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E-Commerce 2018: Business. Technology. Society

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1 E-Commerce 2018: Business. Technology. Society
Fourteenth Edition Chapter 10 Online Content and Media If this PowerPoint presentation contains mathematical equations, you may need to check that your computer has the following installed: 1) MathType Plugin 2) Math Player (free versions available) 3) NVDA Reader (free versions available) Copyright © 2019, 2018, 2017 Pearson Education, Inc. All Rights Reserved

2 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. Slide 2 is list of textbook LO numbers and statements

3 Cord Cutters and Cord Shavers: The Emerging Internet Broadcast System (I B S)
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 T V and films?

4 Trends in Online Content (1 of 2)
Mobile platform accelerates the transition to digital content Tech companies become significant players in content production business Continued growth of number of Americans who watch digital video and T V online E-book sales growth slows Digital music sales top physical sales Console games flatten as mobile games soar

5 Trends in Online Content (2 of 2)
Netflix the largest consumer of bandwidth Cloud storage serves huge market for mobile device content Conflict continues over net neutrality rules Time spent with digital media exceeds time spent with television

6 Content Audience and Market
Average American adult spends 4,400 hours/year consuming various media Over 50% U.S. population watches T V online Desktop and mobile use: 5.8 hours/day

7 Figure 10.1 Annual Media Consumption in the United States
Figure 10.1, Page 661. Americans spends around 4,400 hours annually on various types of media. People spend 30% more time on the Internet than they do watching TV. SOURCES: Based on data from eMarketer, Inc., 2017a; authors’ estimates.

8 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?

9 Internet and Traditional Media
Cannibalization versus. 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

10 Figure 10.2 U.S. Media Revenues by Channel
Figure 10.2, Page 665. Traditional media (television, print, and radio) still dominate the entertainment and media market, but Internet media (video, music, and content) is the fastest growing segment. SOURCES: Based on data from industry sources; authors’ estimates.

11 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

12 Figure 10.3 Online Content Consumption in the United States
Figure 10.3, Page 647

13 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

14 Digital Rights Management (D R M)
Technical and legal means to protect digital content from unlimited reproduction and distribution D R M hardware and software encrypts content Streaming content Difficult to copy Walled garden

15 Media Industry Structure
Three separate segments Print Movies Music Each dominated by few key players with little crossover Delivery platform firms now becoming content producers Two dominant players in each distribution market A T & T’s proposed merger with Time Warner Verizon's purchase of A O L and Yahoo

16 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

17 Figure 10.5 Convergence and the Transformation of Content: Books
Figure 10.5, Page 671. 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.

18 Online Publishing Industry
$80 billion based originally in print, moving rapidly to Internet Three segments Online newspapers E-books Online magazines

19 Online Newspapers Most troubled segment of publishing industry
Revenues shrunk from $60 billion in 2002 to about $29 billion in 2016 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

20 Figure 10.6 Newspaper Revenues 1981–2016
Figure 10.6, Page 673. 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.

21 Figure 10.7 Online Newspaper Models 1995-2017
Figure 10.7, Page 675. Newspapers have gone through three different business models as they adapt to the Internet.

22 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

23 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?

24 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

25 E-Books and Online Publishing
After several years of explosive growth, e-book sales have flattened in recent years—$7.9 billion in 2017 30% of all consumer book sales New channel for self-publishing authors Major publishers still dominant source of book content While some large bookstore chains have disappeared, small independent bookstores have grown 27% since

26 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

27 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

28 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

29 Figure 10.11 E-Book Sales Figure 10.13, Page 687
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, 2017; authors’ estimates.

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

31 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 D R M Emergence of very large-scale, integrated technology media companies Amazon, Google, Apple, and Netflix.

32 Figure 10.13 Projected Growth in U.S. Online Entertainment Revenue
Figure 10.14, Page 693 Online video games now engage the largest number of people and generate the largest online revenue, followed by online TV and movies. SOURCES: Based on data from industry sources; authors’ estimates.

33 Television Transition to new Internet delivery platforms
Streaming and downloading services O T T: Over-the-top (Internet) delivery Mobile platform Binge watching versus. linear T V Social T V F C C’s proposed “open set top box plan” Social network influences Uncertain future for cable T V growth

34 Feature-Length Movies
Hollywood maintaining control of content creation, delivery and revenue D V Ds, rental D V Ds Electronic Sell Through (E S T) – downloading movies Subscription streaming Video On Demand (V O D) 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

35 Figure 10.16 Major Online Movie Distributors
Figure 10.16, Page 699 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.

36 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?

37 Music Most disrupted of content industries
Move from physical to digital product Distributor market dominated by Apple’s iTunes Digital revenues: 78% of all revenues Two types of digital music services Streaming subscription services (Internet radio) Digital download (download to own)

38 Figure 10.17 U.S. Music Revenues: Digital Versus. Physical
Figure 10.17, Page 704 Music industry revenues have fallen by 50% since 2000, and have only recently stabilized at around $7.8 billion, up around 6% for the first time in eight years. Digital music now makes up about 78% of all music revenues. SOURCES: Based on data from RIAA, 2017, 2016, 2015.

39 Games Online gaming has had explosive growth Pokemon GO
Mobile platform Types of digital gamers Casual Social Mobile—fastest growing market Massively multiplayer online (M M O) Console Business models in flux E-sports, Twitch.tv

40 Figure 10.20 Online Gaming Audience
Figure 10.20, Page 709.

41 Careers in E-Commerce Position: Digital Audience Development Specialist Qualification/Skills Preparing for the Interview Possible Interview Questions

42 Copyright


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