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Article
Publication date: 5 August 2014

Juan José Ganuza and María Fernanda Viecens

This paper aims to focus on the interplay between the market of contents and telecom operators. Traditional telecom operators are vulnerable to the new markets and services that…

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Abstract

Purpose

This paper aims to focus on the interplay between the market of contents and telecom operators. Traditional telecom operators are vulnerable to the new markets and services that appear as a consequence of accessibility to the Internet and, in particular, in the face of over-the-top content as Netflix.

Design/methodology/approach

The authors build a conceptual framework to analyze the response strategies by telecom operators in the context of an evolving TV technology.

Findings

They argue that the technology that enabled bundling of services was the entry door of telecom operators to the content market and that, nowadays, online TV may be their exit door if they do not display innovative strategies to remain in this market.

Originality/value

This is the first paper exploring the interplay between the market of contents and telecom operators with a focus in countries from Latin America.

Details

info, vol. 16 no. 5
Type: Research Article
ISSN: 1463-6697

Keywords

Book part
Publication date: 8 February 2019

Gali Einav and Hal Wolf

Since 1939, with the introduction of television at the World Fair in New York City, the television business has gone through many changes from the introduction of color to…

Abstract

Since 1939, with the introduction of television at the World Fair in New York City, the television business has gone through many changes from the introduction of color to multichannel offering through cable and satellite. Recent years have brought an accelerated pace of change driven in large by the proliferation of digital platforms. Change that is manifested in the way consumers view television. Technology adoption is more of an evolutionary process than a full-fledged revolution. As such, learnings from consumer adoption of interactive television can provide a footprint for other industries. An example is digital health that includes applications and platforms, which are applied toward improving healthcare delivery or the healthcare systems.

This chapter will provide a comparison between the television and health industries as they transition into the digital age. It juxtaposes learnings from changing business models and consumer adoption from both industries and offers a possible roadmap for other industries on the quest to engage and grow their consumer base in the digital age.

Article
Publication date: 9 December 2020

Kevin Lehnert, Anna Walz and Ryan Christianson

This paper aims to explore the emerging market of video game streaming and eSports to provide readers with an understanding of the nature and content of this quickly growing…

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Abstract

Purpose

This paper aims to explore the emerging market of video game streaming and eSports to provide readers with an understanding of the nature and content of this quickly growing entertainment industry. eSports or eGaming is the playing of video games for competition and for spectators by professionals. Popular platforms, eGaming celebrities and revenue sources are introduced. Building upon this knowledge, the authors then show the opportunities marketers have to use this medium for branding, promotional and retailing purposes. Challenges to these aims are also discussed.

Design/methodology/approach

The eGaming and eSports industry is summarized by studying its evolution and current state. A thorough review of the players and their possible revenue sources is presented. Likewise, a survey of marketing-related tactics and challenges is discussed to help readers not only understand the field but also use the industry’s growth.

Findings

This paper provides valuable information to understand why this new market of video game streaming is rapidly increasing and what impact it will have on consumers, brands and marketing strategists.

Originality/value

This paper is unique in the sense that in one place it not only summarizes the advent and growth of an evolving field but also shows the opportunities that firms have to take advantage of this unique medium for connecting with customers. Firms are at the same time cautioned to consider increasing challenges with this new industry.

Details

Journal of Business Strategy, vol. 43 no. 2
Type: Research Article
ISSN: 0275-6668

Keywords

Article
Publication date: 1 June 2021

Caroline S.L. Tan

The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game…

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Abstract

Purpose

The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game mechanics from the mechanics-dynamics-aesthetics framework and its effects on consumer attitude toward both gamification and OTT media service provider brand.

Design/methodology/approach

A 2 × 2 × 2 between-subjects factorial experiment to examine the three core elements of game mechanics – components, controls and courses on consumer attitude, which was operationalized in eight vignettes with a sample size of 296.

Findings

It was found that the three elements in game mechanics demonstrated a multiplicative effect. The different combinations of elements in game mechanics would result in eliciting different consumer attitudes toward gamification and brand. Despite one combination that attained a high positive consumer attitude toward gamification in OTT, that same combination was not effective in creating a high positive attitude toward the OTT provider brand. The findings demonstrate the need for OTT providers to be clear of their gamification objectives before selecting the combination of game mechanics.

Research limitations/implications

This study adds to the body of knowledge on consumer attitude toward gamification, especially in the OTT market where there is still literature is limited.

Practical implications

OTT providers should determine their objectives for using gamification and design the game mechanics according to the optimal combination of elements – components, controls and courses.

Originality/value

According to the author’s knowledge, this is the first paper to examine consumer attitude toward gamification and OTT provider based on game mechanics. It provides an understanding on the interaction of elements in game mechanics and shows that different element combinations can be used to meet different goals.

Article
Publication date: 9 January 2017

Eun-A Park

This paper aims to examine the dramatically different markets for over-the-top (OTT) TV services that have emerged in the USA, and other leading markets such as Japan and Korea…

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Abstract

Purpose

This paper aims to examine the dramatically different markets for over-the-top (OTT) TV services that have emerged in the USA, and other leading markets such as Japan and Korea. Whereas OTT TV services emerged as extensions of mainstream audiovisual providers in Korea and Japan, further entrenching their dominance, they emerged in the USA as market-disrupting newcomers such as Netflix. This paper seeks to explain why, putting forward four explanations: lower resistance to disruptive innovation in public TV dominant systems; higher production costs; lower penetration of broadband-capable devices; and more expensive mobile pricing plans.

Design/methodology/approach

This comparative case study examines news and trade press articles, industry surveys and government reports to identify the reasons behind these contrasting experiences of Japan, South Korea and the USA in the deployment of OTT TV services.

Findings

To explain why events in the three countries took such dramatically different paths, four explanations were put forward, all complementing one another: lower resistance to disruptive innovation in public TV dominant systems; higher audiovisual production costs in the USA making market-disruptive moves to new technological platforms more risky; lower penetration of broadband-capable devices reducing the profit potential of new OTT-based platforms; and more expensive mobile pricing plans, making it harder for users to access OTT content.

Originality/value

The global trend in the growth of OTT TV services masks significant differences in growth trends and business initiatives at the national level. This paper aims to examine and understand why OTT TV services have shown such different patterns across countries.

Details

Digital Policy, Regulation and Governance, vol. 19 no. 1
Type: Research Article
ISSN: 2398-5038

Keywords

Article
Publication date: 21 March 2022

Satyaki Datta and Utkarsh

The behaviour of audience, consuming video entertainment, has changed intensely over the years. Lately, the consumers have increasingly preferred to watch video programs, through…

Abstract

Purpose

The behaviour of audience, consuming video entertainment, has changed intensely over the years. Lately, the consumers have increasingly preferred to watch video programs, through video-on-demand services through over-the-top medium. The service is novel and the consumer’s perception of the service quality is not well explored. As extant literature considers service quality as the construct to determine the sustained growth of a service, the present study has attempted to explore the dimensions to measure service quality of video-on-demand services.

Design/methodology/approach

The authors conducted qualitative, semi-structured interviews and focus group discussions amongst the user of the video-on-demand service. The qualitative data was content analysed to furnish thematic dimensions.

Findings

The study reveals thematic attributes perceived as dimensions to measure service quality of video-on-demand services.

Research limitations/implications

Considering the exploratory nature of the study, the themes proposed might seem nascent. Hence, it was the authors’ discretion to stop expanding the respondent sample to avoid data saturation. A quantitative establishment of the service quality dimensions was beyond the scope of the current research and would follow in a different study.

Originality/value

The objective of the study is to qualitatively explore service quality dimensions of video-on-demand services. In pursuit of that, the current study explored the consumers’ excerpts, content analysed the data and furnished several themes perceived as service quality dimensions in this context. Such a detailed approach is uncommon in this context.

Details

International Journal of Pervasive Computing and Communications, vol. 19 no. 4
Type: Research Article
ISSN: 1742-7371

Keywords

Article
Publication date: 2 November 2012

Saul J. Berman and Lynn Kesterson‐Townes

The authors expect that media and entertainment (M&E) providers will increasingly be challenged to offer consumers entertainment experiences that are more relevant, and therefore

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Abstract

Purpose

The authors expect that media and entertainment (M&E) providers will increasingly be challenged to offer consumers entertainment experiences that are more relevant, and therefore perceived as more valuable. This paper aims to investigate this issue.

Design/methodology/approach

The paper looks at the authors' 2011 survey, which revealed four prominent types of “digital personalities” that are not age‐based, but instead are based on the combination of degree of access to content and intensity of content interaction.”

Findings

The paper finds that to move beyond merely distributing digital content, M&E providers should: think and act like business‐to‐consumer (B2C) companies, no matter where they sit in the industry value chain; target consumers' specific digital personalities; deliver holistic, relevant content experiences – not just content alone; and create new flexibly integrated, cross‐channel digital revenue models that can deliver value comparable to traditional models.

Research limitations/implications

The fourth annual IBM Institute for Business Value digital consumer survey questioned over 3,800 consumers in six countries – China, France, Germany, Japan, the UK and the USA – to evaluate current and future digital content consumption behaviors.

Practical implications

Making digital content more social includes finding smarter ways to connect to customers, connect the ecosystem and refine content.

Originality/value

The paper provides useful information on making digital content more social and smarter ways to connect to customers, the ecosystem and to refine content.

Abstract

Details

Streaming Culture
Type: Book
ISBN: 978-1-83982-768-6

Article
Publication date: 3 August 2015

Samuel C. Yang and Peter Winter

Mobile data traffic globally is increasing rapidly in both enterprise and consumer segments. The purpose of this paper is to identify a new network architecture and opportunity…

Abstract

Purpose

Mobile data traffic globally is increasing rapidly in both enterprise and consumer segments. The purpose of this paper is to identify a new network architecture and opportunity that support ubiquitous mobile work for higher-education institutions.

Design/methodology/approach

It reviews existing literature and enabling technologies and proposes integrating both wide-area Long Term Evolution-Advanced (LTE-Advanced) and local-area IEEE 802.11ac networks for seamless, gigabit-speed services. A decision framework for moving toward such architecture and a cost/benefit analysis are also presented.

Findings

Integrating both LTE-Advanced and IEEE 802.11ac networks for seamless connectivity is technically and organizationally feasible, provided that a higher-education institution has faculty and staff that require locational and interactional mobility. The cost/benefit analysis also shows that moving to the new architecture has potential benefits that can accrue to the higher-education institution.

Research limitations/implications

With the coming availability of these wide-area and local-area gigabit networks, a new architecture that can ubiquitously supports mobile workers may be advantageous to universities and colleges.

Originality/value

To the best of the authors’ knowledge, this paper is one of the first that proposes such integrated architecture in the context of higher-education institutions. In addition to the examination of technological issues and proposed architecture, the decision framework, and cost/benefit analysis should be valuable for institutions contemplating the move toward the new architecture and for guiding further research in this area.

Book part
Publication date: 11 November 2019

Chris Gentilviso and Deb Aikat

The post-millennial or Generation Z constitutes people born in 1997 or after. This study theorizes how news consumption habits of the post-millennial generation are reshaping the…

Abstract

The post-millennial or Generation Z constitutes people born in 1997 or after. This study theorizes how news consumption habits of the post-millennial generation are reshaping the news. As the newest generation of media users, Generation Z or the post-millennials, comprising people born in 1997 or after, will inherit the millennial legacy. Generation Z has embraced the visual, verbal, and viral aspects of digital and social media platforms. They rarely engage with traditional news sources, which they deem as nearly extinct.

Based on 2019 meta-analytical research review of 16 key studies (published between 2017 and 2019) of media consumption habits of post-millennials, this research study delineates news consumption habits of post-millennials. It theorizes how this new generation of media users are embracing the visual, verbal, and viral media to reshape news content. The propensity of the post-millennials to participate in the news cycle shapes their rapidly changing preferences and usage patterns.

Over the years, news consumption has varied among different age groups. Newspapers and television were popular with the Silent generation, comprising people born between 1928 and 1945. The Internet significantly transformed media use among baby boomers, the generation born between 1946 and 1964, and Generation X, which constitutes people born between 1965 and 1980. The rise of social media has significantly transformed media use of millennials or Generation Y, born between 1981 and 1996. They were the first generation to come of age in the new millennium.

Unlike Generation X and boomers, the post-millennials or Generation Z sparsely engage with traditional news sources they deem as nearly extinct, including print media such as newspapers and magazines. They rarely watch television news or listen to radio. They report different news values with less concern about accuracy and more attention toward entertainment and interaction.

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