电子商务英文版最新课件ec13_ppt_ch10_accessible

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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
Figure 10.2 Media Revenues by Channel
Digital Content Revenue Models
• Online content delivery revenue models – Subscription – A la carte – Advertising supported (free/freemium)
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
E-Commerce 2017: Business. Technology. Society.
Thirteenth Edition
Chapter 10
Online Content and Media
Slides in this presentation contain hyperlinks. JAWS users should be able to get a list of links by using INSERT+F7
• 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
• 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
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
10.2 Understand the key factors affecting the online publishing industry.
10.3 Understand the key factors affecting the online entertainment industry.
Cord Cutters and Cord Shavers: The Emerging Internet Broadcast System (IBS)
Figure 10.5 Convergence and the Transformation of Content: Books
Online Publishing Industry
• $93 billion based originally in print, moving rapidly to Internet
• 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
– Difficult to copy – Walled garden
Media Industry Structure
• Three separate segments – Print – Movies – Music
• Each dominated by few key players with little crossover • Transmission industry highly oligopolistic
Figure 10.6 Newspaper Revenues 1980–2015
Figure 10.7 Online Newspaper Models 1995-2016
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
• Free content can drive users to paid content • Users increasingly paying for high-quality, unique content
Figure 10.3 Online Content Consumption 2015
• Three segments – Online newspapers – E-books – Online magazines
Online Newspapers
• Most troubled segment of publishing industry – Revenues shrunk from $60 billion in 2002 to about $30 billion in 2015
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.
– Two dominant players in each distribution market – AT&Tand Verizon; Comcast and Time Warner
ຫໍສະໝຸດ Baidu
Media Convergence
• Technological convergence – Hybrid devices
• 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
Trends in Online Content (1 of 2)
• Mobile platform accelerates the transition to digital content • Distributors become significant players in content
• 50% U.S. population watches TV online • Desktop and mobile use: 5.7 hrs/day • 80% television users multitask
Figure 10.1 Annual Media Consumption
Insight on Society: Are Millennials Really All That Different?
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
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
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
• 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?
• 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?
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