SK Telecom [Summary] 5G to Be Commercialized in 2019

Total Page:16

File Type:pdf, Size:1020Kb

SK Telecom [Summary] 5G to Be Commercialized in 2019 2H19 Outlook Telecom Services 5G-driven paradigm shift Hakmoo Lee +822-3774-1785 [email protected] Analysts who prepared this report are registered as research analysts in Korea but not in any other jurisdiction, including the U.S. PLEASE SEE ANALYST CERTIFICATIONS AND IMPORTANT DISCLOSURES & DISCLAIMERS IN APPENDIX 1 AT THE END OF REPORT. Contents [Summary] 5G to be commercialized in 2019 3 I. Short-term 5G strategy 4 II. Medium/long-term opportunities in the 5G era: OTT 10 III. Medium/long-term opportunities in the 5G era: Cloud gaming 16 IV. Top pick 20 SK Telecom [Summary] 5G to be commercialized in 2019 5G technology to stimulate innovation in various industries over the medium to long term Source: Mirae Asset Daewoo Research 3| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy Technological advances • 3G was expected to create newfound demand related to data transmission/consumption, but the technology did from 4G not find a strong foothold due to underdeveloped infrastructure. • Key to success for 4G High-speed data transmission based on orthogonal frequency division multiplexing (OFDM) • 5G is expected to increase the speed of existing applications in the near term; over the long term, the technology, along with 4G, will facilitate the proliferation of innovative equipment/devices such as autonomous cars. Telecom generations and key applications 1G 2G 3G 4G 5G Voice Voice Data Data Data Key applications Core FM CDMA CDMA OFDM OFDM technology Network speed - 10x 100x 70x 20x improvement Source: Press materials, Mirae Asset Daewoo Research 4| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy 5G service expansion to • Key differentiating factors for 5G: The high-speed transmission of large quantities of data, low latency, and hyper- progress in phases connectivity • In the early stages of 5G service deployment, the first point—the high-speed transmission of large quantities of data—will likely come into focus. • Once 5G is fully adopted, we are likely to see the expansion of markets for actual 5G applications, such as autonomous driving, IoT, and VR. Comparison of 4G and 5G Three major characteristics of 4G (IMT-Advanced) 5G (IMT-2020) 5G - High-speed transmission of 1Gbps Peak data rate 20Gbps large volumes of data - Low latency - Hyper-connectivity 10ms Latency 1ms Maximum no. of device 0.1/m² 1/m² connections (density) 10Mbps User-experienced data rate 100-1,000Mbps Spectrum efficiency 3x 4G 350km/h Mobility 500km/h Energy efficiency 100 times 4G level 0.1Mbps/m² Traffic capacity 10Mbps/m² Note: The International Telecommunication Union is a specialized agency of the UN that is responsible for issues that concern information and communication technologies; WP5D under the ITU-R group addresses all relevant technical issues related to the introduction and deployment of mobile networks. Source: GSMA, Mirae Asset Daewoo Research 5| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy Data usage to increase • 5G technology is expected to be more widely deployed than 3G. steadily • While the major application of 2G was voice telephony, 4G’s key application is data. • While usage time for voice services has limited upside, data consumption has plenty of room to run. Mobile data usage trend Data usage per user (TB) (MB) 450,000 4G 9,000 4G smartphone Total 3G smartphone 8,000 Overall avg. 7,000 300,000 6,000 5,000 4,000 150,000 3,000 2,000 1,000 0 0 1/15 7/15 1/16 7/16 1/17 7/17 1/18 7/18 1/19 1/15 7/15 1/16 7/16 1/17 7/17 1/18 7/18 1/19 Source: MSIT, Mirae Asset Daewoo Research Source: MSIT, Mirae Asset Daewoo Research 6| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy Telcos need to develop • 3G era: Although plans were designed to lower base/voice call rates and increase data usage, telcos’ earnings plans that fit consumer deteriorated due to subscribers’ limited data usage. • The failure of 3G services was mainly because much-anticipated videotelephony services failed to resonate with needs consumers. • 4G era: Telco earnings increased, backed by subscribers’ strong shift toward 4G plans. Comparison of 3G and 4G plans Shift 2G 3G 3G 4G Monthly fixed-rate W12,000 W12,000 W55,000 W62,000 scheme - Voice rate per 10 - Free voice calls: - Unlimited data seconds: W18 - Free data: 3-4GB Five minutes plans Details - Video call rate - Free voice calls: - Voice rate per 10 - Free voice calls: per 10 seconds: 350 minutes seconds: W20 300 minutes W36 Note: Details may vary by provider. Source: Mirae Asset Daewoo Research 7| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy Telcos’ recent 5G data • The 5G data plans unveiled by the three major telcos will ultimately encourage the use of multiple devices (vs. plans confirm their focus smartphone only), which should drive ARPU higher. • Accordingly, the success of 5G will hinge on telcos’ ability to boost data usage and ARPU through device on boosting content expansion. consumption • In the short to medium term, increased consumption of media content on mobile networks and the introduction of cloud games should be key factors, in our view. 5G data plans Telcos SK Telecom KT LG Uplus Plan name Platinum Prime Standard Slim Premium Special Basic Slim Premium Special Standard Light Monthly fixedrate (W) 125,000 95,000 75,000 55,000 130,000 100,000 80,000 55,000 95,000 85,000 75,000 55,000 9GB + 250GB + 200GB + 150GB + 150GB + 8GB + 8GB + (max 300GB + 200GB + (max speed (max speed (max speed Data (max speed of (max speed of Unlimited (max speed of speed of (throttling) (throttling) of 10Mbps) of 10Mpbs) of 5Mpbs) 5Mbps) 1Mbps) 1Mbps) 1Mpbs) Unlimited calls to fixed-line/mobile users Unlimited calls to fixed-line/mobile users Unlimited calls to fixed-line/mobile users Voice (+ 300 minutes of video calling) (+ 300 minutes of video calling) (+ 300 minutes of video calling) Pooq Pooq U+ Mobile TV Flo Content Flo 5GX Game Pack 5GX Game Pack - U+ Mobile TV Genie 5GX Game 5GX Game Pack Music Pack Extras Two free One free Two free Multiple device device - - One free device connection - device - devices connections connection connections Unlimited Extra Free VR Free VR 50% discount Unlimited data roaming Extra 50GB Extra 10GB Other - data roaming - 100GB - headset headset on VR headset (100kbps ) sharing sharing (3<bps ) sharing Source: SK Telecom, KT, LG Uplus, Mirae Asset Daewoo Research 8| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research I. Short-term 5G strategy High-quality (HD) • Smartphones and tablet PCs typically have 5-12” displays supporting viewing distances ranging from 40cm to content growth to drive 60cm. • At these distances, most mobile users should be able to see the benefits of full/quad HD; in our view, mobile data data usage growth usage has the potential to increase more than fourfold once currently available video content advances beyond 720p. • Proliferation of OTTs should help boost content consumption on mobile networks, while high-definition content offerings should drive up data usage. Optimal viewing distances to see benefits of high-resolution displays Viewing distance (cm) 160 1920 x 1080p (full HD) 2560 x 1440p (quad HD) 3840 x 2160p (4K UHD) 7680 x 4320p (8K UHD) 120 80 40 Screen size (inches) 0 5 10 15 20 25 30 Source: Starico, Mirae Asset Daewoo Research 9| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research II. Medium/long-term opportunities in the 5G era: OTT Shift in media content • In Korea, OTT services have not yet become dominant; an extremely high proportion of content is still viewed via distribution channels: conventional platforms/channels, such as cable TV, IPTV, and satellite TV. • The percentage of content watched via mobile platforms has increased significantly, but small-sized mobile IPTV OTT screens still pose limitations. • Increasing utilization of mobile network connections by users of larger-screen tablets/laptops should further drive up OTT demand going forward. • In addition, content offerings dedicated to mobile OTT could also drive up mobile content consumption. Contribution of OTT to global pay-TV revenue Rankings of domestic OTT players (in terms of MAU) (%) ('000) 10 OTT contribution to pay TV revenue 30,000 MAU 20,000 5 10,000 0 0 12 13 14 15 16 17 Source: KISDI, Mirae Asset Daewoo Research Source: Nielsen KoreanClick, Mirae Asset Daewoo Research 10| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research II. Medium/long-term opportunities in the 5G era: OTT Content providers to play • Following the world’s first commercial movie screening in 1895, specialized storefront motion picture theaters a key role in the film popped up around the world. • The rapid growth of the film market based on these theaters gave rise to the establishment of major production market firms (studios). • Against this background, 26 first-run theater chains attempted to join forces to gain pricing power over studios. • In response, film studios acquired major theaters in large cities on the back of their strong capital power. While theaters operated by studios represented just 17% of all movie theaters in number, they accounted for the lion’s share (70%) of total box office revenue. Proliferation of Content makers emerge as First-ever motion picture Rise of major film studios nickelodeon theaters dominant platform players 1895 1905 1910s-1920s 1930s-1940s Source: Press materials, Mirae Asset Daewoo Research 11| 2H19 Outlook [Telecom Services] Mirae Asset Daewoo Research II. Medium/long-term opportunities in the 5G era: OTT Broadcasters dominated • With the introduction of TVs, broadcasters began to produce TV content leveraging the power of their platforms platforms in the TV era (established through radio and capital power).
Recommended publications
  • DFA Canada Global 50EQ-50FI Portfolio - Class F (USD) As of July 31, 2021 (Updated Monthly) Source: RBC Holdings Are Subject to Change
    DFA Canada Global 50EQ-50FI Portfolio - Class F (USD) As of July 31, 2021 (Updated Monthly) Source: RBC Holdings are subject to change. The information below represents the portfolio's holdings (excluding cash and cash equivalents) as of the date indicated, and may not be representative of the current or future investments of the portfolio. The information below should not be relied upon by the reader as research or investment advice regarding any security. This listing of portfolio holdings is for informational purposes only and should not be deemed a recommendation to buy the securities. The holdings information below does not constitute an offer to sell or a solicitation of an offer to buy any security. The holdings information has not been audited. By viewing this listing of portfolio holdings, you are agreeing to not redistribute the information and to not misuse this information to the detriment of portfolio shareholders. Misuse of this information includes, but is not limited to, (i) purchasing or selling any securities listed in the portfolio holdings solely in reliance upon this information; (ii) trading against any of the portfolios or (iii) knowingly engaging in any trading practices that are damaging to Dimensional or one of the portfolios. Investors should consider the portfolio's investment objectives, risks, and charges and expenses, which are contained in the Prospectus. Investors should read it carefully before investing. This fund operates as a fund-of-funds and generally allocates its assets among other mutual funds, but has the ability to invest in securities and derivatives directly. The holdings listed below contain both the investment holdings of the corresponding underlying funds as well as any direct investments of the fund.
    [Show full text]
  • Global Equity Fund Description Plan 3S DCP & JRA MICROSOFT CORP
    Global Equity Fund June 30, 2020 Note: Numbers may not always add up due to rounding. % Invested For Each Plan Description Plan 3s DCP & JRA MICROSOFT CORP 2.5289% 2.5289% APPLE INC 2.4756% 2.4756% AMAZON COM INC 1.9411% 1.9411% FACEBOOK CLASS A INC 0.9048% 0.9048% ALPHABET INC CLASS A 0.7033% 0.7033% ALPHABET INC CLASS C 0.6978% 0.6978% ALIBABA GROUP HOLDING ADR REPRESEN 0.6724% 0.6724% JOHNSON & JOHNSON 0.6151% 0.6151% TENCENT HOLDINGS LTD 0.6124% 0.6124% BERKSHIRE HATHAWAY INC CLASS B 0.5765% 0.5765% NESTLE SA 0.5428% 0.5428% VISA INC CLASS A 0.5408% 0.5408% PROCTER & GAMBLE 0.4838% 0.4838% JPMORGAN CHASE & CO 0.4730% 0.4730% UNITEDHEALTH GROUP INC 0.4619% 0.4619% ISHARES RUSSELL 3000 ETF 0.4525% 0.4525% HOME DEPOT INC 0.4463% 0.4463% TAIWAN SEMICONDUCTOR MANUFACTURING 0.4337% 0.4337% MASTERCARD INC CLASS A 0.4325% 0.4325% INTEL CORPORATION CORP 0.4207% 0.4207% SHORT-TERM INVESTMENT FUND 0.4158% 0.4158% ROCHE HOLDING PAR AG 0.4017% 0.4017% VERIZON COMMUNICATIONS INC 0.3792% 0.3792% NVIDIA CORP 0.3721% 0.3721% AT&T INC 0.3583% 0.3583% SAMSUNG ELECTRONICS LTD 0.3483% 0.3483% ADOBE INC 0.3473% 0.3473% PAYPAL HOLDINGS INC 0.3395% 0.3395% WALT DISNEY 0.3342% 0.3342% CISCO SYSTEMS INC 0.3283% 0.3283% MERCK & CO INC 0.3242% 0.3242% NETFLIX INC 0.3213% 0.3213% EXXON MOBIL CORP 0.3138% 0.3138% NOVARTIS AG 0.3084% 0.3084% BANK OF AMERICA CORP 0.3046% 0.3046% PEPSICO INC 0.3036% 0.3036% PFIZER INC 0.3020% 0.3020% COMCAST CORP CLASS A 0.2929% 0.2929% COCA-COLA 0.2872% 0.2872% ABBVIE INC 0.2870% 0.2870% CHEVRON CORP 0.2767% 0.2767% WALMART INC 0.2767%
    [Show full text]
  • Vanguard Total World Stock Index Fund Annual Report October 31, 2020
    Annual Report | October 31, 2020 Vanguard Total World Stock Index Fund See the inside front cover for important information about access to your fund’s annual and semiannual shareholder reports. Important information about access to shareholder reports Beginning on January 1, 2021, as permitted by regulations adopted by the Securities and Exchange Commission, paper copies of your fund’s annual and semiannual shareholder reports will no longer be sent to you by mail, unless you specifically request them. Instead, you will be notified by mail each time a report is posted on the website and will be provided with a link to access the report. If you have already elected to receive shareholder reports electronically, you will not be affected by this change and do not need to take any action. You may elect to receive shareholder reports and other communications from the fund electronically by contacting your financial intermediary (such as a broker-dealer or bank) or, if you invest directly with the fund, by calling Vanguard at one of the phone numbers on the back cover of this report or by logging on to vanguard.com. You may elect to receive paper copies of all future shareholder reports free of charge. If you invest through a financial intermediary, you can contact the intermediary to request that you continue to receive paper copies. If you invest directly with the fund, you can call Vanguard at one of the phone numbers on the back cover of this report or log on to vanguard.com. Your election to receive paper copies will apply to all the funds you hold through an intermediary or directly with Vanguard.
    [Show full text]
  • List of Search Engines
    A blog network is a group of blogs that are connected to each other in a network. A blog network can either be a group of loosely connected blogs, or a group of blogs that are owned by the same company. The purpose of such a network is usually to promote the other blogs in the same network and therefore increase the advertising revenue generated from online advertising on the blogs.[1] List of search engines From Wikipedia, the free encyclopedia For knowing popular web search engines see, see Most popular Internet search engines. This is a list of search engines, including web search engines, selection-based search engines, metasearch engines, desktop search tools, and web portals and vertical market websites that have a search facility for online databases. Contents 1 By content/topic o 1.1 General o 1.2 P2P search engines o 1.3 Metasearch engines o 1.4 Geographically limited scope o 1.5 Semantic o 1.6 Accountancy o 1.7 Business o 1.8 Computers o 1.9 Enterprise o 1.10 Fashion o 1.11 Food/Recipes o 1.12 Genealogy o 1.13 Mobile/Handheld o 1.14 Job o 1.15 Legal o 1.16 Medical o 1.17 News o 1.18 People o 1.19 Real estate / property o 1.20 Television o 1.21 Video Games 2 By information type o 2.1 Forum o 2.2 Blog o 2.3 Multimedia o 2.4 Source code o 2.5 BitTorrent o 2.6 Email o 2.7 Maps o 2.8 Price o 2.9 Question and answer .
    [Show full text]
  • Application Identification and Control
    APPLICATION Arcisdms Networking 3 1 BITS Download Manager File Transfer 4 1 Citrix IMA Remote Access 5 1 Cyworld Social Networking 3 2 Ares File Transfer 1 2 BitTorrent File Transfer 1 5 Citrix Licensing Remote Access 5 1 Daily Mail Web Services 1 2 IDENTIFICATION Ariel Networking 3 3 bizo.com Web Services 3 1 Citrix Online Collaboration 4 3 Dailymotion Streaming Media 1 4 Army Attack Games 2 5 BJNP Networking 4 1 Citrix RTMP Remote Access 5 2 Datagram Authenticated Session Protocol Networking 3 1 Army Proxy Proxy 1 5 Blaze File Server File Transfer 3 2 Citrix WANScaler Remote Access 5 1 Datalogix Web Services 4 1 arns Networking 3 1 BLIDM Database 3 1 Citrix XenDesktop Remote Access 5 1 Datei.to File Transfer 2 5 & CONTROL ARP Networking 3 1 Blogger Web Services 3 1 CitrixSLG Remote Access 5 1 DATEX-ASN Networking 3 1 $100,000 Pyramid Games 2 5 Adobe Updates Web Services 3 1 asa Networking 3 1 Blokus Games 1 2 CityVille Games 1 1 Daum.net Web Services 1 1 050Plus Messaging 2 2 Adometry Web Services 4 1 Ask.com Web Services 2 1 Bloomberg Web Services 4 1 CL1 Networking 3 1 Daytime Network Monitoring 2 5 12306.cn Web Services 4 1 Adready Web Services 4 1 Astaro SSL VPN Client VPN and Tunneling 3 1 Bluekai Web Services 1 1 Clarizen Collaboration 5 1 dBASE Unix Database 3 1 While traditional firewalls block protocols, 126.com Mail 4 2 Adrive.com Web Services 3 3 Astraweb File Transfer 3 5 BlueLithium Web Services 3 1 Classmates Social Networking 1 3 DC Storm Web Services 4 1 and ports, the Network Box Application 17173.com Social Networking
    [Show full text]
  • Optimizing the Video Game Live Stream APPROVED
    Paycheck.exe: Optimizing the Video Game Live Stream ​ by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature
    [Show full text]
  • Utrecht University from Let's Play to Let's Eat How Youtube's
    Utrecht University From Let’s Play to Let’s Eat How YouTube’s Affordances Influenced the Growth of Mŏkpang Kayleigh Wijnsouw 6226183 Supervisor: dr René Glas Second reader: dr Imar de Vries 20 August 2020 Table of Contents 1. Abstract ............................................................................................................................... 3 2. Introduction ........................................................................................................................ 4 3. Theoretical Framework....................................................................................................... 8 3.1 Food for Fun ................................................................................................................ 8 3.2 Micro-celebrity .......................................................................................................... 12 3.3 Let’s Play ................................................................................................................... 15 3.4 YouTube and Its Affordances ................................................................................... 18 4. Case Study: Banzz ............................................................................................................ 22 4.1 Methodology ............................................................................................................. 22 4.2 The Selected Videos .................................................................................................. 24 4.2.1 Video A: Oldest Video
    [Show full text]
  • Company Overview Valuation Data Source
    Valuation Data Source company overview No. Company No. Company No. Company "Bank "Saint-Petersburg" Public 60 AbClon Inc. 117 Activision Blizzard, Inc. 1 Joint-Stock Company Abdullah Al-Othaim Markets 118 Actron Technology Corporation 61 2 1&1 Drillisch AG Company 119 Actuant Corporation 3 1-800-FLOWERS.COM, Inc. Abdulmohsen Al-Hokair Group for 120 Acuity Brands, Inc. 62 4 11 bit studios S.A. Tourism and Development Company 121 Acushnet Holdings Corp. 5 1st Constitution Bancorp 63 Abengoa, S.A. 122 Ad-Sol Nissin Corporation 6 1st Source Corporation 64 Abeona Therapeutics Inc. 123 Adairs Limited 7 21Vianet Group, Inc. 65 Abercrombie & Fitch Co. 124 ADAMA Ltd. 8 22nd Century Group, Inc. 66 Ability Enterprise Co., Ltd. 125 Adamas Pharmaceuticals, Inc. Ability Opto-Electronics Technology 126 Adamis Pharmaceuticals Corporation 9 2U, Inc. 67 Co.,Ltd. 127 Adani Enterprises Limited 10 3-D Matrix, Ltd. 68 Abiomed, Inc. 128 Adani Gas Limited 11 361 Degrees International Limited 69 ABIST Co.,Ltd. 129 Adani Green Energy Limited 12 3D Systems Corporation 70 ABL Bio Inc. Adani Ports and Special Economic 13 3i Group plc 130 71 Able C&C Co., Ltd. Zone Limited 14 3M Company 131 Adani Power Limited 72 ABM Industries Incorporated 15 3M India Limited 132 Adani Transmissions Limited 73 ABN AMRO Bank N.V. 16 3S KOREA Co., Ltd. 133 Adaptimmune Therapeutics plc 74 Aboitiz Equity Ventures, Inc. 17 3SBio Inc. 134 Adastria Co., Ltd. 75 Aboitiz Power Corporation 18 500.com Limited 135 ADATA Technology Co., Ltd. 76 Abraxas Petroleum Corporation 19 51 Credit Card Inc.
    [Show full text]
  • Primary & Secondary Sources
    Primary & Secondary Sources Brands & Products Agencies & Clients Media & Content Influencers & Licensees Organizations & Associations Government & Education Research & Data Multicultural Media Forecast 2019: Primary & Secondary Sources COPYRIGHT U.S. Multicultural Media Forecast 2019 Exclusive market research & strategic intelligence from PQ Media – Intelligent data for smarter business decisions In partnership with the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers Co-authored at PQM by: Patrick Quinn – President & CEO Leo Kivijarv, PhD – EVP & Research Director Editorial Support at AIMM by: Bill Duggan – Group Executive Vice President, ANA Claudine Waite – Director, Content Marketing, Committees & Conferences, ANA Carlos Santiago – President & Chief Strategist, Santiago Solutions Group Except by express prior written permission from PQ Media LLC or the Association of National Advertisers, no part of this work may be copied or publicly distributed, displayed or disseminated by any means of publication or communication now known or developed hereafter, including in or by any: (i) directory or compilation or other printed publication; (ii) information storage or retrieval system; (iii) electronic device, including any analog or digital visual or audiovisual device or product. PQ Media and the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers will protect and defend their copyright and all their other rights in this publication, including under the laws of copyright, misappropriation, trade secrets and unfair competition. All information and data contained in this report is obtained by PQ Media from sources that PQ Media believes to be accurate and reliable. However, errors and omissions in this report may result from human error and malfunctions in electronic conversion and transmission of textual and numeric data.
    [Show full text]
  • Mukbang and Food Television
    Virtual Commensality: Mukbang and Food Television. Julia Aucoin Department of Art History and Communications Studies McGill University, Montreal A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Master of Arts June 2019 © Julia Aucoin 2019 1 Table of Contents Abstract/Résumé……………………………………………………………………………page 3 Statement of original research……………………………………………………………….page 4 Acknowledgements………………………………………………………………………….page 4 Introduction………………………………………………………………………………….page 5 Chapter One: Wi-Fi Accessibility, Commuter Television and Networks of Consumption...page 15 Chapter Two: Is There Affect in a Honeycomb?..................................................................page 40 Chapter Three: Click to Subscribe! Mukbang and Communities………………………….page 71 Conclusion………………………………………………………………………………...page 105 Works Cited……………………………………………………………………………….page 111 Appendix………………………………………………………………………………….page 118 2 Abstract/Résumé This thesis presents an exploration of the relationship between YouTube broadcasts, affect and food through an in-depth analysis of mukbang, a South Korean form of live eating broadcast that has risen in popularity since the late 2000s. Starting with an exploration of the technological and social infrastructures necessary for the cultural production of these broadcasts, this thesis traces the affective potential within the communities that form around mukbang and the related YouTube genre of ASMR videos. Using the concept of virtual commensality – the act of sharing food together – this thesis analyzes how communities form around sensory-based, eating- centered YouTube videos. Against claims that community does not exist online, this thesis demonstrates the specific ways in which mukbang videos create the conditions for community formation around shared practices of eating, opening a discussion for further research into how the ways we consume food informs our understanding of sociality, intimacy, feeling and fulfillment online.
    [Show full text]
  • Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online Michael G
    University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2016 Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online Michael G. Blight University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Technology and New Media Commons Recommended Citation Blight, Michael G., "Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online" (2016). Theses and Dissertations. 1255. https://dc.uwm.edu/etd/1255 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. RELATIONSHIPS TO VIDEO GAME STREAMERS: EXAMINING GRATIFICATIONS, PARASOCIAL RELATIONSHIPS, FANDOM, AND COMMUNITY AFFILIATION ONLINE by Michael George Blight A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Communication at The University of Wisconsin-Milwaukee August 2016 ABSTRACT RELATIONSHIPS TO VIDEO GAME STREAMERS: EXAMINING GRATIFICATIONS, PARASOCIAL RELATIONSHIPS, FANDOM, AND COMMUNITY AFFILIATION ONLINE by Michael George Blight The University of Wisconsin-Milwaukee, 2016 Under the Supervision of Professor Erin Ruppel Advances in media consumption and viewership have expanded the use of virtual communities such as streaming platforms (e.g., Twitch,tv, Azubu.tv, YouTube Gaming, AfreecaTV) and the ways individuals satisfy individual and social gratifications within these communities. Further, the connection viewers make with streamers as both fans and parasocially (i.e., a perceived friendship with media figure) has a number of implications for the communities that support them.
    [Show full text]
  • Factors Affecting the Popularity of Video Content on Live-Streaming Services
    sustainability Article Factors Affecting the Popularity of Video Content on Live-Streaming Services: Focusing on V Live, the South Korean Live-Streaming Service Minjeong Ham and Sang Woo Lee * Graduate School of Information, Yonsei University, Seoul 03772, Korea; [email protected] * Correspondence: [email protected]; Tel.: +82-2-2123-4531 Received: 12 December 2019; Accepted: 23 February 2020; Published: 27 February 2020 Abstract: Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning. Keywords: V Live; live-streaming; video content factors; video content popularity; K-pop 1. Introduction With the diffusion of wireless networks and mobile devices, anyone can provide recorded video and live-streaming video content.
    [Show full text]