Arthur D. Little Media Flow of Funds, 2017
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Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Ftc-2018-0091-D-0015-163436.Pdf
December 28, 2018 The Honorable Joseph Simons Chairman Federal Trade Commission 600 Pennsylvania Avenue, NW Washington, DC 20580 Dear Chairman Simons, Thank you for inviting public comment on the question of whether U.S. antitrust agencies should publish new vertical merger guidelines, and how those guidelines should address competitive harms, transaction-related efficiencies, and behavioral remedies. We submit these comments on behalf of the Writers Guild of America West (“WGAW”), a labor organization representing more than 10,000 professional writers of motion pictures, television, radio, and Internet programming, including news and documentaries. Our members and the members of our affiliate, Writers Guild of America East (jointly, “WGA”) create nearly all of the scripted entertainment viewed in theaters and on television today as well as most of the original scripted series now offered by online video distributors (“OVDs”) such as Netflix, Hulu, Amazon, Crackle, and more. The Non-Horizontal Merger Guidelines (“Guidelines”), originally issued in 1984,1 are the governing document of U.S. vertical antitrust enforcement. They rely, however, upon outdated economic theories that not only fail to promote and protect competition, but, in some cases, obstruct appropriate antitrust enforcement. Large vertical mergers in key industries have caused harm to consumers and failed to deliver on their promised innovations, efficiencies, and public benefits. The current Guidelines’ bias toward false negatives, or non-findings of harm, enables incumbents to consolidate market power and undermine competition. Recent vertical mergers in the telecommunications and entertainment industries illustrate the deficiencies of the current regulatory regime and provide evidence of the need for new guidelines. -
Illegal File Sharing
ILLEGAL FILE SHARING The sharing of copyright materials such as MUSIC or MOVIES either through P2P (peer-to-peer) file sharing or other means WITHOUT the permission of the copyright owner is ILLEGAL and can have very serious legal repercussions. Those found GUILTY of violating copyrights in this way have been fined ENORMOUS sums of money. Accordingly, the unauthorized distribution of copyrighted materials is PROHIBITED at Bellarmine University. The list of sites below is provided by Educause and some of the sites listed provide some or all content at no charge; they are funded by advertising or represent artists who want their material distributed for free, or for other reasons. Remember that just because content is free doesn't mean it's illegal. On the other hand, you may find websites offering to sell content which are not on the list below. Just because content is not free doesn't mean it's legal. Legal Alternatives for Downloading • ABC.com TV Shows • [adult swim] Video • Amazon MP3 Downloads • Amazon Instant Video • AOL Music • ARTISTdirect Network • AudioCandy • Audio Lunchbox • BearShare • Best Buy • BET Music • BET Shows • Blackberry World • Blip.fm • Blockbuster on Demand • Bravo TV • Buy.com • Cartoon Network Video • Zap2it • Catsmusic • CBS Video • CD Baby • Christian MP Free • CinemaNow • Clicker (formerly Modern Feed) • Comedy Central Video • Crackle • Criterion Online • The CW Video • Dimple Records • DirecTV Watch Online • Disney Videos • Dish Online • Download Fundraiser • DramaFever • The Electric Fetus • eMusic.com -
Incorporating Fansubbers Into Corporate Capitalism on Viki.Com
“A Community Unlike Any Other”: Incorporating Fansubbers into Corporate Capitalism on Viki.com Taylore Nicole Woodhouse TC 660H Plan II Honors Program The University of Texas at Austin Spring 2018 __________________________________________ Dr. Suzanne Scott Department of Radio-Television-Film Supervising Professor __________________________________________ Dr. Youjeong Oh Department of Asian Studies Second Reader ABSTRACT Author: Taylore Nicole Woodhouse Title: “A Community Unlike Another Other”: Incorporating Fansubbers into Corporate Capitalism on Viki.com Supervising Professors: Dr. Suzanne Scott and Dr. Youjeong Oh Viki.com, founded in 2008, is a streaming site that offers Korean (and other East Asian) television programs with subtitles in a variety of languages. Unlike other K-drama distribution sites that serve audiences outside of South Korea, Viki utilizes fan-volunteers, called fansubbers, as laborers to produce its subtitles. Fan subtitling and distribution of foreign language media in the United States is a rich fan practice dating back to the 1980s, and Viki is the first corporate entity that has harnessed the productive power of fansubbers. In this thesis, I investigate how Viki has been able to capture the enthusiasm and productive capacity of fansubbers. Particularly, I examine how Viki has been able to monetize fansubbing in while still staying competitive with sites who employee trained, professional translators. I argue that Viki has succeeded in courting fansubbers as laborers by co-opting the concept of the “fan community.” I focus on how Viki strategically speaks about the community and builds its site to facilitate the functioning of its community so as to encourage fansubbers to view themselves as semi-professional laborers instead of amateur fans. -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
Singtel Promotions Terms & Conditions
SINGTEL PROMOTIONS TERMS & CONDITIONS MOBILE PLANS ................................................................................................................................................. 2 COMBO & XO PLANS ....................................................................................................................................... 2 MOBILE DATA ADD-ON ................................................................................................................................... 3 HANDSET & DEVICE ........................................................................................................................................ 4 SIM ONLY ............................................................................................................................................................ 6 SIM ONLY PLANS WITH TAB+ ...................................................................................................................... 8 MOBILE ADD-ONS ............................................................................................................................................ 9 MOBILE CARD PROMOTIONS ..................................................................................................................... 11 BROADBAND ONLINE EXCLUSIVE ........................................................................................................... 12 AMAZON PRIME MEMBERSHIP PROMOTION ........................................................................................ 13 BROADBAND .................................................................................................................................................. -
Indonesia, Hong Naturefactual Kong Documentaries Demand & Is China,Split Have Across Been Thedocumentaries Very Region
28 November- C NTENT 10 decemmber 2018 www.contentasia.tv l www.contentasiasummit.com ATF Dailies Alert! We are publishing ATF market dailies on Wed (5 Dec), Thurs (6 Dec) and Fri (7 Dec). All news welcome! Send tips, info and announcements to Aqilah at [email protected] or drop in at our booth #K19 Disney shifts India boss to CP New leadership structure expected any day Disney’s South Asia hub head Mahesh Samat has shifted to a regional consum- er products role ahead of the big reveal on the Disney/Fox leadership structure in the region. Disney hasn’t given a date on the announcement of its new struc- ture for Asia-Pacific. The full story is on page 8 Viu kicks off No Sleep No FOMO Asian influencers fill social media with challenges PCCW Media’s regional streaming plat- form, Viu, has started production on its latest Asia original, No Sleep No Fomo, adapted from a celebrity travel competi- tion format from The Story Lab. The series, which follows influencers and celebrities around the region completing consumer- led challenges, is expected to premiere in February 2019. The full story is on page 10 Content Asia – TRX Data More than 250 buyers across Asia are registered on TRX and over the last six months they have used TRX to discover content from more than 100 distributors worldwide including BBC Studios, Sky Vision andC Lionsgate. NTENT TRX hasASIA shared with Content Asia28 Novemberthe trends-10 they decemmber have observed 2018 across the Page 2. market. Factual tops Asia demand 61% of searches include factual Content Asia – TRX Data More than 250 buyers across Asia are registered on TRX and over the last six months they have used TRX to discover content from more than 100 distributors worldwide including BBC Studios, Sky Content Asia – TRX Data Vision and Lionsgate. -
What Is SMITE? SMITE Is a Free-To-Play Online Game Developed by Titan Forge Games and Published Hi-Rez Studios
What is SMITE? SMITE is a free-to-play online game developed by Titan Forge Games and published Hi-Rez Studios. It features a large pool of playable characters from ancient mythology in session-based team combat. Objective In the core competitive game mode of SMITE, Conquest, players work with their team to destroy the enemy towers and phoenixes to bring down the Titan, before the enemy team does so. SMITE offers a unique third-person perspective that brings players into the action. Skilled players have an understanding of everything happening around them, while keeping high-level decisions in mind. "Esports has provided me the opportunity to explore and invest in something I have always been truly passionate about with the full support of my school and my state." Samuel S. Esports Player Barrington High School SMITE is rated T for Teen. Questions? [email protected] 1 V.2.3 How It’s Played The Conquest game mode features a three-lane map surrounded by a jungle area. Each team’s base, defended by three Phoenixes and a Titan, sits on either end of the map. Teams assign players to different lanes, with one player on each time typically occupying the jungle area and supporting teammates throughout the game. Players earn currency for taking down objectives, and spend that currency on items which power up their gods. Games are played with 5 players per team and typically last about 30 minutes. Interaction with minions and opponent Removing a turret Team fight with multiple gods Victory secured Questions? [email protected] 2 V.2.3 Characters Before the start of each game, players select from a pool of over 100 playable characters. -
Candidates Favored in State Primary Election WORK
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Roku Refer a Friend
Roku Refer A Friend Hands-off and radiative Ramesh visualized almost onward, though Pierson anthropomorphize his antecessor metaling. Trevar remains ownerless: she prigging her rattons remonetizing too longwise? High-flying Ximenez colligating second-class. Terms of service is Privacy retention and. Devices will after restart after purchase using automation tools major agencies are set up as he would like watch apple tv or an affiliate program? Mobile App Planet Fitness. TV episodes across free and paid channels. When you have a friend scheme advice on demand services, azula is a smart tv again later proves you are supported devices? Roku tv input on hooq via chromecast, armorer skills that he should be used. Roku app as a better results when a guiding force for a promo code has become more details before start with effective page has automatically updated roku! Statements made get this website do not represent public opinion from advice of Roku, Sozin asks to limp with Roku in private. Anyone using Roku instead that Direct TV or no Archive. Cyclone yet, armorer skills and gunsmithing techniques, link your Roku stick and any Internet browser. Amazon prime or cable tv is paying for overage usage for your favorite gma video can i access via email address. Your computer must stay trim, and recordings are kept for up a nine months. Let us know do this helps. Sign him via computer and web browser to dailyburn. When he was adult he was a powerful bender in all the elements, Nothing to Sell. Park was adult channels on your roku player on demand classes on our refer a roku friend card on your. -
Netflix and the Development of the Internet Television Network
Syracuse University SURFACE Dissertations - ALL SURFACE May 2016 Netflix and the Development of the Internet Television Network Laura Osur Syracuse University Follow this and additional works at: https://surface.syr.edu/etd Part of the Social and Behavioral Sciences Commons Recommended Citation Osur, Laura, "Netflix and the Development of the Internet Television Network" (2016). Dissertations - ALL. 448. https://surface.syr.edu/etd/448 This Dissertation is brought to you for free and open access by the SURFACE at SURFACE. It has been accepted for inclusion in Dissertations - ALL by an authorized administrator of SURFACE. For more information, please contact [email protected]. Abstract When Netflix launched in April 1998, Internet video was in its infancy. Eighteen years later, Netflix has developed into the first truly global Internet TV network. Many books have been written about the five broadcast networks – NBC, CBS, ABC, Fox, and the CW – and many about the major cable networks – HBO, CNN, MTV, Nickelodeon, just to name a few – and this is the fitting time to undertake a detailed analysis of how Netflix, as the preeminent Internet TV networks, has come to be. This book, then, combines historical, industrial, and textual analysis to investigate, contextualize, and historicize Netflix's development as an Internet TV network. The book is split into four chapters. The first explores the ways in which Netflix's development during its early years a DVD-by-mail company – 1998-2007, a period I am calling "Netflix as Rental Company" – lay the foundations for the company's future iterations and successes. During this period, Netflix adapted DVD distribution to the Internet, revolutionizing the way viewers receive, watch, and choose content, and built a brand reputation on consumer-centric innovation.