Comm 209 Final Study Guide PDF

Title Comm 209 Final Study Guide
Course Communication and Media Economics
Institution University of Southern California
Pages 15
File Size 88 KB
File Type PDF
Total Downloads 97
Total Views 167

Summary

Paolo Sigismondi
Spring 2018...


Description

COMM 209 Final Exam Study Guide -also check the discussion one

 5 Guiding Questions: 1. How many firms are in a market and who owns them? 2. What is the political and regulatory environment of a particular market? 3. What economic, social and political interests are involved in the market, and through what means, and using what resources, do they try to act on their interests? 4. How did the market evolve over its history? All markets are subject to big changes, and can move from monopoly, oligopoly, and competitive through time 5. Cui Bono- who wins and who loses from the way the market is structured and works?  Questions on previous exam: ● What is meant by media literacy ● Movie industry What is syndication ● Movie industry: get lessons from history and regulation section ● Music industry: what is the great divide

 Industries: 1. Motion Picture Industry 2. Recording and Music Industry 3. Video Game Industry 4. Advertising Industry 5. Public Relations Industry  Motion Picture Industry ● History of Industry and its Evolution o Motion Picture Patents Company (MPPC) ▪ Control over the supply of materials for movies and exhibition ▪ Prohibitions against listing actors names on screens ▪ MPPC rules: ● Film stock provided only to licensed members of MPPC ● Movies no longer than 10 minutes ● No actor names on screen ▪ Immigrant-run companies prospered by breaking MPPC rules ▪ MPPC dissolved in 1917 for antitrust violations o Immigrant-run companies (“the majors”): ▪ Columbia Pictures ▪ Paramount ▪ Warner Brothers ▪ Universal ▪ Twentieth Century Fox ▪ Metro-Golden Mayer o Strategies used by the majors ▪ Vertical integration

The studio controlled moviemaking facilities, distribution and theaters in the area ▪ Studio system ● Star system—find and cultivate actors for long-term contracts ● Division into A and B movie units ● Series pictures ● Block-booking o practice of forcing a theater to buy B films as a pre-condition for getting A films ▪ Adoption of self-regulation ● 1919: Supreme Court ruled no First Amendment protection for movies ● 1922: Motion Picture Producers and Distributors of America ● 1930: the Hays Code o spelled out what was acceptable/unacceptable content for motion pictures o Changes: ▪ 1948: Paramount, Warner, MGM, and Fox split off production and distribution divisions (antitrust) ▪ involvement with TV—ideal medium for B movies ▪ changes in movie viewing patterns (movie as “event entertainment”) ▪ changes in the pattern of movie releases ▪ 1960’s: move towards the MPAA film rating system o Technological changes: ▪ Home videocassette recorder ▪ Digital video disk ▪ Cable/satellite technologies ▪ Reshaped distribution and exhibition in movie industry Motion Picture Industry: the industry that produces fils that will first be exhibited in theaters Modern Motion Picture Industry o 1.5 billion movie tickets a year in the US o $9 billion in box office receipts o 450-600 movies a year are shown on 35,000 US movie screens How the Industry Operates and its Players o Production ▪ Majors—produce less than 1/3 movies, are also distributors of choice (Hollywood Studios) ● 20th Century Fox ● Paramount ● Sony Pictures ● Universal Pictures ● Walt Disney ● Warner Bros o Market share ●

● ●



Independents ● Risky business ● Major players: o LIONSGATE o Summit Entertainment o The Weinstein Company o NewMarket Films ▪ Making a movie ● Getting the idea o Scriptwriter—his/her plot reaches producer via agent o Treatment o Producer greenlights potentially successful film o Global markets a consideration ● Getting the stars o Only major studios can afford expensive stars o Package deal—strategy to make producers take on other actors with the main star ● Getting the money o ~60 million for major film o budget picked first, story made to fit o distribution crucial for recouping costs Distribution ▪ Find movies to distribute ● Movies created by distributor’s studio ● Movies from independent producers ● Cost-sharing with other distributors ▪ Release movies in theaters ● Release pattern o Wide release: more than 2,000 theaters o Platform release: initial release in small number of theaters to build up buzz o Exclusive release: handful of theaters ▪ Market the films ● Research o Title testing—interviews w/ filmgoers to determine number of attractive movie titles o Previewing—concept testing for newly completed films ● Creation of buzz o P&A expenses—incurred from making copies of the film and advertising (~1/2 of movie cost) o Word of mouth more powerful than traditional advertising ● Tracking studies o Used 2 weeks before film’s release in order to research the public’s awareness of, and interest in, the film ▪

o

o

o

Exhibition ▪ 60% of theatrical exhibition is controlled by 3% of movie chains ▪ Major chains: ● Regal ● AMC ● Cinemark Theaters ● Carmike Cinemas Inc. ● Cineplex Entertainment ● National Amusements ▪ Financial agreements between distributor and theater chain: ● Percentage of ticket sales ● Percentage-above-the-nut ▪ Digital exhibition ● Possible solutions to reducing distribution costs ● High cost of conversion of theaters (~$100,000)—delays ▪ Characteristics of Entertainment products: ● •Experience goods ● •Non-rival, public goods ● •Non-excludable ● •Expensive to produce, cheap to reproduce – High first copy costs ● •High levels of uncertainty and risk associated with the demand and production of entertainment ● •Single and continuous creation products  “Windows” ▪ different distribution opportunities for a film ▪ how the movie industry operates: windows of exhibition: ● movie theaters ● home entertainment ● video on demand/pay per view ● pay TV ● broadcast TV ● 2nd TV run ● Basic cable—syndication ● Ancillary revenues ▪ Subsequent windows of exhibition ● Pay TV—second window o 60 months after initial theatrical release, lasting 12 months ● Basic cable o 72 months after initial theatrical release, lasting 60 months ● Syndication o 132 months after theatrical release, lasting 60 months ▪ Ancillary revenues ● Non theatrical





o Airlines, army bases, schools, etc. ● Merchandising and licensing (consumer products) ● Soundtrack and music publishing ● Sequel and remake rights ● TV series rights ● Video Games ● Theme park rides ● Novelizations ● Comic book rights ● Animated series rights ▪ Revenue Streams ● The properties generate multiple revenue streams through the “windows” of exhibition ● Single or multiple views ● Experience goods ● Non-rival, public goods ● Non-excludable Industry Challenges o Piracy ▪ Threat of illegal download ▪ Lawsuits against individuals ▪ Damages for copyright infringement-- $30,000 to $150,000/work + up to 5 years in jail Media Literacy o Cultural colonialism  .S. movies dominate box- offices worldwide ▪ U ▪ U.S. movies reproduce commercialism, immediate gratification, lack of environmental sensitivity o Counter-arguments ▪ Many countries support local filmmakers ▪ US movies preferred b/c high quality ▪ Foreign audiences interpret US movies using local cultural codes

 The Recording and Music Industry ● History: o Early sources of music ▪ Minstrel shows ▪ Vaudeville shows ▪ Home piano, wind-up music boxes o Early attempts to reproduce music ▪ The phonograph ▪ The graphophone ▪ The gramophone o Competition with the radio industry—record music companies tried to retain control of the music market: ▪ Victor Talking Machine merged with RCA ▪ Columbia Phonograph Company—financed CBS o Radio industry in the 1920s



▪ Played mostly “live” music ▪ Didn’t play certain kinds of music (jazz, blues, hillbilly, ethnic) ▪ Opportunities for record producers o Radio industry in the 1930s ▪ Radio regarded as platform for promoting sales of records ▪ Collection of royalties by ASCAP and BMI o Radio industry in 1950s-1980s ▪ The role of TV and baby boom generation: ● Development of radio formats ● New technologies for the record industry ▪ Radio technologies: ● High fidelity/stereophonic record players—increased sales ● Shellac replaced with unbreakable vinyl ● Long-playing records—new music ideas ● Tape recording ● Transistor radio, tape player—changed listening habits o Radio industry 1980s-1990s ▪ 1980s: emergence of cable TV—MTV, other music channels ▪ 1983: CDs—improved sale of records ▪ late 1990s: internet, music download Modern recording industry o Characteristics: ▪ International ownership ● “the big three (four)” o Universal Music Group (Vivendi/France) o Sony Music Entertainment (Sony Corp./Japan) o Warner Music Group (US) o EMI (UK) (Sold to Universal/Sony in Nov. 2011) ▪ Highly fragmented production ● Thousands of companies produce records ● Independents—not owned by big three (four) ▪ Concentrated distribution ● The big three are also the preferred distributors b/c they have immense marketing power and access to exhibition points o US sales—1/3 of all recording sales o Singles vs. albums o Physical vs. digital media formats o Production ▪ Label ● Division of a recording firm that releases certain types of music ● Artist and repertoire (A&R) person—responsible for screening new acts ● Manager—hired by the artist, paid 10-25% of artist’s revenue ● Artist may need to join royalty-collection association (ASCAP, BMI)

Producing record with label: ● Producer—responsible for staying on budget (2-4% royalty) ● Studios—cost deducted from artist royalties ● $50,000 on recording – 500,000 sales to break even ▪ Production without label: ● Affordable digital technologies for producing own CD ● Social media as a venue to publicize own music o Distribution ▪ Power of the Big Three (Four)—promote artist so that retailers will carry record ▪ Promotion ● Radio-based promotion o Recording and radio industry depend on each other o 1950s—“payola” scandals ● TV, internet, movies ● Concert tours o Exhibition ▪ Avenues for exhibition ● Digital downloads ● Record stores ● Other retail stores ● Internet downloads ● Record clubs ● Direct sales Media Literacy o Controversies ▪ Concerns over lyrics (violent/sexual): ● Large retailers refuse to stock albums w/ controversial lyrics ● Concerns over gangsta rap lyrics ▪ Concerns over music piracy ● Industry claims big money loss from piracy ● 21,000 suits between 2003-2007 against illegal downloaders ● DRM restrictions Musical property management o Composing, publishing, managing a musical property o Multiple revenue streams o Similar to property development and exploitation in movies o Bargaining power is key element o Fewer people and less capital is necessary The music scene o Musicians (composers, performers) o Publishers o Record companies o Music groups o Live music o RIAA ▪







  ●



Revenue streams o Record company ▪ Sales ▪ Foreign licensees ▪ Record clubs, etc o Music publisher ▪ Sheet sales ▪ Foreign licensees ▪ Movies, TV, advertising, etc o The great divide Impact of Digital Technology o Unprecedented impact on almost every aspect of the industry o Music downloads (legal vs illegal) o Music stores (virtual vs record stores) o Singles market return vs 12 song concept albums o Artist’s power

  The Video Game Industry ● History o Pinball machine – precursor of modern video game ▪ Pinball machines part of entertainment arcades o 1950s – student-created computer games, e.g. Spacewar!   o 1972—Atari, first successful US company to create video arcade games o 1970s-1980s—home video consoles o 1980’—games for personal computers o 1990s—online multiplayer games o Transformation of the Industry: ▪ Go Figure ESA, 2010 ▪ 1,000,000—the number of units sold of the video game console Telstar, the first produced by Coleco, a toy manufacturing company in 1976 ▪ $199—the cost of the Nintendo 64 video game console released in 1996 ▪ 67% of American households that play computer or video games ▪ 20% of people playing some type of video game in March 2010 who did at least some of their gaming on a social networking site like Facebook o Evolution of Platforms: ▪ Video game platforms: ● Consoles ● Computers ● Handhelds ● Internet o Modern Video Game Industry ▪ Video game industry









● Hardware (platforms) ● Software Production ● Hardware o Gaming consoles ▪ Playstation (Sony) ▪ Xbox (Microsoft) ▪ Wii (Nintendo) o Standalone computers o Online games o Portable gaming platforms (DS) o iTV (cable satellite) ● Software genres o Action games o Adventure games o Casual games o Simulation games o Sports games o Edutainment Distribution and Exhibition ● Stream games by subscription ● Disks and cartridges for PCs and consoles sold in stores ● Downloadable games Industry facts ● US computer and video game software sales generated $10.5 billion in 2009 ● 67% of American households play computer or video games ● average game player is 34 years old and has been playing games for 12 years ● average age of the most frequent game purchaser 40 years old ● 40% of all game players are women ● 26% of Americans over the age 50 play video games (an increase from 9% in 1999) (2010) ● 42% of heads of households play video games on a wireless device, such as a cell phone or PDA (up 20% in 2002) ● 82% of all games sold in 2009 were rated E for Everyone, T for Teen, or E10+ for Everyone 10+ ● parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93% of the time ● 64% of parents believe video games are a positive part of their children’s lives Game Rating Controversies ● Criticism:

o o o ▪

Ratings do not inform parents of the true level of sex/violence Game retailers ignore ratings Mislabeled games

 Media literacy ● Digital convergence—raises questions about how we study media ● Power of conglomerates online ● Web filtering—increasingly pervasive online censorship ● Online privacy o Controversies over transactional databases o Available opt-in/opt-out mechanisms o Privacy protection for children

 The Advertising Industry ● History o History of advertising: ▪ Advertising as old as selling ▪ Criers in Roman Empire ▪ Print ads on papyrus in ancient Egypt ▪ Criers and shop signs in medieval England o Industrial Revolution ▪ Creation of brands ▪ Changes in the functions of an ad agency ▪ Reason-why and image ads ▪ 1914: Audit Bureau of Circulation—verified claims about a periodical’s audience o 1920s ▪ radio advertising ● birth of the audience rating business ● new advertising strategies for the new medium ● advertising clients actually owned programs o 1940s ▪ TV advertising ● Dramatic shift of ad revenue, from radio to TV ● Advertisers bough ½ blocks of time from TV or sponsored entire shows o 1960s ▪ networks decide to develop own programs—changes: ● ads throughout entire flow of programs ● time on TV expensive ● length of commercial decreased o 1960-1990s ▪ rise of research industry aimed at indentifying effect of commercials on purchase decision ▪ motivational research ▪ subliminal persuasion



Modern Advertising Industry o Trends ▪ Shift toward global presence ▪ Agency holding companies ● Ad agencies ● Specialty agencies ● Direct-marketing firms ● Research companies ● Public relations agencies o Advertising holding company ▪ Idea: offer clients range of services beyond advertising ▪ Big companies: ● Omnicom ● Interpublic ● WPP ● Dentsu ● Havas o Types of advertising agencies: ▪ Business-to-bussiness vs. consumer ▪ General vs. specialty ▪ Traditional vs. direct marketing ▪ Agency networks vs stand-alone firms o 3 functions of ad work: ▪ creative persuasion ▪ market research ▪ media planning and buying o “The creation of brands is one of the most important activities” o Brands: creating a specific image of a product that makes it stand out in the marketplace o Production ▪ Steps in creating a brand ● 1. Interaction between ad agency personnel and client ● 2. Actual creation of the targeted message that portrays the brand in its social environment ▪ Creating portraits: ● 1. Sales pitch ● 2. Produce ad/collection of ads illustrating the sales pitch ● 3. Positioning ● 4. Testing o Distribution ▪ Media planners ● Responsible for determining where to place campaign ads ● Rely on demographic, psychographic, lifestyle data ▪ Factors in media planning decisions: ● Media outlet’s reach ● Media outlet’s efficiency in reaching target audience o CPM = cost per thousand ▪ Other factors

● ●

Content environment surrounding the ad Ads relative visibility

o



Exhibition ▪ Media conglomerates—advantages: ● Cross-platform deals: deal between cross-media conglomerate and advertiser ● Agreements with one part of many conglomerate across many media brands ▪ Tracking consumers ● Location-based advertisement—use of mobile phones to serve ads based on the location of consumer ▪ 3 strategies to grab attention: ● increase relevance of ad to specific audiences ● make deleting/skipping ads impossible ● disguise the ad (product placement, viral marketing, buzz marketing, environmental marketing) Media Literacy o Criticism of ▪ Impact of commercialism on social life ● Teaches that society is just marketplace ● Ties identity formation to the buying of products ● Exploits children ● Exploits the environment ▪ Impact of advertising on democracy ● Advertising industry’s power over media prevents people from learning about social groups not attractive to advertisers ▪ Power of conglomerates ● Consolidation increases advertising power over media content ● Ad clutter ● Media clutter

 The Public Relations Industry  ● Public relations: information, activities and policies by which organizations seek to create attitudes favorable to themselves and their work, and to counter adverse attitudes ● Advertising vs. PR o Advertising ▪ One type of activity ▪ Pay for space/time ▪ Announce its presence ▪ Predictable o PR ▪ More than one type of activity ▪ Don’t pay for space/time ▪ Doesn’t announce presence

▪ Unpredictable Similarities: ▪ Both spend money to achieve goals ▪ Both have profound influence on media content ▪ Advertising and PR used in concert  History o 1920s ▪ one-way model of PR ● Ivy Lee ● Focused on sending persuasive facts about a client to press ● PR counselor as in-house journalist ▪ Two-way model of PR ● Edward Bernays ● Drew upon social science to shape audience’s responses ● PR counselor: lead the public to see world from clients perspective o WWII- 1950s ▪ Government used PR to encourage support for the war ▪ After WWII—2 types of PR practitioners: ● Short/long term PR counselors ● Full-time PR specialists o 1960s ▪ two-way “symmetrical” relationship w/ the public ● PR practitioners as mediators between clients and public ● Research-informed positioning of organizations message o Modern PR Industry ▪ 2 ways to perform PR activities: ● Corporate communication ● Hiring PR agency ▪ 3 functions of corporate communication departments: ● external relations ● internal relations ● media relations ▪ 1980s—trend towards rapid conglomeration ▪ agency holding company—owns ● large ad agency networks ● PR firms ● Branding firms ● Market research firms ● Market communication firms ▪ The Big Three/Four agency holding companies ● WPP ● Omnicom ● Interpublic ● Publicis Groupe ▪ 4 ways to help clients: o



● ● ● ●

understand challenges formulate objectives to meet challenges develop strategies to meet objectives carry out tactics to implem...


Similar Free PDFs