74,369 research outputs found
Will mobile video become the killer application for 3G? - an empirical model for media convergence
Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor
The Business and Culture of Social Media: In Search of the People Formerly Known As the Audience
This presentation addresses three transformations: the transformation of the audience; of advertising models; and of media businesses. The talk describes how they were transformed first by digital technology, and how they are now being transformed by social media. It goes on to describe what we call the "three economies" which govern the era of social media and proposes some research needed in order to understand and to monetize the audiences of this era
Exploration of location-based services adoption
As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This paper discusses a controlled experiment to explore aspects of user perceptions of their use of location-based services. This study examines a location-based service prototype experiment and analysis based on the UTAUT model. The results show significant indicators that suggest behavior patterns of early adopters of location-based services are being observed. We discuss these influences and attempt to explain their significance. Moreover, more curiously we discuss why some of our model was unsupported and postulate why
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
Social network market: Storytelling on a web 2.0 original literature site
This article looks at a Chinese Web 2.0 original literature site, Qidian, in order to show the coevolution of market and non-market initiatives. The analytic framework of social network markets (Potts et al., 2008) is employed to analyse the motivations of publishing original literature works online and to understand the support mechanisms of the site, which encourage readersâ willingness to pay for user-generated content. The co-existence of socio-cultural and commercial economies and their impact on the successful business model of the site are illustrated in this case. This article extends the concept of social network markets by proposing the existence of a ripple effect of social network markets through convergence between PC and mobile internet, traditional and internet publishing, and between publishing and other cultural industries. It also examines the side effects of social network markets, and the role of market and non-market strategies in addressing the issues
Designing appliances for mobile commerce and retailtainment
In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design
Paving the way to e-services: Innovation through online games
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services
Scenarios for the Internet Migration of the Television Industry
All the conditions for the television industryâs migration to the Internet are now in place. While this migration will be gradual, it will have a deep-seated impact on the industry:âąthe exclusive rights model will no longer be the standard;âąsome consumers will abandon traditional managed networks;âąa globalization trend will be sparked, to the benefit of the major rights holders. Unlike the music and print media industries, the TV industry is gaining a strong position on the Web. As a result, television is poised to play a central role in video services. This offensive strategy will likely pay off down the line, but does not entirely eliminate the possibility of destroying value. There are structural reasons for this, including a fiercely competitive online advertising market and a lack of control over program circulation. Far from being simply transitory, the 2009-2010 economic downturn marks the beginning of a decade of restructuring for the TV industry. This new period will begin with an overall decline in the sectorâs resources before increasingly varied consumption patterns spur a new period of growth. The decade running from 2010 to 2020 will also be a period that focuses on cost control, with the industrialization of TV production that will depart once and for all from its historical model, i.e., film. This migration to the Web poses a threat to the European industry in particular. A reassessment of the television industryâs regulatory strategy appears both necessary and urgent, and will involve the creation of integrated pan-European conglomerates.Television, video, networks, on-demand, connected devices, advertising, pay-TV.
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