and
newspapers
25
E-Books and Online Book Publishing
https://www.hexaresearch.com/
research-report/e-book-market 26
E-Book Business Models
‣ E-book industry
− Intermediary retailers, traditional publishers, technology developers, device makers, and
vanity presses (self-publishing service companies)
‣ Wholesale model
− The same model with hard cover books
− Prices are determined by retailer
− Amazon and Apple sell e-books below their cost to sell reader devices
‣ Agency model
− The retailer is an agent and prices are set by the publisher
27
Learning Objectives
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
28
Growth of Online Entertainment Content Revenues
29
Online Entertainment Industry
‣ Many of the entertainment producers, film studios, and music labels are having
their own streaming and on-demand service channel, or building relationships
with tech-based distributors (e.g., Netflix, Google, Amazon)
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Home Entertainment: TV and Movies
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Home Entertainment: TV and Movies (cont.)
32
Music
33
Games
‣ Advertisers are attracted to e-sports and game broadcast over Internet channels
− e.g., Twitch, YouTube
− Young male audience, who are difficult to reach using traditional media
− Sponsors of e-sports: Red Bull, Coca-Cola, Intel, Marvel, Adidas, etc.
34
Summary
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
35