57,172 research outputs found

    An investigation on the consumer demand and behavior in video game live streaming

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    Abstract. Over the past decade, consumption of video games and popularity of eSports has risen gradually over time, which has led to the emergence of many new video game live stream services and their explosive use. The rise of new media, in which user interaction and socialization play a crucial role in influencing user behavior and demand has driven many organizations to begin actively advertising their offerings through video game live streaming platforms. Therefore, the purpose of this study is to make an investigation and gain understanding of what factors affect the overall demand and behavior of the users in video game live streaming services. First, this research approaches the topic by exploring the field of eSports from the perspective of experience economy theory to further understand from where the experience value of eSports consumers is formed. Secondly, the user demand and interaction were investigated thoroughly since they play a significant role in understanding the consumption of video game live streaming. Following this, the theoretical framework was developed by a comprehensive examination of past relevant academic articles, with the goal of presenting an accurate summary of the issues fundamental to the study. The study provides a qualitative empirical perspective on the subject. The empirical data of the study was gathered through semi-structured interviews with the streamers and active users of video game live stream services. The data was thematically analysed in order to evaluate, recognize and identify the fundamental features and issues associated with the phenomena under consideration. A significant portion of the insights from the theoretical framework used and conceived in this thesis were supported by the analysis of empirical data, which highlighted the importance of interaction and socializing elements in watching and consuming video game live streaming. Based on the theoretical and empirical data, a new framework was developed which in addition to factors of user demand, user interaction and platform impact now included external factors and communities which further affect the consumption and overall experience of the users in video game live streaming services. Furthermore, considerable evidence of both theoretical and managerial implications for organizations planning to market their offering in these services was emphasized

    Reviews

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    Researching into Teaching Methods in Colleges and Universities by Clinton Bennett, Lorraine Foreman‐Peck and Chris Higgins, London: Kogan Page, 1996. ISBN: 0–7494–1768–4, 136 (+ vii) pages, paperback. £14.99

    The Industry and the Unions: An Overview

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    [Excerpt] This overview chapter provides a framework for the chapters that follow by broadly describing the arts, entertainment, and electronic media (AEEM) industry and the problems confronting it. The overview is presented in four sections focused on: first, the economic structure of the industry; second, unions and bargaining structure; third, the impact of technological changes; and fourth, historical responses on the part of unions and the labor relations system to technological change

    Content Delivery System for Optimal VoD Streaming

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    The demand of video contents has rapidly increased in the past years as a result of the wide deployment of IPTV and the variety of services offered by the network operators. One of the services that has especially become attractive to the customers is real-time video on demand (VoD) because it offers an immediate streaming of a large variety of video contents. The price that the operators have to pay for this convenience is the increased traffic in the networks, which are becoming more congested due to the higher demand for VoD contents and the increased quality of the videos. As a solution, in this paper we propose a hierarchical network system for VoD content delivery in managed networks, which implements redistribution algorithm and a redirection strategy for optimal content distribution within the network core and optimal streaming to the clients. The system monitors the state of the network and the behavior of the users to estimate the demand for the content items and to take the right decision on the appropriate number of replicas and their best positions in the network. The system's objectives are to distribute replicas of the content items in the network in a way that the most demanded contents will have replicas closer to the clients so that it will optimize the network utilization and will improve the users' experience. It also balances the load between the servers concentrating the traffic to the edges of the network

    IPTV Market Development and Regulatory Aspects

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    Using Technology Enabled Qualitative Research to Develop Products for the Social Good, An Overview

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    This paper discusses the potential benefits of the convergence of three recent trends for the design of socially beneficial products and services: the increasing application of qualitative research techniques in a wide range of disciplines, the rapid mainstreaming of social media and mobile technologies, and the emergence of software as a service. Presented is a scenario facilitating the complex data collection, analysis, storage, and reporting required for the qualitative research recommended for the task of designing relevant solutions to address needs of the underserved. A pilot study is used as a basis for describing the infrastructure and services required to realize this scenario. Implications for innovation of enhanced forms of qualitative research are presented

    Competitive Advantages in the Video Streaming Industry : Does the release of original content have an impact on platform competition and subscriber base?

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    The television industry and the way we consume video entertainment has changed massively over the past decades. Innovations and the technological development have facilitated the establishment of new business models within the entertainment industry. We have seen the emergence of the subscriber video on demand (SVOD) sector, which is growing to replace linear television, and with new players entering the market seemingly every year. As the competition within the industry intensifies and the market is moving towards its maturity level, it is becoming increasingly more important for the actors to find ways to make their platform attractive to the consumers. Thus, it is important to obtain competitive advantages. In this thesis we aim to explore the impact the release of new original content has on subscriber base for the SVOD platforms. Original content, being produced by and thus exclusive to a platform, is often pointed to as a key activity for making the platform attractive to new and existing subscribers. To conduct our research we will develop a comprehensive analysis of the SVOD industry. We will also utilize two different regression methods to analyse a potential relationship between our variables of interest, using data on some of the biggest platforms on a global scale. While the release of new originals will serve as our main independent variable, we will also account for time trends, content quality and price increases. Through our regressions we find weak support for a positive correlation between the release of new original content and subscriber growth. The quality of the new content does also appear to have an impact. We do however acknowledge that there are several other factors that might affect the development in subscription numbers, in particular the aggregated industry trends, making us unable to credit this growth to the release of original content without taking more aspects into consideration. As an extension of our analysis, we also discuss the impact of original content in a bigger perspective. Here we conclude that there are competitive advantages to be obtained by the platforms from having original content as a part of their growth strategy, that go beyond subscription numbers as an isolated success metric.nhhma
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