BUS510 \ CH10
Blockchain enables...
royalties and verified ownership
"explanatory journalism" movement is
to provide in-depth and detailed breakdowns of current event
Top two channels in entertainment revenue:
broadcast/paytv @ 43% and video games at 17%
what is Chorus
content management system (CMS) that provides publishing - used by Vox
Which of the following occurs first in the process of content convergence related to books?
media migration
wholesale model
prices are determined by retailer
Digital Rights Management (DRM)
protects content
Significant streaming companies:
Amazon, Hulu, Netflix, and Apple
According to Pew Research Center, more than ________ of U.S. adults surveyed get their news via a digital device at least some of the time?
80%
Key factors affecting e-books and online book publishing include:
Audience size and growth; competition business models; convergence.
Electronic Sell-Through (EST) (download to own)
selling movies online for download and ownership
Piracy - most common form
sites that offer streaming of pirated content
Subscription Video on Demand (SVOD)
subscription streaming over the Internet
agency model
the retailer is an agent, and prices are set by the publisher
Podcast examples:
Joe Rogan, NPR, Serial
SVOD is SMALLER / LARGER than iVOD.
LARGER
Twitch primary revenue
ads
Netflix is an example of____ in the media industry in which an Internet company becomes a media content producer.
convergence
Subscription bundling does 2 things
decrease churn, increase perceived value
3 aspects to content convergence: design, production, and distribution.
design, production, and distribution.
metered subscription
limited # of articles for free, payment required after limit exceeded
Binge watching was discovered/first used by
Netflix
Movies/TV have 2 options to make money
own content or pipeline to deliver it
Subscription platforms use encryption and walled gardens to...
... control the use of content after initial sale
Creators get revenue from...
...ads, merch, paid subscriptions, tips
Podcasts are supported primarily by...
...advertising
Publisher sets price in...
...agency model
E-book business models include... .
...wholesale model and the agency model.
The greatest growth in online entertainment is anticipated in...
..online gaming, particularly mobile gaming and e-sports.
Revenue from digital sources now constitutes more than what percent of all U.S. music revenues.
85 percent
Retailer sets price in
....wholesale model
Which of the following was sold to German publishing firm Axel Springer for more than $1 billion in 2021?
Politico
Music streaming revenue from...
... subscriptions, ads, and licensing
Average U.S. adult spends ____hours per year consuming various media
4,800 hours
Americans spend over what % with streaming video
60 percent
Entertainment industry is XXX percent of total media revenues
79%,
Key factors affecting online newspapers include:
Audience size and growth & Revenue models and results.
3 aspects of content convergence
Design, production, distribution - tools for digital editing
Key factors affecting online magazines include:
Online audience and growth & magazine aggregation
In terms of paid online content,____generate the most revenue
Online games
TikTok, YouTube, Reddit, type of content
UGC user-generated content
Who started explanatory journalism movement
Vox.com
2nd largest search engine
YouTube
4 content revenue models
Subscription services, a la cart (amazon video or itunes), ad supported, freemium
preferred platform for the majority of gamers
Mobile
3 segments of publishing
Online newspapers, e-books, online mags
NFTs let creators sell _______digital goods
unique
U.S. consumers spend how much time per day consuming different types of media.
13.25 hours
Print is XXX percent of total media revenues
21%
Creator platforms:
Patreon, Ko-fi, Substack, Gumroad
Apple owns the world's largest online media store for the purchase of music, videos, and TV series. T/F
TRUE
Content industries make up the largest share of the commercial content marketplace, both offline and online. T/F
TRUE
Creators operate like digital entrepreneurs T/F
TRUE
In 2022, U.S. adults are expected to spend more than 4,800 hours consuming various types of media T/F
TRUE
Music streaming dominates over physical/digital downloads T/F
TRUE
Streaming is shifting to advertising-supported revenue model. T/F
TRUE
Streaming reduces piracy and increases convenience T/F
TRUE
The amount of time the average American adult spends consuming media is about two-and-a half times the amount of time spent at work. T/F
TRUE
Time spent with digital media vastly exceeds time spent with TV. T/F
TRUE
UGC is paid / unpaid
Unpaid, can be monetized by creators
