27,404 research outputs found
(De)convergence in TV: a comparative analysis of the development of Smart TV
Against the backdrop of media convergence, Smart TVs are developing rapidly in large parts of the world. Smart TV refers to the integration of broadband Internet and social media features into TV sets. From a media business perspective, the proliferation of Smart TV services may put pressure on the market structure of the TV landscape, and urge for new business models in order to capture the dynamics of media convergence. By means of a comparative analysis in four European markets (Belgium, Germany, the Netherlands and the United Kingdom), the development of Smart TV is sketched in terms of viewing patterns, business models and standardization. The conclusion is that national TV markets are evolving quite differently, so that service providers must adapt their marketing strategies to reflect local market conditions. Hence, the success of Smart TV ultimately depends on the local package of value-added services and the amount of strategic partnerships with content owners, TV broadcasters and pay-TV operators
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
Chasing Sustainability on the Net : International research on 69 journalistic pure players and their business models
This report outlines how online-based journalistic startups have created their economical locker in the evolving media ecology. The research introduces the ways that startups have found sustainability in the markets of ten countries. The work is based on 69 case studies from Europe, USA and Japan.
The case analysis shows that business models can be divided into two groups. The storytelling-oriented business models are still prevalent in our findings. These are the online journalistic outlets that produce original content â news and stories for audiences. But the other group, service-oriented business models, seems to be growing. This group consists of sites that donât try to monetize the journalistic content as such but rather focus on carving out new functionality.
The project was able to identify several revenue sources: advertising, paying for content, affiliate marketing, donations, selling data or services, organizing events, freelancing and training or selling merchandise. Where it was hard to evidence entirely new revenue sources, it was however possible to find new ways in which revenue sources have been combined or reconfigured. The report also offers practical advice for those who are planning to start their own journalistic site
From television to multi-platform: less from more or more for less?
This article examines economic aspects of convergence and of multi-platform expansion
in the media sector. Focusing on television broadcasters in the UK, it analyses the recent
migration of conventional media towards multi-platform strategies and asks whether digitization
is making content delivery more resourceâintensive than before or whether it is facilitating greater
efficiency. Findings suggest that adaptation to a multi-platform outlook on the part of conventional
media requires investment in staffing and re-versioning of content. Funding this, especially in a
period of economic downturn, has encouraged a more selective approach towards content, with
concomitant implications for diversity. Notwithstanding generally low commercial returns from
online activities so far, the potential economic advantages to be had from multi-platform are
significant. The experience of UK broadcasters suggests a well-executed â360-degreeâ approach to
commissioning and distribution will increase the value that can be realized from any given universe
of content, partly because of extended opportunities for consumption of that content, but also
because modes of engagement in a digital multi-platform context allow for an improved audience
experience and for better signalling of audience preferences back to suppliers
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