BUS510 \ CH10

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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


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