Title | Interactive Media and Digital Distribution |
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Author | Anonymous User |
Course | Introduction To Mass Media |
Institution | SUNY Oswego |
Pages | 5 |
File Size | 102.8 KB |
File Type | |
Total Downloads | 276 |
Total Views | 580 |
Interactive Media & Digital DistributionUnderstanding Digitization What is Digital? o Language of 1s and 0s o Example: CDs, DVDs o Digitization: the process in which media is made into computer- readable form What is analog? o Represents the message using a “direct facsimile” of the origi...
Interactive Media & Digital Distribution
Understanding Digitization
What is Digital? o Language of 1s and 0s o Example: CDs, DVDs o Digitization: the process in which media is made into computerreadable form What is analog? o Represents the message using a “direct facsimile” of the original o Examples: audio tapes, VCR tapes, record albums, print media
What are the Advantages of Digital Recording?
Efficiency Maintains quality Operates as a common language Advantages of Analog? o Requires transfer to a physical medium o Takes up space/limits portability o Some argue that it has a “deeper” sound
Digital Media vs. Traditional
3 major aspects of digital media that make them different than traditional media 1. Storage Technology Refers to any type of device or medium in which information can be kept for later retrieval New components of storage technology Longevity: how long it can retain information Capacity: how much information it can store Portability: mobility, can use it on the go Reproducibility: ease & accuracy of reproduction Ethereality: “immaterial” quality of digital information 2. User Interface (affects our ability to use the technology and the development of subsequent technologies) The junction between a medium and the people who use it (ex: turning a page, using a TV remote, clicking on an icon) Computers, because of their complexity, make us even more aware of user-interface issues The ease with which a user can interact with a medium or content, is a cornerstone for media success
Intuitive User Interfaces Keyboards: QWERTY arrangement Computer Mouse: New way to interact with and manipulate the information you input Touch Screens: don’t need training to interact with images or applications WWW: from science project to commercialization of the web 3. Interactivity The ability of the audience to interact with content and with each other No longer passive consumers of media; more personalized encounters with media Enables greater user choice 3 main elements: 1. Dialog between human and computer 2. Dialog occurs simultaneously 3. Audience can exert control over media content Consequences of Interactivity As a consequence, media has become more integrated in our loves More engagement but shorter attention spans Media companies can gather better data about their products BUT: interactivity can work against media companies
Digital Media Means…
Digitization- moving from analog to digital o Makes communication more transportable and manipulatable than before o Makes different media interconnectable Don’t forget: old media never truly goes away- Digital Media Hype o Internet as a threat vs. redactive content (content that has come from somewhere else)
The Internet
The collection of networks that link computers & servers together ARPANet (1969) o Created by US DOD’s Advanced Research Projects Agency o Fundamental principle: free circulation of information National Science Foundation o Turned it over to commercial interests
What is the purpose of the Internet?
Deciding what to do with the technology o Expectations for ARPANet: 1st objective: a defense system 2nd Objective: technology for shared resources; free circulation of information o Expectations for the World Wide Web 1st objective: hub for information, easier to search for information 2nd objective: web browsers, e-commerce, interactivity Important note: increased use of the web was facilitated by its transformation from a text based entity to one with user friendly graphics (ex: World Wide Web)
What We Have Now
What the internet has accomplished: o Cheaply & easily distribute content to a mass audience o Enabled new ways for people to communicate with each other
The Internet
In what ways has the Internet helped media industries? o Lower costs; improved efficiency; promotional tool o Improved (the speed of) access to information o Lucrative forum for buying and selling goods Relatively small start up and marginal costs Reducing barriers to entry (stars are found on YouTube more often than at clubs now)
Digitization and Distribution
Eliminate the need for physical form and “bricks and mortar” outlet Allows for flexible distribution o Eliminates the need for physical copies o Enables the efficient production of limited, small runs of products Story of The Long Tail o Media industry is shifting away from a small number of “hits” to a large number of “misses” o Drawbacks of the typical distribution model? Need to find local audience Constraint of physical space itself We live in an “hit-drive economy” – pursuit of conformity; what’s popular o With the internet we move out of world of scarcity and into one of abundance
What is the Long Tail? o Tail end of a demand curve that represents a long list of available media products that are not of great popularity, or “misses” o “Misses” make money & because there are so many more of them, that money adds up o Most successful business on the internet are about aggregating the long tail The Long Tail- 3 Rules o There are 3 new rules for the new entertainment economy: 1. Make everything available Make even neglected genres available Embrace niches 2. Keep prices low Price according to digital costs, not physical ones Charge less for the so-called “misses” 3. Help people find it Need both ends of the curve Collaborative filtering- user recommendations
Implications: The Long Tail
2 new retail models: 1. Hybrid: companies that sell physical goods online o Amazon, Netflix 2. Digital: Offer the additional Savings of delivering their digital goods online at virtually no marginal cost o ITunes We now see… o More niche audiences o Distribution of independent content
Digitization and Use
Choice (in what media we want & how we use it) o Exponential increase in choices among available media products Convenience o Anytime, anywhere availability; increased user control Fragmentation
New Revenue Models
In theory the internet should be a booming financial cache for companies, but they have found that investments have not paid off o No standard business model- don’t know what works 3 possible revenue streams on the web
o Advertising, Subscriptions, eCommerce
Subscriptions & eCommerce
Charging a subscription fee has been a good revenue generator (ex: Wall Street Journal) But most sites who have implemented a subscription fee have failed o Instead: freemium model Most $ comes from the collection of user data o Behavioral targeting (if you look on charlotte russe, you’ll see charlotte russe adds on the sides of webpages)
Digitization and Production
Print o o Audio o Video o o
Economic strategy; expanding competition E-books and e-readers More fragmentation; less barriers to entry Prevalence of “special effects” Avatar...