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1 – 10 of over 5000Over the last 18 months digital market places have gone through a difficult period of change, consolidation and closure. They have suffered from meagre transaction volumes and…
Abstract
Over the last 18 months digital market places have gone through a difficult period of change, consolidation and closure. They have suffered from meagre transaction volumes and equally meagre revenues and they have faced a raft of competitors. Identifies business model and revenue stream factors likely to improve an organisation’s chance of success. A success factor is understood to be a quantifiable measurement that determines the outcome of a business activity. In order to obtain these success factors, information has been sought through interviewing three senior executives from digital market place organisations. This has been supported by literature research using academic sources and industry analyst material. Draws an analogy between the financial services industry and the digital market place sector as these two industry groups share many commonalities. Identifies five factors that make important contributions to successful trading from business models. They cover the provision of services, market positioning and targeting clients. The successful revenue stream strategies involve specific approaches to developing and maintaining revenue from transaction fees, speculation, billing, service provision and client focus. Concludes that digital market places will become an intrinsic part of the way that organisations conduct business and provides some suggestions for their continuing successful operation and growth.
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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…
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.
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At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater…
Abstract
Learning outcomes
At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater Records Company. Furthermore, they should be able to implement the business model transformation in the music industry in this digital media era based on data and technological capability. Students should analyze the digital content strategy that is relatable and relevant to music customers/users through content creation. Finally, they need to create the content strategy applicable to promotion and marketing innovatively in the music business.
Case overview/synopsis
This study analyzes how a Jakarta-based independent music company, Sun Eater Records, changed its strategy in response to the Covid-19 pandemic. The adverse effect of the pandemic on this company included a massive drop in sales of products and revenues from tours, festivals and outdoor music performances. Music industry stakeholders were confused and frustrated because of the restriction and the implementation of the social distancing policy, as most of their business models depended on live music showcases and selling records. The protagonist of this study, Kukuh Rizal Arfianto, is the director and co-founder of Sun Eater Records. Kukuh’s experience during the pandemic is used to capture the dilemma faced by the music industry players in Indonesia. This agile businessman transformed this music company by embracing digitalization. Inspired by the business models of Disney and 88 Rising (Music Management), Sun Eater Records developed various derivatives digital products. The company did not only sell music through digital content, it also developed several complementary products with music as their main theme. These innovative creations include mini-documentary, virtual concerts, compilation albums serial, digital comics, and Covid-19 Campaigns. The company is quite active in leveraging digitalization to survive in this business compared to other industry players. This study provides communication and design students opportunities to analyze how to draft an effective content strategy in the industry, in this case, the music industry.
Complexity academic level
This case is designed mainly for Management, Innovation, and Digital Communication course at the Bachelor's level program.
Supplementary materials
Teaching notes are available for educators only.
Subject code
CSS 11: Strategy.
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Salvatore Ammirato, Alberto Michele Felicetti, Roberto Linzalone and Daniela Carlucci
Digitalization had a relevant impact on the cultural tourism sector, both demand and supply. If, on the one hand, advances in digital technologies provided tourists with new…
Abstract
Purpose
Digitalization had a relevant impact on the cultural tourism sector, both demand and supply. If, on the one hand, advances in digital technologies provided tourists with new mobile services able to amplify the cultural experience, on the other hand, they catalyzed the development of new business models by digital enterprises. This paper has a twofold purpose: to detect business models and key characteristics of mobile apps for cultural tourism and to analyze the offering of app-based services in this sector.
Design/methodology/approach
The authors defined a methodology to identify, characterize and analyze a particular category of digital products for cultural tourism: app-based services. They are studied in terms of value creation, proposition and capture with the aim to identify the distinctive features of business models. As a result, the authors identified a classification framework on three main dimensions, namely “how to exploit mobile app features to create value for cultural tourists” (value creation), “which valuable services are delivered to cultural tourists” (value proposition) and “how companies are rewarded for the value they offered” (value capture). The authors apply the framework to perform a situation analysis of app-based services in the cultural tourism market.
Findings
The analysis highlights that digital enterprises offering app-based services do not fully exploit advances in technologies about users' value requirements. Hence, the results of our work suggest some directions that digital enterprises may follow to better exploit mobile app technology.
Originality/value
To date, little research has been devoted to investigating cultural tourism business models involving the exploitation of mobile app-based services. This research provides a useful framework to analyze fundamental aspects of business models in this sector. Such a framework represents a practical tool that provides fruitful insights for the design of a new generation of app-based services within the so-called “Internet of things” domain.
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Eunjin Kim, Byungtae Lee and Jae‐Cheol Kim
The purpose of this paper was to identify whether the two‐sided nature of markets in both online and offline channels affects the versioning strategies of multi‐channel publishers…
Abstract
Purpose
The purpose of this paper was to identify whether the two‐sided nature of markets in both online and offline channels affects the versioning strategies of multi‐channel publishers in the presence of channel substitutability.
Design/methodology/approach
Using analytical models, the versioning of a multi‐channel publisher is analysed, with consideration of advertising revenue and possible channel substitutability.
Findings
The paper shows that not only the two‐sided nature of the online market but also that of the offline market affects the versioning strategy online. Multiple online versions are desired when the offline advertising market shrinks and the online advertising market proliferates. In a reverse situation, providing one online version (for free) can be optimal.
Originality/value
Previous studies on versioning have mostly considered only the information market per se. However, studies on two‐sided markets have shown that analysis that focuses on a single side leads to analytical error due to inter‐market network externalities. In this context, it is proven that advertising revenue is a critical factor in the publisher's decision whether to provide multiple online versions.
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The struggles encountered by digital market places during the last two years might lead many enterprises to make a desperately bad business decision. That unwise choice would be…
Abstract
The struggles encountered by digital market places during the last two years might lead many enterprises to make a desperately bad business decision. That unwise choice would be to make little use – or the wrong use – of the Internet. This was a view summed up by Porter who, writing in the Harvard Business Review last year, said that “the greatest threat to an established company lies in either failing to deploy the Internet or failing to deploy it strategically”. In other words, despite those setbacks, the digital market place will become an intrinsic part of the way organizations conduct business.
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Cathy Nelson Hartman, Dreanna Belden, Nancy K. Reis, Daniel Gelaw Alemneh, Mark Phillips and Doug Dunlop
To help information professionals learn about issues and considerations in portal building.
Abstract
Purpose
To help information professionals learn about issues and considerations in portal building.
Design/methodology/approach
The University of North Texas Libraries’ Portal to Texas History provides long‐term storage and access to digital copies of important original materials illuminating Texas's past. This paper describes the development of the Portal technology and content – presenting objectives, processes, and future plans – and defines the larger goal of facilitating collaboration among resource‐holding institutions.
Findings
Practical aspects of creating and populating the portal include development of specifications and standards, construction of an application framework, selection of content, production of metadata, and refinement of user interfaces. Planned future enhancements to the Portal will augment sustainability and provide added value for users. The portal project may also serve as a catalyst for wider collaborative efforts in digitization.
Originality/value
The Portal to Texas History project's experiences described in this paper will inform other stakeholders seeking to develop innovative uses of Portal technologies.
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Lai-Wan Wong, Garry Wei-Han Tan, Keng-Boon Ooi and Yogesh K. Dwivedi
This study aims to discuss the current context, scope and impacts of a metaverse in the hospitality and tourism industry. Although existing literature discussed the potentials of…
Abstract
Purpose
This study aims to discuss the current context, scope and impacts of a metaverse in the hospitality and tourism industry. Although existing literature discussed the potentials of the metaverse in this context, the ways the metaverse work is still being defined and accessing a complete metaverse is still not yet possible. This existing knowledge will become increasingly sophisticated and complex as developments in the metaverse continue, eventually contributing to a knowledge gap in knowledge, and its implications in shaping how the future digital environment should take form.
Design/methodology/approach
This work is based on a critical reflection of the existing developments and applications of the metaverse. Drawing from authors’ experiences, and synthesis of existing works and narratives, this work discusses the applications of the metaverse, critical factors for considerations and applications of the metaverse and proposes the way forward for potential users.
Findings
The metaverse provides new opportunities for the hospitality and tourism industry but the impact of the technology may not be felt immediately. The real challenge lies in developing a responsible digital environment for users and suppliers. Although the aspects to be considered are many, a lack of preparedness is a great obstacle.
Research limitations/implications
This paper provides a comprehensive evaluation of how the metaverse can be applied in the hospitality and tourism sector aiming to provide diverse stakeholders insights into the associated opportunities and pitfalls.
Originality/value
To the best of the authors’ knowledge, this paper is among the first attempts to critically reflect on the possibilities of the metaverse, and contributes to the discussion on the attributes of the metaverse for tourism and hospitality (e.g. SSIs, decentralization) and includes discussion on special needs users, sustainable usage and climate change, and presents several agendas for further actions.
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Fons Wijnhoven and Jeroen Kraaijenbrink
The purpose of this paper is to give a structured literature review, design concepts, and research propositions related to a product‐oriented design theory for information…
Abstract
Purpose
The purpose of this paper is to give a structured literature review, design concepts, and research propositions related to a product‐oriented design theory for information services. Information services facilitate the exchange of information goods with or without transforming these goods. Exemplar information services are e‐publishing, electronic communities‐of‐practice, and management reporting. The importance of information services in the current economy merits the development of an explicit product‐ and process‐oriented design theory.
Design/methodology/approach
This article focuses on the product‐oriented design theory by applying Walls et al.'s framework. A product‐oriented design theory of information services identifies relevant descriptive and explanatory insights (i.e. content, use, value, and revenue), meta‐requirements, and meta‐designs. The paper describes design problems for information services, and gives key requirements for information services. Next, it describes the information, organizational and information technological components of an information service, and identifies at least four information service architectures. Finally, it gives research hypotheses, research ideas, and discusses practical implications.
Findings
The results form a product‐oriented design theory for information services. The paper gives a structured way for practitioners to analyze information service design challenges, and suggestions are given for requirements and design decisions on three aspects (content, use feature, and revenue).
Originality/value
Given the previously fragmented nature of the literature, this paper gives new opportunities for research and practice.
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